![]() The second characteristic is the flow-based economy that worked with build queuing. Big econ ramp up, and a marked ability to come back due to non-exhausting resource patches. So, the game would see massive economic growth as every metal patch would give resource indefinitely. Two key characteristics of TA/SupCom that set it apart were economic.įirst, map resources (metal patches) were not depletable. Good times! I didn't really keep up with the RTS genre but maybe I'll give these games a spin when I have the time. I didn't like how they looked or their back story but their stats and abilities suited my style. I only ever managed to win with the dark/evil faction. With the traditional human faction, the best result I managed was this stalemate of a scenario in a labyrinthine map. It's my very first RTS and, without aid of the internet, I independently developed tactics and strategy, identifying map choke points and which "kingdom" is best suited for which terrain. I started for the story mode but eventually I found myself drawn to the RTS mode. ![]() I think today it might qualify as a re-skin but don't quote me on that (edit: I just checked Wikipedia, and no, it isn't a "re-skin" by any means). ![]() Second of all, nostalgia time! I didn't play TA, rather TA: Kingdoms, the medieval-fantasy version. Open source games have come a long way since the last decade. First of all, interesting how there's a lot of (seemingly) massive and feature-rich open source games, very specifically today on HN's homepage (two by my count, which is a lot!).
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