[HN Gopher] OpenRA: Red Alert, Command and Conquer, Dune 2000, R...
       ___________________________________________________________________
        
       OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the
       Modern Era
        
       Author : azalemeth
       Score  : 311 points
       Date   : 2021-09-13 13:15 UTC (9 hours ago)
        
 (HTM) web link (www.openra.net)
 (TXT) w3m dump (www.openra.net)
        
       | mothsonasloth wrote:
       | Unfortunately owning the Remaster and playing OpenRA, they are
       | two very divergent projects that cannot be merged.
       | 
       | OpenRA is a rewrite whilst Remastered was a rework on the
       | original code.
       | 
       | I would have loved some of the OpenRA features to make it into
       | the Remaster, and likewise the updated assets (sound, music and
       | textures) into the OpenRA game
        
       | hjek wrote:
       | OpenRA is currently my favourite free/libre computer game.
       | They've done a fabulous job at keeping the feeling of the
       | original game while updating things like cross-platform support,
       | screen resolution and network play and added build queues (and
       | waypoints, I believe) that was present in later C&C games.
       | They've also tweaked the game play, making thieves able to hijack
       | vehicles and cloak (They are probably the most fun unit to micro
       | around) and radar jammers able to deflect / confuse missiles, and
       | added per-country special units like in RA2 (The French invisible
       | phase transport is wild), and changed the tech tree so medium /
       | heavy tanks require service depot.
       | 
       | I remember in the original Red Alert, if you ordered an airplane
       | to fly into the shroud, it'd just disappear into the darkness,
       | but in OpenRA you can actually use them for scouting (which
       | totally makes sense). OpenRA also has fog-of-war which suddenly
       | makes planes and helicopters key units for ground support.
       | 
       | I don't like war. The arms trade should be abolished. We should
       | help refugees get safe passage and eliminate borders rather than
       | build walls or drop bombs on them. Anyone working with defense in
       | any capacity, like militarizing borders with drones or whatever,
       | should immediately quit or turn whistle blower. Still, I find
       | this war game incredibly enjoyable. Applause to the hackers.
        
         | azalemeth wrote:
         | I played a round or four with my lab last night. Cross platform
         | play, free hosting, good matchmaking and an excellent
         | experience. The computers on equal number and an equal footing
         | absolutely annihilated us. We were easily able to titrate the
         | difficulty to make it fun. Honestly, a great game and very
         | enjoyable (and I won the 6-player death match at the end with a
         | total Deus ex Machina moment made possible by the fog of war,
         | much to everyone's suprise, including mine).
         | 
         | One of the best FOSS games I've ever played, possibly second to
         | Wesnoth.
         | 
         | I second your comments about war.
        
           | hjek wrote:
           | > One of the best FOSS games I've ever played, possibly
           | second to Wesnoth.
           | 
           | Yea, Wesnoth has a lot of what made the earlier Heroes of
           | Might and Magic games great. I like how many open source
           | games are cool with sticking to 2D, making them accessible
           | for older devices. Wesnoth graphics are first class mix of
           | hand drawn and pixel art. (They could do with a few more unit
           | animations though.)
           | 
           | > I second your comments about war.
           | 
           | There shouldn't be any contradiction in being okay with pixel
           | people being blown up but not real ones, even though
           | sometimes it feels like there is. I played OpenTTD and even
           | though the graphics were awesome, I got a bit sad from
           | clearing trees just to build roads for hordes of lorries to
           | transport coal and oil and cattle to the slaughterhouse for
           | no obvious "win" in the end (except money).
        
       | Arrath wrote:
       | Did OpenRA and/or the Remaster ever fix the infinite-range
       | grenadier bug?
        
         | veidelis wrote:
         | Most definitely it's fixed in OpenRA. I have not heard good
         | comments about remaster other than graphics due to them not
         | addressing mechanics/gameplay issues such as balance.
        
       | hyperstar wrote:
       | Would be nice to have the original discs with videos &c.
        
         | azalemeth wrote:
         | You can legally download them for free at
         | https://archive.org/details/Red_Alert-Cutscenes, and then
         | install them into open-ra.
        
         | TuringNYC wrote:
         | It seems you need the original game CDs to get the music on
         | OpenRA. Incidentally, I have both the original 3 1/2" disk and
         | the remastered CDs from the early 2000s -- but no computers
         | with CDs or floppy drives. I'm willing to even purchase the
         | music a third time, but seems OpenRA wants a CD -- has anyone
         | gotten around this?
        
           | neuronexmachina wrote:
           | Does it play the music via Redbook audio? I wonder if you
           | could "burn" mp3s to a virtual audio CD and then mount it.
        
           | fivestarman wrote:
           | I just installed openRA and it says you can use an
           | installation or cd. Maybe you could find an installation
           | online and use your unlock key?
        
       | rnoorda wrote:
       | I spent hours playing Red Alert, and loved C&C as well. Something
       | about the absolute craziness made it so much fun. Then RA2 amped
       | it up even more, being able to train giant squid and teleporting
       | infantry that erase units from the timeline.
        
       | giantrobot wrote:
       | Here's a nice list of open source remakes of commercial game
       | engines in the spirit of OpenRA: https://github.com/radek-
       | sprta/awesome-game-remakes
       | 
       | Note a lot of these like OpenRA are reimplementations of the game
       | engines but want the original game media. A good deal work with
       | GoG or Steam releases of the old games while some will want
       | original media. For ones that want original media a lot of old
       | game ISOs can be found on the Internet Archive.
        
         | handrous wrote:
         | OpenMW (for TESIII:Morrowind) is _amazing_. Strictly an
         | improvement on the original. Far more stable--I finished the
         | main campaign and several major side quest trees with a bunch
         | of mods active and experienced _zero_ crashes, which is unheard
         | of with the original engine--and somewhat better-looking. Runs
         | just about everywhere. It 's great.
        
       | MomoXenosaga wrote:
       | Dune 2000 is so underrated, I endorse this game for any Dune fan!
        
         | jandrese wrote:
         | On the flipside it is one of the most annoying to play. You
         | can't mass select units and also units won't auto-engage when
         | attacked. So of you have some tanks guarding a harvester and
         | something with longer range starts plinking them they'll just
         | sit there until they get destroyed. And of course moving those
         | tanks up to engage is maximum micromanagement.
         | 
         | It works ok on smaller scales, but the bigger maps are really
         | annoying to play, especially when you're being harassed by
         | Sardaukar troops.
        
