If you play the original and then OpenRA you will be amazed how well OpenRA is balanced. As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it. They also added a ton of features which make the game truly enjoyable and fun to play. Well done OpenRA team!
Weird. I find the balance for player vs AI to be actually pretty horrible. AI can outrange artillery sight so you have no choice but to push forward always or micro manage units. I have a fork of OpenRA on my GitHub where I try to address this, along with pathfinding bugs, enabling Tiberian Sun and fixing bugs with that. I also updated it to cross platform .NET 10 and bumped the performance up about 6-10x fixing mino…
OpenRA
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Re: OpenRA
#42If you play the original and then OpenRA you will be amazed how well OpenRA is balanced. As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it. They also added a ton of features which make the game truly enjoyable and fun to play. Well done OpenRA team!
Weird. I find the balance for player vs AI to be actually pretty horrible. AI can outrange artillery sight so you have no choice but to push forward always or micro manage units. I have a fork of OpenRA on my GitHub where I try to address this, along with pathfinding bugs, enabling Tiberian Sun and fixing bugs with that. I also updated it to cross platform .NET 10 and bumped the performance up about 6-10x fixing mino…
For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine.
So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save.
Heartbreaking.
Re: OpenRA
#43If you play the original and then OpenRA you will be amazed how well OpenRA is balanced. As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it. They also added a ton of features which make the game truly enjoyable and fun to play. Well done OpenRA team!
Weird. I find the balance for player vs AI to be actually pretty horrible. AI can outrange artillery sight so you have no choice but to push forward always or micro manage units. I have a fork of OpenRA on my GitHub where I try to address this, along with pathfinding bugs, enabling Tiberian Sun and fixing bugs with that. I also updated it to cross platform .NET 10 and bumped the performance up about 6-10x fixing mino…
Re: OpenRA
#44Earlier quoted context omitted.
Try the Doom ones.
I'll have to give them a shot, but admittedly the nostalgia is almost certainly a big reason I love the RA OST (and starcraft as well). I didn't play enough doom to really love it in the same way.
Re: OpenRA
#45Earlier quoted context omitted.
Weird. I find the balance for player vs AI to be actually pretty horrible. AI can outrange artillery sight so you have no choice but to push forward always or micro manage units. I have a fork of OpenRA on my GitHub where I try to address this, along with pathfinding bugs, enabling Tiberian Sun and fixing bugs with that. I also updated it to cross platform .NET 10 and bumped the performance up about 6-10x fixing mino…
The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable. For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine. So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save. Heartbreaking.
It's super impressive this works at all.
Re: OpenRA
#46We used to play RA on my friend's home network, which was thin net running IPX. The house rule was that if we'd collectively built enough units that the game started slowing down you had to attack. It was good times.
Moving everything to TCP/IP came with a lot of improvements, but we also lost important things. Reminds me of the move from Flash to HTML5.
Re: OpenRA
#47Has anyone built better AIs for this?
When I was a teen I was mostly writing RA2 custom map scripts and rules/units for my friends and watch them battle with my rules in internet cafes. When that was not possible, I was creating custom RA2 AIs, but it was very hard. These days, I'm having incredible fun developing good old AI scripts with LLMs, for my own vibe-coded RTS game. Just choose all AI players here to make them battle each other: https://egeozca…
What are the possibilities for just giving Claude that each turn. Yes, insane over kill, but in a couple of years Claude level AI will run locally on laptops...
Re: OpenRA
#48Has anyone built better AIs for this?
Re: OpenRA
#49If you play the original and then OpenRA you will be amazed how well OpenRA is balanced. As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it. They also added a ton of features which make the game truly enjoyable and fun to play. Well done OpenRA team!
APC + flamethrowers was the new WTF in OpenRA, if I remember correctly.
Re: OpenRA
#50Earlier quoted context omitted.
Tangential, but I got introduced to Red Alert C&C through various 'Hell March' videos by random fans of various militaries on YouTube. It's funny how it vibes with nearly every military you throw it over.
I love using the RA OST for coding. The songs are fun and fast paced with low lyrics. It helps that this is a childhood favorite game of mine.