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 >If a Warcraft2 unit found itself amongst "overwhelming odds" it ran away. C&C units stay where they are told to be, unless they have to give way to a >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 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 Anybody seen the routing routines in War Wind? Bleagh! Build a bridge from one >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 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 ...with absolutely NO checking to see if it was possible, but only if the three >finding a path to the target hex, if it was possible and not blocked by a 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 One thing that might be interesting in a C&C or WC2-alike (or might be a >vast army of other units. Harvester jams at bridges were annoying - they Once I was playing an OK-thus-far two player C&C game on a tiberium-rich >weren't ambitious enough with their "nudging" routine. 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. You must Sign in before you can post messages.
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