           | noneeeed wrote:
           | I loved Dune 2000 when I was a teenager, but I remember never
           | finishing it. The last couple of maps were just too hard for
           | me to beat for all the reasons you listed. I think my sister
           | managed it but it took several goes.
        
           | ido wrote:
           | Are you sure you're talking about Dune 2000 and not the
           | original Dune 2? IIRC Dune 2000 uses a c&c-like interface.
        
             | jandrese wrote:
             | I think you are right. It was called Dune 2. Came on a
             | small number of floppy disks. IIRC it was the first title
             | that Westwood developed, and definitely one of the first
             | RTS games.
        
         | wellthisisgreat wrote:
         | The 3D Dune strategy was also great, for a Dune fan at least.
         | Not sure if it stands the test of time, but it seemed extremely
         | loyal to the book and enjoyable
        
       | vyrotek wrote:
       | I love the C&C series. Really enjoyed playing through the
       | remaster recently. Way more difficult than I remembered.
       | 
       | But what I really want is a remaster of Red Alert 2!
        
         | pixel_tracing wrote:
         | This!!! I love the new memes by Scorched Earths YouTube
         | channel. RA2 was my most favorite game back in the day
        
       | jploh wrote:
       | I remember seeing a JS/HTML5/browser version a couple years back.
       | How feasible is it to port this to WASM now?
        
         | [deleted]
        
         | postalrat wrote:
         | I'm sure the major hurdle is how do you get the required
         | artwork to the client without violating copyright.
        
       | Andrew_nenakhov wrote:
       | One thing i remember best about the original C&C is a _gorgeous_
       | installer [1]! Being one of the first games that came on CD, I
       | thought it is the standard of the things to come.
       | 
       | Unfortunately, the future disappointed: every other game came
       | with a boring windows installer.
       | 
       | [1]: https://youtu.be/cioyLQ2O6yc
        
         | Arrath wrote:
         | Red Alert 2's was pretty great, though not to the same level as
         | C&C's.
         | 
         | When it started it blasted out at full volume, "WARNING!
         | Military Software Detected!" which, at one friend's house,
         | caused his mom to yell up the stairs at us "WHAT ARE YOU BOYS
         | DOING???"
         | 
         | Edit: hah, beaten.
        
           | sleavey wrote:
           | Wow, there's a blast from the past. I think the full phrase
           | was "WARNING! Military software detected. Top secret
           | clearance required."
        
             | Arrath wrote:
             | You're right, I was wracking my brain trying to remember
             | the full phrase but just couldn't.
        
         | merb wrote:
         | not very epilepsie friendly
        
           | imwillofficial wrote:
           | How so?
        
         | midasuni wrote:
         | As a hormonal teenager I was far more interested in Tanya. The
         | file copying process was not the type of install I was
         | interested in.
        
         | rastafang wrote:
         | the installer... that is what caught your attention?
        
         | Lammy wrote:
         | RA2's was pretty fun
         | https://www.youtube.com/watch?v=wKjPls9YGcI
        
           | Andrew_nenakhov wrote:
           | Never saw that one, RA1 left me disappointed, so i never
           | checked next installments.
           | 
           | Looks better than average installer, but still, but quite as
           | great as in C&C1 )
        
         | endgame wrote:
         | Every other game _except C&C remastered_:
         | 
         | https://www.youtube.com/watch?v=-eDt_Q1risk
         | https://www.youtube.com/watch?v=nupLAa68rX0
         | 
         | While they were made by a community member, kudos to EA for
         | shipping them. Really put a bow on the whole thing.
        
         | gfunk911 wrote:
         | Yes! As a kid, I specifically remember thinking that even the
         | installer was cool.
        
         | rnoorda wrote:
         | I loved the C&C/RA computer aesthetic. That's how I always
         | imagined the future of UI. The modern digital experience is
         | fine, but I sometimes wish we had more rotating graphics and
         | phosphor green text.
        
       | ww520 wrote:
       | Ah, CC and Red Alert, the joy of LAN party. We played so many
       | hours on company's dime on the office network. The controller
       | from finance was actually a pretty good player. One day he
       | brought his teenage son to the office to play with us, and that's
       | the time I introduced the uneven pincer movement to his awareness
       | with a crushing defeat. Good time.
        
       | Ericson2314 wrote:
       | Also check out https://github.com/TheAssemblyArmada/Vanilla-
       | Conquer which is a modernization of the original code (!), rather
       | than a rewrite with liberties.
        
         | hjek wrote:
         | How's the network code?
        
           | Ericson2314 wrote:
           | I'm not sure, I haven't had the time I wanted to catch up
           | like I used to in the binary patching days.
        
       | wyuenho wrote:
       | Ohhhh the glorious days of dialing to your friend's PC directly
       | for a match after school!
        
       | spookthesunset wrote:
       | So many hours spent playing C&C over our local network at home!
        
         | pytlicek wrote:
         | The same here. I remember very much the hours spent playing
         | this game. Actually, I also still play OpenRA here and there.
        
         | akamia wrote:
         | When I was a kid I shared the second Red Alert CD with my
         | friend. We used the Modem multiplayer option to dial each other
         | directly to play 1:1.
         | 
         | So many great memories.
        
       | boboche wrote:
       | Hell march metal song and game play of Red alert 1 was the first
       | time I looked at a PC and felt My beloved Amiga was growing old.
       | Good and bad memories wrapped in an awesome game!
        
         | lolski wrote:
         | hell march is awesome
        
       | hyperstar wrote:
       | Is there a bug in Chernobyl? We weren't able to capture the
       | missile silos with engineers.
        
       | imwillofficial wrote:
       | I loved the original C&C so much. C&C rivals was a surprisingly
       | interesting game, it has none of the fun of the originals.
        
       | josefresco wrote:
       | I play this 3-4 times a week. It's like therapy for my brain.
       | Simple, hypnotic, perfect.
       | 
       | Tiberian Dawn, Skirmish 1v1, Me GDI against the CPU is my jam.
        
       | lolski wrote:
       | I love the migs and missile submarines
        
       | bloopernova wrote:
       | Can someone please give me a billion dollars, so I can fund a
       | modern remake of Alpha Centauri / Alien Crossfire?
       | 
       | Still one of my all-time favourite games. I really enjoyed the
       | unit design and character of the game.
        
