In a similar vein, I think fallout4 lets you use an ipad as a pip-boy to do maps and other management things.
All in all, SupCom had issues with the number of units on screen (or in general) and would slow down considerably under heavy troop battles. Still, it was awesome.
Ever since 2006 or so it's been standard practice to break up the rendering pipeline and render to textures that you would combine in various ways in post (deferred shading came about around this time). So it's not an entire graphics engine process. It's just simply a render target.
If you never played SupCom, you would imagine that being terrible since most RTSes of the day were so fast paced, but SupCom followed much more of the SiNS/Stellaris/etc flow of gameplay. High level strategy with microcontrol.
Watching your waves of tanks (in strategic view) slowly push back their line of artillery because you simply strategized better as your air force slowly picked off economic resources was so satisfying.
Check out Forged Alliance Forever. It's a community made, open source, "launcher" for the Supreme Commander game, that patches it, mods it, allows you to interact with other players and find games and get ranked against them, and also is a replay viewer, so you can watch how the pros actually do the insane micro and economy play that earns them the 2000+ ELO score, and also a mod manager, and also a friends list.
If you are like me, and love all that but actually suck at playing strategy games in general, check out Gyle on youtube https://www.youtube.com/@GyleCast who has been casting SupCom games for at least a decade now, and really shows off some of the best that the game has to offer, including multi-hour "EPICs" that can involve ten thousand units controlled by several semi-pro players.
Been meaning to check out Beyond All Reason, supposedly it’s a FOSS spiritual successor to FAF
Or how you could blip your shields on and off in sequence with artillery bombardments to free up energy for your forward artillery, giving you just that slight leg up on your opponent.
I probably know more about the game than some of the players but I have never even owned it ;-)
When the next steam sale hits, you only need the Supreme Commander: Forged Alliances game (Under $3) and https://www.faforever.com installer and it all updates lovely. Works on Linux, multi monitors, and a dozen or so players connecting.
For me, I found this was the open source project I used to keep my SpringBoot skills current. Nothing but positive things to say.
And spectating 8v8+ with tens of thousands of units is something else.
It's unfortunate that large scale RTS isn't a more popular genre.
Instead it's all Fortnite/CoD/WoW
My cousin was a tester for Cavedog in the late 90s and gave us a copy before it was big. I still have some CDs!
Love to see Beyond All Reason continuing the spirit.
That said, there's still some RTS games in the indie space / on Steam, like Homeworld: Deserts of something. But that one was ultimately disappointing overall.
There are some really good casts of 40 vs 40 players or more!
Here's a recent 25 vs 25: https://www.youtube.com/watch?v=btnU_IPWPmY
Only 2 sides, no unique Experimental units, etc.
That being said, it's a great FOSS game and really captures the genre feel of epic scale.
And there are the direct TA mods...Balanced Annihilation and TA: Escalation
I personally prefer Zero-K (flatter tech tree, territory can be more important), but both are great games.
What games would you recommend for a newcomer in 2024? What are the genre-defining classics, and which ones still hold up? What's the recent hotness? The modern classics?
Personally, I'd also recommend Homeworld and the Warhammer 40K: Dawn of War series
On the free-and-open-source front there is Zero-K (which I don't care for) and Beyond All Reason, both of these are Spring Engine games, and Spring Engine started out as a 'modernization' of Total Annihilation. Most games built with it don't fall too far from the original
Homeworld 3 comes out in May, I can't wait :D :D :D
ps- I'd be remiss to omit Command & Conquer... Red Alert 2 and Generals are my favorites. I don't care for Starcraft but that series is worth mentioning too.
Age of Empires 2 still has a significant player base, for example, so it's both a genre-defining classic and modern ranked multi-player.
Other RTS design traditions include Total Annilation, etc. Plus there's adjacent stuff, such as They Are Billions which just does the base building part and drops some of the other mechanics.
So probably WC3 -> DoW 40k -> Starcraft 1/2 -> weep because the genre is dead
Age of Empires and Total Annihilation still have fan bases.
