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OpenRA

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61–70 of 174 posts

Re: OpenRA

#61
post #48

Earlier quoted context omitted.

I know you meant player AI, but now I'm imagining an RTS where every unit is running a small reasoning LLM.

It's already in the works. NDA but the studio I gig at, their Ai love to send NPCs off cliffs. Because there is no collision between the sky and floor it determines that this is the quickest route. Even with zoning it does something you'll never think of. Using LLMs as NPCs can be hilarious to watch.

I need to hear more. That or start my own NPC circus.

Re: OpenRA

#62
post #58

OpenRA is great, it feels like a better version of Red Alert 2. The one thing I'm missing is C&C Generals and Zero Hour. Those were also really fun to play over LAN.

I didnt check what makes OpenRA special but theres open source efforts to „remaster“ generals and zero hour.

https://github.com/TheSuperHackers/GeneralsGameCode

Re: OpenRA

#63
I have such fond memories of this game. Editing the .ini files was a delight - I distinctly remember giving Tanya (with her incredibly rapid-fire guns) cruiser shells and having basically the entire map blow up instantaneously.

Re: OpenRA

#64

Earlier 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…

Link to your GitHub? I'd love to play the version with your improvements!

https://github.com/hypercube33/OpenRA/

Re: OpenRA

#66
post #27
post #18

Has anyone turned it into a browser game?

Not sure about RA, but for RA2 see https://chronodivide.com/

Chrono Divide is insane. It is wild to see a single dev completely leapfrog every other team that spent years making RTS engines.

Re: OpenRA

#67
post #44

Earlier quoted context omitted.

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.

It's the same backend, so it's a bit like a fun theme difference. I played Dune2 first, and like RA too.

They're talking about Doom, not Dune.

Re: OpenRA

#68
post #42

Earlier 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.

Perhaps because their focus is on multiplayer, where saving and loading isn't as in demand as SP

Re: OpenRA

#69

Earlier 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.

Right, it's less about the nostalgia, and more about the tempo that I find really enjoying.

Re: OpenRA

#70
post #47
post #8

Earlier quoted context omitted.

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…

Huh. You know, I wonder. The API provided to AI scripts must have enough info for limited strategies, but I've never seen what's what. You have. 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...

I'm really not sure about the timelines, but I can easily speak to the state of things for today: LLMs are very wasteful and slow for real-time decisions. The "thinking" ones have no chance and if you disable thinking, they really struggle with querying the context with the right calls. For the once in a moonshot scenarios that they have enough context and ample time to react, they are great!

Developing AI scripts, however? They are crazy good! I try to re-balance the game to give a little edge to the humans, then it takes a single iteration for your not-even-sota LLM to destroy me. I mean I'm not the fastest RTS player but for the lack of skill, I have the advantage of being the designer of the game :)

About the RA2 AI scripts: You can react to enemy faction, composition etc. but it's impossible to program it to pull back its tesla tanks when they are under threat from a bunch of rocketeers. Those things are hard-coded in the game engine. I think the only exception was the DeeZire mod which patched the game exe, if I'm not hallucinating.

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