         | Thev00d00 wrote:
         | Civilization: Beyond Earth was fun
        
         | ido wrote:
         | You don't need a billion $ to remake Alpha Centauri as long as
         | you don't want AAA visuals. I would wager an experienced team
         | of 8-10 people can do it in 2 years (so ~$2m assuming $100k
         | average salary cost per person year).
        
       | BugsJustFindMe wrote:
       | Are fog of war, veteran units, hotkeys, stances, game replays,
       | mods, custom maps, and custom campaigns really considered
       | "modern" "post-90s" features? Myth: TFL had all of them in 1997.
        
       | elif wrote:
       | Genuinely curious at what point in development this team was
       | informed about C&C remastered, released earlier this year...
       | 
       | Seems like an awful lot of work for some vaguely quasi-legal
       | 'free-ness'
        
       | arendtio wrote:
       | I think OpenRA is one of the reasons why the remastered
       | collection [1] exists, as they have kept the community alive.
       | 
       | [1]
       | https://store.steampowered.com/app/1213210/Command__Conquer_...
        
       | peanut_worm wrote:
       | These sorts of projects are always my favorite. OpenTyrian and
       | OpenMW are some other great projects similar to this.
        
       | yur3i__ wrote:
       | OpenRA is one of my favourite games right now, I play it with a
       | few of my friends on a regular basis and we have forked it to
       | include the building specific construction from tiberian dawn in
       | command and conquer.
        
       | 41209 wrote:
       | I actually own the remasters, did anyone else notice these games
       | are absurdly hard.
       | 
       | When I come to think about it, I've never been able to beat the
       | original Red alert. The sequels are pretty easy though
        
         | orhmeh09 wrote:
         | I'm terrible at real-time strategy games, yet the campaigns in
         | CnC1 and RA1 were among the few (possibly only) I was able to
         | complete. I really enjoyed the theme and wanted to see all the
         | cutscenes, which might have helped with motivation.
        
           | handrous wrote:
           | I could beat CnC2 and RA2 clean, but with CnC1 I could only
           | get past IIRC about the half-way point by abusing sandbags.
           | It seemed completely hopeless, otherwise.
        
         | PeterisP wrote:
         | At least the originals were easily beatable by determined kids.
         | However, the general pattern of those games was that the
         | opponent had an overwhelming material advantage that
         | compensated a quite AI that wouldn't exterminate you early and
         | would routinely send attacks that are too small to be effective
         | and (given proper play) would be eliminated with insignificant
         | losses on your side, thus burning the opponents resources while
         | you're getting stronger.
         | 
         | However, this means that if a remaster improves the AI in any
         | way (perhaps using a bit smarter AI that was intended for a
         | newer game) then the resource/production advantage can make the
         | game extremely hard.
        
           | dragontamer wrote:
           | The remaster devs were very careful at only improving AI in
           | "safe" ways, understanding full well that the original game
           | was designed for a resource-advantaged AI.
           | 
           | https://www.eurogamer.net/articles/2020-08-10-the-command-
           | an...
           | 
           | > This became even more evident, because there are a couple
           | things we did try and fix. A good example of this is, there's
           | a bug in the game where when the AI uses an airstrike against
           | you, especially in the Nod campaign, the code stated it would
           | always target the top-left enemy in the map. And so, people
           | discovered this and what they would often do is they would
           | just leave a single minigunner up at the top-left of the map
           | and the AI would always waste their airstrike on that
           | minigunner.
           | 
           | > Well, we we heard that bug from the community, and we're
           | like, oh, we should fix that because obviously that wasn't
           | intended. That was a bug, a miss-programmed thing. And so we
           | fixed it. But we didn't really understand what the ripple
           | effects of that were going to be. And once we released the
           | game, we started getting reports of the Nod missions becoming
           | incredibly difficult because the AI was now optimally using
           | their airstrike and taking out key base structures, taking
           | out your commandos so you would lose the mission entirely.
           | 
           | > All these things happened because we unleashed the AI to
           | now be a lot wiser. And we're still tackling that issue. It's
           | taken us two months to undo the impacts of that change. So,
           | you just think about, okay, what if we had fixed the sandbag
           | exploit? And now, in all these missions, wherever there's
           | sandbag walls the AI knows how to deal with them. It would
           | have dramatically changed the feel and the balance of all
           | those missions.
           | 
           | ---------
           | 
           | They "improved" the airstrike AI, but then they had to self-
           | nerf the improvements, to make the campaigns easier again.
           | They felt like they truly had to get rid of the "target top-
           | left soldier" glitch and truly target strong units across the
           | map... but they still didn't make it "smart enough" to target
           | say... your command center (leading to probably a game-over
           | condition).
           | 
           | The AI in the remasters target high-priority units
           | (commandos, Temple of Nod / Nuclear launch Capabilities,
           | and/or GDI's Orbital Cannon). So it sucks to see your endgame
           | units one-shot. But you can at least rebuild them and
           | continue the game (compared to if you lost your command
           | center. Basically all hope is lost if that happens)
        
         | tasogare wrote:
         | Yeah... I'm trying to do RA campaigns in hard and some missions
         | are really difficult (and I use the save a lot to backtrack in
         | time). I always played in easy or medium as kid, so made
         | there's that.
        
         | traspler wrote:
         | I've tried the C&C 1 campaign when the remasters got released.
         | Wow, the difficulty is brutal. To the point where it just
         | doesn't feel very fun anymore. I've mostly been playing
         | Tiberian Sun and RA2 as a kid and can't remember them being
         | this hard.
        
