![]() ![]() If you over-extend yourself, particularly in combat, you may find yourself running out of food, and not able to hatch your brood. You control the exact number of workers/soldiers that your colony creates, and how large your food store are. The nest-building part of the game is probably the most RTS or min/max part: you try to structure everything to get maximum upgrades for your colony. Obviously, you can tweak some of this behavior, but ultimately you are disconnected from controlling a specific ant, and are instead controlling these ants as a group. ![]() ![]() Upon arriving to the marker, they will conduct themselves according to their own process: if there is food, they grab it, and head back to the nest if there is an enemy, they attack if there's a wall to tear down to expand the nest, they start excavating. The primary mechanism is the pheromone marker: when you place it down, you instruct its associated group of ants to move to that location. In other words, it's not just an RTS with ant models, but a game that is uniquely about ants. I agree with CoolColJ that it's definitely an RTS game, but the developers have done a great job at actually integrating realistic-feeling ant behavior into the game. ![]()
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