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Message from discussion a polite visit to the Red Alert vs. Warcraft 2, Interface Wars
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Daniel Rutter  
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 More options Nov 25 1996, 3:00 am
Newsgroups: comp.sys.ibm.pc.games.strategic
From: drut...@tpgi.com.au (Daniel Rutter)
Date: 1996/11/25
Subject: Re: a polite visit to the Red Alert vs. Warcraft 2, Interface Wars

In article <56thbj$...@server3.mersinet.co.uk>, isham...@goliath.mersinet.co.uk
says...

>If a Warcraft2 unit found itself amongst "overwhelming odds" it ran away.
>Leading single ogre back to an archer-ambush became relatively difficult
>since the bloody ogre normally turned around as soon as it saw all of the
>archers and ran.

>C&C didn't appear to do this, at least not enough so that I remember it as
>a specific feature.

C&C units stay where they are told to be, unless they have to give way to a
harvester or other unit-on-the-move. Anyone who can't figure out why J. Random
Minigunner stands his ground when the flame tanks roll over the rise need only
remind himself that the commanders on each side have those Big Red
Resign Buttons that make everyone explode :-)

>C&C's routing routine seemed more sophisticated. It was helped by groups
>of <5 infantry effectively being transparent to other moving infantry
>units (they didn't block the route).

>There were several levels (Skull Island I remember specifically) on War2
>where one or two of the AI players ground to a halt because it built units

Anybody seen the routing routines in War Wind? Bleagh! Build a bridge from one
island to another and your harvester-dudes will DEFINITELY go over it to the
stuff you've told them to get, and will then DEFINITELY not be able to find
their way back.

>If my memory serves me correctly, the C&C routing always seemed capable of
>finding a path to the target hex, if it was possible and not blocked by a

...with absolutely NO checking to see if it was possible, but only if the three
thousand enemy units on the way held their fire. Hands up everyone who learned
the hard way not to attack with huge tank mobs...

Red Alert's waypoint system should stop units taking the Moron Trail on long
trips, but attacking bases with multiple entrances will probably still be best
done with multiple, smaller groups of units rather than one huge clot.

One thing that might be interesting in a C&C or WC2-alike (or might be a
game-unbalancing source of abuse) is an Explore Mode, which causes a unit to
charge around the map checking out everywhere you haven't looked at, but never
going close enough to enemy units to be fired on. A Brave Explore Mode could
cause it to map all the "safe" areas first and then head into the parts guarded
by the bad guys. If this mode could only be engaged for a gunless humvee-type
unit, it'd stop people swarming the map with robotic kill-squads - but would
still make it possible to create huge radar confusion to cover an advance :-).

>vast army of other units. Harvester jams at bridges were annoying - they
>weren't ambitious enough with their "nudging" routine.

Once I was playing an OK-thus-far two player C&C game on a tiberium-rich
third-party map with one-square bottlenecks going into each base area. Noting
that I hadn't heard unloading lately, I looked at the bottleneck. 34
harvesters, locked solid.

I resigned.


 
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