         | dragontamer wrote:
         | C&C gives a huge monetary advantage to the CPU players.
         | Something like 10x the resource collection per harvester/ore
         | truck, or there-abouts.
         | 
         | I've found it possible to out-compete in resource count vs the
         | CPU, but only with my "Starcraft" training (huge focus on the
         | economy, harassment of the opponent's harvesters, knowledge of
         | the Lanchester's square-law in determining when to fight vs
         | when to retreat, etc. etc.). Any decently strong player can
         | probably beat the AI through "brute force" (in particular:
         | attacking their harvester forces an "AI alpha strike", where
         | the entirety of the AI's units attack your base). With good
         | tactics, you'll often beat the AI in this exchange (AI is
         | rather bad at tactics actually, you should be trading 2-for-1
         | in most situations, or even better).
         | 
         | 2-for-1 isn't good enough though. You need 10-to-1 trades. That
         | means retreating often, finding defensive positioning (good
         | "concave" positioning, while forcing the opponent to be
         | convex), attacking the opponent while they're on the move,
         | utilizing your repair bay, etc. etc. A lot of defensive
         | buildings are also amazing: not only do you have the "Repair"
         | button (which effectively creates HP at fractions of the cost
         | of a new building), but the defensive buildings are numerically
         | superior against mobile units (higher HP / higher DPS per unit
         | $$$).
         | 
         | Note: Defensive buildings are usually terrible vs humans. But
         | vs AI who attacks in "obvious" and predictable angles...
         | they're highly useful.
         | 
         | Finally: it means attacking the AI's harvester early and often:
         | to prevent the AI from building up a critical "Death ball" of
         | units that you can't beat. You're not necessarily trying to
         | kill the harvester, but instead just provoking the "alpha
         | strike" before the CPU's death ball is at critical mass. (Of
         | course, kill the harvester if you're given the opportunity. But
         | its easier said than done...)
         | 
         | -------
         | 
         | It seems like the "intended" way to beat the AI is through
         | "underhanded" tactics: engineer into the ore refineries and/or
         | silos to steal their money. Taking advantage of the "sandbag
         | AI" (sandbags are effectively immune to the AI's knowledge, the
         | AI will never attack a sandbag), etc. etc.
         | 
         | --------
         | 
         | C&C is a very "sharp" game. One mistake will require you to
         | restart the level. The AI's tiberium advantage feels crushing,
         | but you absolutely can work around it: either through brute
         | force, or through underhanded / ai-manipulation methodologies.
        
           | NohatCoder wrote:
           | I found a nice cheese that really helped me: Attack
           | harvesters with a single soldier, run as soon as you get a
           | hit in, the harvester will follow that soldier anywhere in
           | order to try to run him over, right past all your static
           | defenses or neatly lined up tanks for instance.
        
           | Havoc wrote:
           | >I've found it possible to out-compete in resource count vs
           | the CPU
           | 
           | I don't think they AI's spending was linked to it
           | particularly directly though. Felt more like a simple counter
           | "build 1 tank per minute" type deal
        
             | dragontamer wrote:
             | If you kill all the harvesters in C&C (and literally all of
             | them), the AI stops producing entirely.
             | 
             | Its very difficult, because they have so much more Tiberium
             | than you. But its possible and fully effective at shutting
             | down the AI entirely.
             | 
             | You need to kill about... 6 or 7 harvesters... to get to
             | that point. (For those who aren't experts at the game, each
             | harvester costs roughly 2x the amount of a typical tank. So
             | killing 6 to 7 harvesters is a really, really big deal).
             | 
             | If even just one harvester gets one collect back
             | successfully, they'll give the AI something like 10,000
             | credits (vs the 700 credits you get from your own
             | harvesters). So you need to perpetually dedicate yourself
             | to killing literally all harvesters forever more, if you go
             | down this route. Letting even one harvester escape breaks
             | the strategy.
        
       | dragontamer wrote:
       | Something to note about the 90s-era is that the "death ball" of
       | cheap units was *aggressively* mitigated in almost all strategy
       | games.
       | 
       | * Civilization 1, 2, and 3 had "stacks", but if you kill one unit
       | in the stack, you kill ALL units in the stack. As such, "death
       | balls" were incredibly fragile, one well placed attack kills the
       | whole stack.
       | 
       | * Command and Conquer has infantry, which get rolled over and
       | instant-killed by tanks. The overall "death ball" of tanks can
       | eventually reach endgame proportions of death, but the cheapest
       | units are fully ineffective at death-balling.
       | 
       | * Starcraft had a 12-unit selection cap. It required a lot of
       | clicks (on purpose) to create a death ball, so only the highest
       | levels of players (with high APM) could attack-move with a whole
       | army effectively.
        
         | [deleted]
        
         | k__ wrote:
         | Wasn't the grenade infranry pretty good against tanks in C&C?
         | 
         | I remember building them en masse.
         | 
         | Also, in StarCraft you could save groups, with 1-5 you had 60
         | units.
         | 
         | I remember building masses of the same unit in these games.
        
           | dragontamer wrote:
           | > Wasn't the grenade infranry pretty good against tanks in
           | C&C?
           | 
           | Nominally, it was rockets were the anti-tank infantry. But
           | both grenades and rockets get squished with alt-move. Tanks
           | are faster than infantry, so the tanks get the squish rather
           | easily.
           | 
           | The infantry player can defend against the squish by spamming
           | "X" (which scatters your units in random directions). But
           | given that tanks are threatening a one-squish kill + have
           | faster movement, grenades are a rather poor choice to "death
           | ball spam".
           | 
           | Furthermore: a dead grenadier explodes, causing damage to all
           | other nearby grenadiers (causing __cascading__ explosions),
           | often times wiping out your own "death ball". That is to say:
           | a "death ball" made out of grenadiers end up killing
           | themselves more often than not.
           | 
           | Grenades are primarily anti-infantry and anti-building units
           | in C&C. They serve the job well in that regards. But its
           | incredibly dangerous to spam these units in C&C.
           | 
           | -----------
           | 
           | "Death Balls" existed in C&C, but you had to use far more
           | expensive tanks to be able to get there. The cheaper units
           | (rockets, grenadiers) were simply ineffective.
           | 
           | Nod arguably had a good death-ball strategy with bikes, but
           | bikes were weak vs infantry (though they outran infantry
           | pretty severely). Light Tanks was a more reliable Nod-based
           | death-ball IMO.
           | 
           | > Also, in StarCraft you could save groups, with 1-5 you had
           | 60 units.
           | 
           | Not like Starcraft 2, where you can save a singular group of
           | 400 zerglings with Ctrl-1.
           | 
           | Even then, Starcraft 2 has Psi Storm and area-of-effect
           | damage (banelings, colossus). So its not quite as easy to
           | construct an appropriate "death ball", unless you've scouted
           | out your opponent's build. So its not a "Braindead" kind of
           | death ball, but... still a death ball at the end of the day.
           | 
           | > I remember building masses of the same unit in these games.
           | 
           | Nothing quite like Advance Wars mechanized infantry (aka:
           | rockets). That was truly a single-unit deathball game, lol.
        
