Another cool thing was being able to find secret stashes of resources or being lucky enough to discover an enemy resource patch and actually kill off his harvesters and steal some extra credits if you happened to have a decent expeditionary force and didn't lose too many units to make it not economically viable. One of the few games where I've really felt the loss of every veteran unit, both for the combat boost and the cost of having to build a new one. Then there's the point cap and creating your own units do you make cheaper units that you can have more of or a few super expensive tough units? The ability to withdraw favorite units and the whole supply thing was another plus. That whole juggling act of raising resources for the ark ship while at the same time deciding when and what to research to not waste too many resources yet at the same time be prepared for what the enemy has was brilliant. Not sure how active those folks still are as I haven't been particularly good at keeping in touch with the people I knew.Įarth 2150 was (is) fucking great. You can also thank NEWST for the release of the source code for WZ. Of course, I could be mistaken, as it has been over a decade since its initial release. Sure, you could roleplay the tactics in singleplayer and it'd still be effective, but that technique wouldn't be particularly effective outside of singleplayer games. It's been a long time since I played WZ multi, but the game never struck me as particularly tactical. Nothing like not completing the tech tree in a fucking eight hour long singleplayer game. The tech tree in WZ is almost to the point where it's *too* big. I just seem to recall the rest of the game not standing up well when compared to WZ. The mechanic re:timed campaign missions certainly makes more sense in Earth 2150, but that type of mechanic doesn't make up the core of the game. Never really got much into Earth2150, though, as I simply enjoyed WZ2100 more. I was actually quite active in the WZ2100 community way back in the day, although I went by Totalwar at the time. (those clocks only make sense in missions where BAD THINGS are bound to happen with the Project, like Warzone 2100's was merely a tool to prevent turtling, and it simply ended your mission and made you lose your game. Earth 2150's clock was a doosmday clock that counted to the boiling death of Earth and if you fail, everyone dies screaming. Earth 2150's was strategic, Warzone's was tactical. I need to think more over this, but I liked Earth 2150's timed mission better than Warzone 2100's clock. I need to find a non-ripped Lost Souls, though.Īnd, of course, Which is Better and Why? Discuss! Its being downloaded right now, should be done at night. Any recommendations?Įarth 2150 is not open source, saddly. HOLY FUCK THIS GAME IS IN PORTUGUESE!! SÓ O CREME!!! I just downloaded the videos, I'm going to download a good campaign hardener mod to play it and then go do it. I downloaded it yesterday and executed the game. Warzone 2100 is very bug-clean, optimised and in one zillion languages. I find both much better than the boring arcade RTS like Starcraft or Warcraft III, especially in SP. What does the hivemind think of those? From what I've seen, it seems those games please the hivemind. I never saw other RTSes manage to be as awesome. Probrably my favorite RTSes, and, dare I say, the direction they should go to.
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