[HN Gopher] Widelands is a free, open-source real-time strategy ...
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       Widelands is a free, open-source real-time strategy game
        
       Author : doener
       Score  : 591 points
       Date   : 2021-08-16 08:58 UTC (14 hours ago)
        
 (HTM) web link (www.widelands.org)
 (TXT) w3m dump (www.widelands.org)
        
       | fps_doug wrote:
       | Time to check it out again. Last time was 15 years ago, iirc.
       | 
       | I also like RTTR[1], a re-implementation of Settlers II,
       | requiring the original game for graphics, sound etc. Which is
       | actually a big plus for me, for purely nostalgic reasons.
       | Widelands looks just "wrong" to me subjectively. ;) Unfortunately
       | quite understaffed and some internal issues last I checked on the
       | project.
       | 
       | [1] https://www.siedler25.org/index.php?lang=en
        
         | proactivesvcs wrote:
         | Seafaring, new tribes, reworked and new campaigns, much
         | improved routing, pack animals for increased road throughput,
         | new start and win conditions; there's been a huge amount of new
         | content since then :-)
        
       | 2ion wrote:
       | The soundtrack is very good.
        
       | Asraelite wrote:
       | I hadn't realized they released version 1.0 this June.
       | 
       | This was one of the first games I played on Linux so it's nice to
       | see it finally hit that milestone after watching it slowly
       | progress for so many years.
        
       | mrtweetyhack wrote:
       | I tried this game a few months ago. concept is good. too many
       | annoyances, bad design. uninstalled.
        
       | ovi256 wrote:
       | I've always liked OSS games, for the big reason that they're
       | usually multi-platform, so you can play them on Linux and Mac OS
       | too.
       | 
       | I also recommend:
       | 
       | Spring RTS (amazing RTS engine, clone of Total Annihilation)
       | UrbanTerror (unfortunate name, reasonable clone of Counter
       | Strike)
        
         | neonsounds wrote:
         | I'm surprised no one has mentioned Cataclysm: Dark Days Ahead
         | (C:DDA) yet! Highly recommend!
        
         | TLLtchvL8KZ wrote:
         | If we're giving shout-outs I would like to give one to
         | etlegacy* - the assets needed from Wolf:ET are not open but the
         | engine/game/mod etc all are.
         | 
         | Very important project for me as I've been playing W:ET since
         | 2005!
         | 
         | * https://github.com/etlegacy/etlegacy
        
           | dethos wrote:
           | So many good memories. Excellent game.
        
           | renw0rp wrote:
           | W:ET is the game I've played the most in my life! Such a good
           | FPS!
        
           | ggambetta wrote:
           | Same here! At some point there were rumors that Splash Damage
           | was going to announce a remaster at E3 but it didn't happen
           | due to Covid :(
        
         | khimaros wrote:
         | recommendations: Veloren (voxel based Dwarf Fortress inspired),
         | minetest (extensible MineCraft engine), Mindustry (Factorio-
         | like factory builder)
        
         | rosetremiere wrote:
         | Note that Urban Terror is not open source.
        
         | fishtoaster wrote:
         | If we're doing "best of OSS games" in this thread, we can't
         | leave out Endless Sky (https://endless-sky.github.io/), a very
         | competent Escape Velocity style game. I played it a number of
         | years ago and quite enjoyed it. Been meaning to come back to it
         | now that (presumably) the galaxy and storyline is a bit bigger.
        
         | 2ion wrote:
         | Adding to the list the only games I have played in 10 years:
         | 
         | - xonotic (Nexuiz/Quake3-like)
         | 
         | - hedgewars (Worms clone; written in Haskell, C++, Pascal, Lua)
         | 
         | - tome4 (isometric Roguelike)
        
         | kuzee wrote:
         | I can also highly recommend SpringRTS. Balanced Annihilation is
         | fantastic. I've played it casually for years .
        
         | moviuro wrote:
         | Don't forget:
         | 
         | * OpenRA; Red Alert & Command&Conquer clone
         | https://www.openra.net/ (a personal favorite of mine, first RTS
         | I played)
         | 
         | * Warzone2100 https://wz2100.net
        
         | lrem wrote:
         | I really don't get it, despite having written my first game
         | over 20 years ago. How can a large company publish a game for
         | multiple systems, but fail to support cross platform play? I
         | was really disappointed a couple times.
        
           | account42 wrote:
           | A couple of pitfalls:
           | 
           | - Using unsized C types (long in particular) that are sized
           | differently between Windows and macOS/Linux. Combine that
           | with cast-to-structs for (de)serialization and suddenly
           | different platforms are incompatible.
           | 
           | - Different float rounding modes (possibly changed by some
           | external code) that will lead to desynchronization.
           | 
           | Nothing that can't be fixed but considering that non-Windows
           | PC platforms tend to be an afterthought its not hard to
           | imagine that things like cross play are often cut.
           | 
           | Another thing that can happen is that the different platforms
           | don't all have the same version. This is usually only a
           | problem with external porting companies that don't get the
           | code until it is finished for the main platform, but could
           | also happen for in-hosue ports when issues crop up that only
           | affect secondary platforms and the release is not held back
           | for the main platform as well.
        