         | X6S1x6Okd1st wrote:
         | Do you have a source for the 12-unit cap being a game shaping
         | design decision?
        
           | myhf wrote:
           | There's some good analysis here:
           | 
           | https://tl.net/forum/brood-war/526252-newbie-question-
           | about-...
        
         | munk-a wrote:
         | My Civ 3 pikeman has something important it wants to say to
         | that tank of yours.
        
         | avereveard wrote:
         | most total annihilation units couldn't shoot past each other,
         | the one who could where large, slow, fragile or otherwise
         | unable t effectively blob due high weapon spread or
         | vulnerability to splash damage.
        
           | shoo wrote:
           | total annihilation aircraft were pretty fun things to blob,
           | although they were fragile and vulnerable to splash damage,
           | particularly to the flak weapons that were added in the
           | expansion. a glorious thing about total annihilation was the
           | ballistics model: ground units without dedicated anti-air
           | weapons could attempt to fire their guns at aircraft --
           | nearly all the time they'd miss, but occasionally a heavy
           | tank could land a lucky hit and maybe take out a cluster of
           | aircraft.
           | 
           | my favourite highly blobbable unit for fooling around in
           | single player was advanced construction aircraft. i guess if
           | you've got enough resource income to support 20+ advanced
           | construction aircraft rush building lines of long-range
           | artillery, you've probably already won.
        
             | ikiris wrote:
             | spring is the equivalent TA continuance compared to this
             | post about openra
        
             | bradleypowers wrote:
             | Gosh, I really miss TA. I never felt like another RTS
             | matched TA for variability, even though I basically only
             | ever played against one friend.
        
               | wingmanjd wrote:
               | If you're feeling nostalgic, GoG.com has it for sale:
               | https://www.gog.com/game/total_anihilation_commander_pack
        
               | farmerstan wrote:
               | I just bought it on steam a few months ago. $5. On my 10
               | year old system I had I think there was thousands of
               | individual units running at the same time. I downloaded
               | the mid Escalation with amazing unit, and was playing
               | against 4 AI. At one point there were thousands of units
               | all running at the same time and the battles were epic. I
               | would throw 500 Fidos (my favorite original unit) to the
               | AI and they would slowly get mowed down, but then I would
               | Keep sending them in waves. It's still so much fun!
        
           | farmerstan wrote:
           | If you download the Escalation mod, the new units are
           | amazing. The TA community 25 years later is still amazing!
        
         | peder wrote:
         | > Civilization 1, 2, and 3 had "stacks", but if you kill one
         | unit in the stack, you kill ALL units in the stack. As such,
         | "death balls" were incredibly fragile, one well placed attack
         | kills the whole stack.
         | 
         | That's not how I remember things TBH. Only something like a
         | nuke would kill all units on the same tile.
        
           | dragontamer wrote:
           | Units in the field would die as a singular stack (aka: stack
           | kill).
           | 
           | There were two exceptions, and one exception-to-the-
           | exception.
           | 
           | * Cities had units die one-at-a-time. This means that to
           | siege a city, you were forced to build a stack (!!!).
           | Attacking cities was always a dangerous operation in Civ 1/2
           | (though made easier in Civ3).
           | 
           | * Fortresses had units die one-at-a-time, but were relatively
           | difficult to build. IIRC, they also took up room, so no farms
           | or mines if you build a fortress. Still though, they served
           | as a "city-lite". Civ3 revamped the fortress system rather
           | severely, so this only really applies to Civ1 / Civ2... and
           | the top-tier fortress in Civ3 (lower-tier fortifications IIRC
           | didn't defend vs stack kills, only provided a minor defensive
           | bonus).
           | 
           | The exception-to-exceptions was the nuke, as you pointed out.
           | A nuke can stack-kill even in the stack-kill immune zones
           | (cities / fortresses).
        
           | UI_at_80x24 wrote:
           | Civ1, Civ2, Civ2 Call to Power, all suffered from stacked
           | unit insta-kill glitch that OP mentioned. I have very
           | unpleasant memories of a spearman somehow being hidden in
           | stacks of tanks and losing them all to a crossbow or pike.
           | 
           | This happened too MANY times to forget; and though enough
           | time has passed that specifics have faded the pain and
           | frustration never will.
           | 
           | =) Yeah I'm still kinda bitter about that.
        
             | dragontamer wrote:
             | Its not a glitch. Its completely unrealistic, but its in
             | fact designed like that to discourage death-balls.
             | 
             | You can search on "stack" in the Civ2 manual to see many,
             | many references to how entire stacks will die all at once!
             | (http://www.replacementdocs.com/download.php?view.365).
             | This manual proves that Civ2 designers intended stacks to
             | work like that.
             | 
             | Even the "glitchy" behavior of Bombers "defending" a stack
             | (ie: bombers are an air unit, so they are "immune" to
             | ground units attacking them. Therefore, a bomber "in a
             | stack" makes the whole stack immune), is in fact referenced
             | in the manual (!!!). The Civ2 developers had 100% intension
             | of encouraging this "gamey" behavior.
             | 
             | -----------
             | 
             | Civ1 likely was the same, but was a much worse game. (I'm
             | pretty salty about militias beating my battleships in Civ1)
             | But hey, Civ1 was just the first iteration of the game,
             | lol. Civ2 was when the game was rebalanced / revamped into
             | a better game.
             | 
             | Civ3 and Civ4 started to diverge from the original plans
             | rather severely.
        
               | MaxBarraclough wrote:
               | What do you make of FreeCiv?
               | 
               | http://freeciv.org/
        