Supreme Commander and Command and Conquer do as well.
AFAIK, Beyond All Reason is the most popular "large-scale" RTS.
Dune II: One of the first, one of the best. 3 factions, all very different, story mode with scope. Interesting units when "harvesters" was a new idea. https://en.wikipedia.org/wiki/Dune_II
Command & Conquer / Red Alert: Excellent unit select, very orthogonal unit choices, live-action cutscenes (which while of questionable quality, were still pretty amusing) Red Alert also has an excellent soundtrack (although extremely facist march themed with "Hell March", yet quite listenable). https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert
Age of Empires: Artificial Intelligent opponents that didn't "cheat" with extra resources or out-of-game knowledge, they were simply competent opponents. Age of Kings is probably the showcase. Rotational rock-paper-scissors unit effectiveness. Several "victory" types. Gameplay that tended to support longer games, rather than 3-minute rush (Commander vs Legacy in an MtG context). Only complaint is unique units were often not enough for long enough to really be special. https://en.wikipedia.org/wiki/Age_of_Empires_II
Warcraft II: Not sure how relevant today, yet one of the first to feature an online matchmaking service that was not utter misery (and actually had players at lot of the time!) Also, neat cartoony style that became the basis of WoW, DOTA, and many others. Possibly the best though, first game where you could spend half an hour just cycling through all the quotes ("I can see my house!") for units (and their annoyances at your clicking "Are you still touching me?"). https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness
Homeworld: There is Still not a significant other 3D RTS franchise (EVE Online is very close for an MMO). Basically, about the only game that does actually 3D strategic space combat in an actual spherical playing field over vast distances, with multiple-ship scales, and per unit positionable cameras ("camera can be set to follow any ship and view them from any angle, as well as display the ship's point of view"). The story's also quite well written, and at least provides a plausible reason for each of the missions. I watched Star Wars: The Last Jedi, and thought "You people should have played Homeworld, you would have written such better space battles. Somebody over at Battlestar Galactica must have played Homeworld." https://en.wikipedia.org/wiki/Homeworld
Sins of a Solar Empire: Neat game design based on solar system "zones", where you can only really fight around solar systems, and then transit is mostly hands off (often with surprises when you exit jump space into fog of war). Planetary and solar system upgrades that are inherent to the idea of "planet" rather than just tower defense. Multiple ship styles and races with fairly different play styles depending on the build choice. Been a while, yet from what I remember, also not quite as punishing as Starcraft about choosing the "correct" choice. https://en.wikipedia.org/wiki/Sins_of_a_Solar_Empire
Warhammer 40K Dawn of War: Gameplay that's not built on mining anything, rather more like capture the flag, holding locations for time frames to accumulate "something". And then pretty much all the pre-existing craziness of Warhammer that is far too long for a single game recommendation. LOTS of units and armies though. https://en.wikipedia.org/wiki/Warhammer_40,000:_Dawn_of_War
Total War Franchise: (Medieval II, Rome, Shogun, and Warhammer are notable entries) Scope. Massive scope. Battles with 10's of 1000's of soldiers on the field. Became a bit much to deal with in some of the games, yet neat to be able to create your own LotR "Ride of the Rohan" scenes. https://en.wikipedia.org/wiki/Total_War_(video_game_series)
Achron (have not played, would like to try) Time travel RTS with three time-frames units fight in, and propagating time waves that erase the future. You can "chronofrag" yourself, by having future self meet past self. A Grandfather Paradox resolution system, where units are removed if they fall out of the "possible futures."
Supreme Commander: (and prior Total Annihilation) are the subject of this article. Also massive scope. Huge, smoothly scalable maps. Tons of unit choices. Enormous numbers of on map units simultaneously.
Edit: Dune2 came out in 1992, so it's understandable that it's not mentioned, I meant more in the broader discussion of RTSs.
https://www.moddb.com/mods/loud-ai-supreme-commander-forged-...
I've actually playing this the last few days :)