               | dragontamer wrote:
               | FreeCiv has largely succeeded in making a "more fun"
               | Civ2-like environment. They've backported some things
               | from Civ4/5/6, like hex-maps, culture, and also changed
               | some mechanics to better interact with these backported
               | items (Democracy's "Deployed Troops" penalty now extends
               | to your culture-zone, instead of cities/fortresses only,
               | which makes sense).
               | 
               | FreeCiv in general suffers from outdated UI-choices. QT-
               | client solves a lot of the issues though, and hopefully
               | will evolve into something better.
               | 
               | FreeCiv got an incredible "solver" embedded into its
               | engine, allowing you to optimally place your citizens.
               | But the use of this solver-engine is arcane. Proper use
               | of it leads to cascading advantages over your foes
               | however, so its a must have to learn. (especially in
               | auto-calculating rapture situations)
               | 
               | The use of optimal trade routes (with a good solver
               | available in the FreeCiv-GTK client, but not in QT ... at
               | least last time I checked) also is a major advantage to
               | the players who use it.
               | 
               | -----------
               | 
               | FreeCiv is likely a highly competitive, highly optimized
               | game. But the community seems split and fractured. Some
               | want to use FreeCiv-Web (and without the Governor / Trade
               | route solvers, its a very different game), others like me
               | prefer to play highly-optimal Civ2-like games.
               | 
               | FreeCiv's solvers (both the Governor solver, and the
               | Trade Route solver) presents a difficult question to the
               | community. Is the use of arcane constraint-solvers part
               | of the metagame? If deployed for free so that everyone
               | can use them, is that fair?
               | 
               | Its one additional step to learn before you can be an
               | effective, competitive, FreeCiv player. But knowing that
               | these lower-level items are "solved" by solver-systems
               | makes it really, really difficult to go back to Civ5 /
               | Civ6 (!!). So many times do I look at my citizens
               | placement and realize that the AI-placement of citizens
               | is terrible compared to the FreeCiv solver...
               | 
               | ----
               | 
               | The "core" of FreeCiv is pretty incredible. The solvers
               | to make provably optimal choices (well, at least "locally
               | optimal", such as most trade from a collection of
               | 12-cities trade routes + auto-caravan decisions). As well
               | as the use of "symmetrical island maps" to ensure
               | everyone has equal starting-positions, and the first to
               | deploy "concurrent turns" (long before Civ5 did).
               | 
               | It plays like a macro'd up / steroids version of Civ2 +
               | minor mods as a result. The community needs to unify and
               | decide if this version of the game is how it should be...
               | and if so, rebalance the game in this field.
               | 
               | Well, basically, FreeCiv-web vs FreeCiv-GTK/QT flamewars
               | in a nutshell.
        
         | systemvoltage wrote:
         | What's a "death ball"?
        
           | Aachen wrote:
           | It's kind of clear from context, but still this is the first
           | I hear the term (as someone who played those games) and DDG
           | also doesn't come up with anything useful (top result, for
           | example, is about some item in Dragon Ball). So I was also
           | wondering if I got it right, especially when there's a
           | hundred non-jargon and equally concise ways to say that, e.g.
           | 'large group'. To me this seems like a valid question.
        
             | dragontamer wrote:
             | My use of the term originates from the Starcraft 2 culture.
             | Search on "Protoss Deathball", which is a well known,
             | highly effective "tactic"... if a bit obvious.
             | 
             | I'm sure the other games have their own terminology for the
             | evolution of this "tactic".
        
             | zeven7 wrote:
             | It's a common term in modern RTS, and it's got more meaning
             | attached to it than simply "a large group". For example, in
             | StarCraft 2, a full army of zerglings wouldn't be
             | considered a "death ball" because it'd be so easily
             | defeated with a few Colossus and high templars (units that
             | deal a lot of splash damage, which zerglings are
             | particularly susceptible to). A death ball is an army so
             | powerful it's virtually unstoppable once it's formed.
             | Players can try to achieve a death ball to gain a victory,
             | but it's often expensive and leaves you vulnerable while
             | you're building one. Also death balls are usually slow, and
             | the opponent can use faster units to attack vulnerable
             | parts of their base while the player building a death ball
             | is out of position.
        
             | munk-a wrote:
             | AoE2 also uses this term extensively especially within the
             | context of ranger infantry. A clump of forty arbs will chew
             | through the armor of even intended counters (like knights).
             | 
             | One of the more interesting applications of this term I've
             | seen is in TW WH2 (Total War: Warhammer 2) where a faction
             | like Vampire Counts gets a lot of utility out of death-
             | balling even trash tier units like skeleton warriors - so
             | that opponent infantry and cavalry gets mired in the mass
             | of unit collisions to make it easier to get a clean spell
             | targeting off. I think the term is pretty well established
             | at this point as evidenced by the derivative usages that
             | are now popping up.
        
           | jtolmar wrote:
           | A large group of units, generally with ranged attacks, where
           | the most effective positioning is clumping them up into a
           | ball. They hit a certain tipping point where fewer and fewer
           | things work to counter them. If both sides have a death ball,
           | then the smaller one loses by a bigger margin the larger the
           | death balls get.
           | 
           | In a made up but typical RTS, one swordsman beats an archer,
           | ten archers are an even match for ten swordsmen, and fifty
           | archers beat infinity swordsmen. In a 10v8 archer battle, the
           | bigger side survives with about 3 archers, but in a 100v80
           | archer battle, the bigger side survives with over 50. This
           | game has archer death balls.
        
             | munk-a wrote:
             | Most games will counter this effect with area of effect
             | damage. AoE has onagers for this purpose - which can easily
             | deal immense damage to clumped and unaware archers - SC2
             | actually gives a lot of units AoE which is what prevents
             | marine deathballs from being nearly as strong as they might
             | otherwise be. 10 zealots and a clossus vs. twenty marines
             | will be a pretty one-sided fight that will get more extreme
             | the higher the numbers go.
        
           | Arrath wrote:
           | A massive, monoculture blob of either the cheapest and
           | fastest to produce, or a reasonably effective as far as
           | cost/time/damage output unit, used to just roll over the
           | opponent's base.
           | 
           | So, a few hundred riflemen or dozens and dozens of tanks.
           | 
           | The death part of it comes from the numerical advantage, if
           | an enemy unit walks into range of many times its number it'll
           | get blown to hell before it can inflict meaningful damage,
           | even if it is a technologically superior or inherently
           | stronger unit.
        
             | teawrecks wrote:
             | Not always monoculture. The most effective deathballs have
             | a balanced composition of units which complement each
             | other.
        
               | Arrath wrote:
               | Absolutely, this can vary. IME at least in the old days,
               | it did tend to be a single unit type (eg Red Alert
               | Medium/Heavy tank rushes, or a well timed Zerg Rush) but
               | it is by no means a hard and fast rule.
        
               | dragontamer wrote:
               | AoE2 is usually a monoculture, due to the nature of its
               | upgrade systems.
               | 
               | If your knights are +2 armor and +2 damage, you'll
               | probably want a mono-culture of knights. Futhermore, a
               | singular upgrade (aka: Cavalier research) immediately
               | applies to all knights.
               | 
               | Your +2 armor / +2 damage Cavaliers are probably superior
               | to your +0 / +0 archers from the Feudal age, even if
               | those archers are theoretically useful against some
               | units.
               | 
               | Strictly speaking: its not a monoculture: Scouts +
               | Knights is the common combination for cavalry civs,
               | because Knights lose vs Monks/Archers, while Scouts win
               | vs Monks/Archers. Furthermore, Scouts share the +2 armor
               | / +2 damage upgrade with Knights. But still, the upgrade
               | system almost "forces" a monoculture (or close to a
               | monoculture): its far more efficient to only research one
               | or two units, rather than researching many, many
               | different kinds of units.
        
           | dragontamer wrote:
           | A situation that arises rather often in Axis and Allies,
           | Civ4, Starcraft 2.
           | 
           | It results because of math. To defeat 100 units of equal
           | strength requires *more* than 100 units (!!!).
           | 
           | Take for example 100 Zealots (Starcraft / Starcraft 2 melee
           | unit). If you send 1-Zealot vs the 100 Zealots, it will die
           | before it deals much damage.
           | 
           | In fact, even if you send 10 Zealots vs 100 Zealots, the
           | 10-Zealots will almost certainly die before dealing any
           | lasting damage. (All Zealots have a "shield" that
           | regenerates. You probably won't even get past the shield).
           | 
           | As such, 100 Zealots can perpetually kill 10 Zealots over-
           | and-over again. Your 100 Zealots can kill 1000+ Zealots (as
           | long as they only attack 10-at-a-time).
           | 
           | ----------------
           | 
           | Same thing with Axis-and-allies infantry / tanks, or many
           | other strategy games. The "strength" of a ball of units is
           | the *square* of their size.
           | 
           | That is to say: 100-Zealots is 100x stronger than 10-Zealots
           | (!!), not 10x stronger as you may initially assume. As such,
           | both players end up building a bigger-and-bigger death ball
           | as a primary tactic (which is in fact, unfun and stale).
           | 
           | In Starcraft: Brood War, your 100-Zealots could only be
           | grouped into groups of 12, meaning you need 18 actions to
           | attack-move the group. In Starcraft 2: your 100-Zealots can
           | all be in a single group, so you only need 2-actions (one
           | selection + one A-move) to attack-move the group.
        
             | stickfigure wrote:
             | It's been a long time, but IIRC you could still group units
             | in SC1 and bind them to number keys. So maybe only 12 at a
             | time, but you could still navigate multiple groups of 12
             | with just a few keypresses.
        
               | dragontamer wrote:
               | Yes, you can.
               | 
               | But it still means attack-moving 108 units (aka: 9
               | groups, all labeled 1, 2, 3, 4, 5, 6, 7, 8, 9) requires
               | 18-actions.
               | 
               | That is: 1 (select group 1), then a, then left click on
               | the attack-area. Then 2 (select group 2), a, left click
               | on attack area. Etc. etc.
               | 
               | That's a difference of 18-apm (Starcraft Brood War) vs
               | 2-apm (Starcraft 2). Furthermore, that "Group 1" in SC2
               | could have 150-units or 200-units (or 400-zerglings, lol)
               | in it. They pretty much made death-balls have 10% of the
               | APM requirement in SC2 compared to SC:Brood War.
               | 
               | I'm all for making the game easier and more accessible:
               | but the death-ball tactic was a little bit "too obvious"
               | and kind of unfun to watch, compared to the tightly
               | coordinated groups of 12 that SC: Brood War was famous
               | for. The groups were too big, numerical advantage was the
               | biggest advantage in SC 2 IMO.
        
               | munk-a wrote:
               | SC2 having larger groups has allowed a different focus of
               | micro though - stutter-stepping marines is a tactic that
               | was out of reach of most players in SC1 but an absolute
               | necessity in SC2 and the addition of unit abilities has
               | decreased the utility of giganto deathballs - the micro
               | is still very much a requirement.
        
             | jbay808 wrote:
             | The formalization of this is "Lanchester's Laws", equations
             | that estimate the strength of unit numbers. Here is an
             | excellent video explaining these laws in the context of Age
             | of Empires 2:
             | 
             | https://youtu.be/wpjxWBwLkIE
        
               | dragontamer wrote:
               | Two laws, for two different situations.
               | 
               | Lanchester's Square Law applies to Starcraft, AoE2, Axis
               | and Allies, etc. etc. The assumptions therein are "ranged
               | units all within fire of each other"
               | 
               | Lanchester's Linear Law applies to Risk, Hearts of Iron,
               | and "bottleneck" situations in Starcraft/AoE2, etc. etc.
               | The Linear law applies when units are no longer within
               | reach of each other, and are instead seen as
               | reinforcements to a limited sized "front" where combat
               | takes place.
               | 
               | In Risk: only 3 units can ever be attacking, and only
               | 2-units can ever be defending. This is the conditions of
               | the linear law.
               | 
               | In Starcraft / AoE2, a "bottleneck" may force a limited
               | number of melee units to fight, leading to a rare
               | situation of the linear law in action.
               | 
               | Hearts of Iron "saturated frontline" concept also gets
               | into the linear-law. Once the frontline is saturated,
               | additional reinforcements do nothing to change the
               | battle.
               | 
               | --------
               | 
               | Take those assumptions, craft a rather straightforward
               | differential equation out of them, and solve. Bam, you've
               | arrived at Lanchester's Laws (though Lanchester was the
               | tactical genius who figured this out over a hundred years
               | ago).
               | 
               | Modern board games almost always come back to
               | Lanchester's laws. Lanchester wrote and published those
               | differential equations so that generals could create
               | wargames after all, to train their armies / commanders.
        
               | spookthesunset wrote:
               | Wiki article for more context
               | 
               | https://en.m.wikipedia.org/wiki/Lanchester%27s_laws
        
             | TameAntelope wrote:
             | Personally, I disagree about the death-ball buildup being
             | un-fun, and it's only really a thing with Protoss (or it
             | was when I cared about SC2), and that's because you had
             | some relatively immobile units that needed protection.
        
           | teawrecks wrote:
           | Large ball of units that you move into your enemy territory
           | to cause death. They can be a lot of fun, but 20 years ago
           | they presented a significant challenge to pathfinding
           | algorithms on slow CPUs. As noted above, different games used
           | different strategies to address them.
        
             | dragontamer wrote:
             | C&C is a clear counterexample however: all units can be
             | selected as a group.
             | 
             | That is to say: pathfinding was fast enough that it clearly
             | wasn't a problem in C&C. But they clearly wanted to nerf
             | infantry-based death balls. And boy oh boy, are infantry-
             | death balls nerfed.
             | 
             | An occasional infantry unit still finds its uses in C&C.
             | They're incredibly cheap after all, and tanks have a
             | difficult job killing infantry with their tank-cannons. So
             | as long as you have a wall of tanks in front of your
             | infantry, their rockets can contribute heavily in combat.
        
               | teawrecks wrote:
               | As someone who's introduction to RTS was C&C RA on PS1,
               | pathfinding was definitely still an problem lol. You
               | always knew when the AI was mobilizing a deathball
               | because your frame rate would take a dive.
        
               | jbay808 wrote:
               | I find that scattering rocket soldiers randomly about the
               | map and one's base is a far better and cheaper anti-air
               | defense than building dedicated SAM sites. A small
               | investment makes aircraft almost useless. But I'm pretty
               | inexperienced at the game.
        
               | dragontamer wrote:
               | Advance Wars has a very similar unit composition to C&C
               | units: rocket troops are cheap and can effectively damage
               | tanks (while rifle infantry are even cheaper and go
               | 1-to-1 vs rocket troops).
               | 
               | Advance Wars has a bit of a rocket-troop deathball
               | problem however. Rocket troops are so cheap and
               | effective, that large masses of rockets overpower any
               | possible opposition.
               | 
               | Its clear to me that C&C had designed the "instant kill
               | squish" effect to mitigate this problem. Maybe in
               | playtesting, they tried it out and realized that rocket
               | troops are just too powerful. A singular unit that truly
               | does everything at very, very cheap prices.
        
               | spywaregorilla wrote:
               | I tend to think Advance Wars was remarkably well
               | balanced. It was designed to be a single player game so
               | some strategies like rocket troops wasn't too bad. They
               | were very slow however, which made them a really
               | inefficient way to win.
        
               | jandrese wrote:
               | Odd because I was just thinking that Advance Wars was one
               | of the worst offenders for being unbalanced. Most
               | scenarios give the AI anywhere from a huge to an enormous
               | resource advantage, one that immediately disappears the
               | instant you abuse the AI brain damage to run infantry
               | over to their capital and completely own everything
               | because the AI never thinks to defend its capital.
               | 
               | But also if you play with anywhere near balanced
               | resources between the sides you will crush the AI. It's
               | so dumb.
               | 
               | The crazy thing is that to get a good score (that coveted
               | S rank) you have to abuse the absolute ineptitude of the
               | AI to do a commando raid on its capital. The game
               | designers balanced the game against abusing the AI
               | stupidity. Strategy and tactics are mostly there to delay
               | the AI and it's 50x production advantage while you rush
               | an APC around the edge of the map.
        
               | spywaregorilla wrote:
               | I was never much for cheese when I played that game as a
               | kid but I'm pretty sure I got S ranks on most things
               | without it.
               | 
               | Advance Wars was a single player game (more or less).
               | Fighting an overpowered foe and beating them with your
               | brain was the whole appeal of a strategy game. Overcoming
               | horrible odds was the point, both gameplay wise and
               | narrative wise in pretty much every mission. It was super
               | fun. The secret of strategy games is that they're much
               | more fun this way. Focusing on multiplayer is what
               | drained the RTS genre of its appeal.
        
               | dragontamer wrote:
               | I too think Advance Wars was really fun, and the AI was
               | in fact smarter than say... Wargroove (Chucklefish did a
               | good job with Wargroove too though, but were clearly
               | leaning on the "resource heavy" approach moreso than Adv.
               | Wars).
               | 
               | The "mech. infantry spam" almost made you C-rank (or
               | worse) each map. Mech. Infantry was too slow to beat any
               | mission. But if you wanted a reliable win-path (and
               | didn't care about the time it took to win), Mech.
               | Infantry spam was the way to go.
               | 
               | Adv. Wars "balanced" it out in their own way: not by
               | nerfing units, but by simply encouraging the S-rank
               | screen, taunting the player to beat the map faster (which
               | meant building less-efficient, but faster, higher-cost
               | units like tanks)
        
         | tomjen3 wrote:
         | When the remastered Red Alert came out, I beat the AI by Zerg
         | Rushing medium tank production and just send overwhelming
         | numbers, aiming to take out key buildings with the first or
         | second wave.
         | 
         | It worked pretty okay too.
        
         | suby wrote:
         | That's an interesting observation that I hadn't thought about
         | before. Another interesting thing, to me anyway, is that for
         | Starcraft 1 allowed for upgrades which improved the utility of
         | your early game units.
         | 
         | In other words your early game units are some of the strongest
         | units in the game, just not by default. For example the
         | Zergling could be upgraded 3 times for a stronger attack, 3
         | times for stronger defense, once for movement speed, and late
         | game an upgrade for increasing attack speed.
         | 
         | But you can hardly have death balls because of the 12 unit
         | selection cap you mentioned. Plus you wouldn't want to have
         | death balls of a single unit because units were designed to
         | work well together, ie: zerglings paired with defilers /
         | lurkers.
        
         | hjek wrote:
         | In OpenRA infantry has a chance when a tank tries to run them
         | over; especially thieves are good at this.
        
           | blueflow wrote:
           | Don't forget the rocketeers. I usually produce a 2:1
           | combination of riflemen and rocketeers (spamming if eco
           | allows it), and support it with tanks and arty/v2.
           | 
           | I rarely found occasion to use thieves, usually as raid into
           | their ore patches to steal harvesters or as stationary
           | vision-givers since they can cloak themselves.
        
       | skunkjoe wrote:
       | I tried that, but my favourite for C&C is "Dawn of the Tiberium
       | Age" [0]. It combines the units of Tiberian Dawn and Red Alert.
       | Plus there are a lot of extra units, it's super fun in
       | multiplayer! I love it...
       | 
       | [0] https://www.moddb.com/mods/the-dawn-of-the-tiberium-age
        
       | aliswe wrote:
       | I assume the circulating camera motion in the menu is still
       | there.
       | 
       | It annoyed me that the movement was jerky and didnt seem to use
       | vigh precision math, but actually it had to do with the upscaling
       | of the graphics which happens at the last stage of the rendering
       | pipeline, iirc.
        
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