             | lrem wrote:
             | Oh my, thanks, that makes sense. But damn, that almost
             | sounds like a problem solvable with a regular expression :/
             | Well, at least before you released the game and nobody will
             | protest about save game compatibility yet.
        
           | gmueckl wrote:
           | Two possible reasons: one is that console platform owners
           | don't like that idea and they have torpedoes it in the past.
           | The second one is that gameplay and control schemes may be
           | radically different across platforms. Controller input on
           | consoles vs. Keyboard and mouse on PC does lead to platform
           | specific differences in some games ("auto aim" in shooters,
           | for example). Balancing that so that only a minimum number of
           | players feel cheated is hard.
        
             | lrem wrote:
             | Ah no. I'm thinking about games on Steam that I couldn't
             | play between Windows and MacOS.
        
         | MrStonedOne wrote:
         | Don't sleep on Space Station 13.
        
         | Arrath wrote:
         | If you're a fan of the old school Heroes of Might and Magic:
         | 
         | Battle for Wesnoth will be right up your alley
         | 
         | https://www.wesnoth.org/
        
           | Andrew_nenakhov wrote:
           | BoW is hands down the best opensource game, but it's more
           | like Panzer General / Fantasy General than HoMM.
           | 
           | Wesnoth's Paper-Scissors-Rock-Spock-Lizard combat is actually
           | much better that in Panzer/Fantasy General games.
        
             | Arrath wrote:
             | My bad, its been years since I last dipped into BfW and
             | many more years since I played a HoMM game.
        
         | queltos wrote:
         | Another shout out goes to maxr: https://www.maxr.org/ It's an
         | open source clone of M.A.X. - Mechanized Assault and
         | Exploration. An imho excellent turn based strategy game that
         | has aged very well. It's pretty much multiplayer only though.
        
           | camtarn wrote:
           | Holy crap, I haven't heard that name for a long long time. I
           | played the heck out of M.A.X. back in the day. I'll check
           | maxr out!
        
         | fho wrote:
         | Are you me? We used to play Spring (Balanced Annihilation) and
         | UrbanTerror for years while the rest of the world advanced
         | around us.
        
         | lottin wrote:
         | I can recommend nethack.
        
         | majewsky wrote:
         | Since we're listing well-made OSS games, I'm going to add
         | _Empty Epsilon_ to the list. It 's a multiplayer spaceship
         | bridge simulator. Like in Star Trek, you have a captain, a
         | helmsman, a weapons engineer, and so on. Great fun for LAN
         | parties especially.
         | 
         | https://daid.github.io/EmptyEpsilon/
        
         | justusthane wrote:
         | I hadn't heard of Spring RTS, but my friends and I played Total
         | Annihilation as kids and have recently started playing Zero-K,
         | which is apparently a fork of Spring. Can recommend! Free on
         | Steam, actively updated.
        
       | allgoodner wrote:
       | I can't seem to open the game; the site keeps on loading; is
       | there any fix for this one? I'm looking forward to trying the
       | game.
        
       | mrfusion wrote:
       | Any fun games of this type for the iPhone?
        
       | thecleaner wrote:
       | 502 bad gateway
        
       | enbugger wrote:
       | Site is ded
        
       | Tistron wrote:
       | Seems their website couldn't t handle being on the front page. I
       | found them on github https://github.com/widelands/widelands where
       | it's described as: "Widelands is a free, open source real-time
       | strategy game with singleplayer campaigns and a multiplayer mode.
       | The game was inspired by Settlers II(tm) ((c) Bluebyte) but has
       | significantly more variety and depth to it."
       | 
       | It makes me quite excited. I really loved settlers II and I am
       | waiting curiously for the next release of the settlers saga, as I
       | haven't liked the follow-ups. The next instalment is said to be
       | more like settlers II again. Maybe this open and free game is all
       | I really wanted? I will try it out!
        
         | [deleted]
        
         | aniforprez wrote:
         | On a completely unrelated note, I'm so surprised that static
         | sites like this that are basically just simple advertising
         | pages with text and some internal links just completely fail
         | like this so often when they get a little attention. It's just
         | serving HTML, CSS and some JQuery (looked at the source on
         | Google cache). If they set up even the simplest caching
         | solution with nginx or some other reverse proxy or hosting tool
         | it wouldn't fail so spectacularly. Unless it's doing backend
         | requests, there are extremely simple solutions to keep sites
         | like these up
        
           | robertlagrant wrote:
           | The default option is to just front it with Cloudflare.
        
             | SXX wrote:
             | The best way is to use GitHub Pages + CloudFlare. This way
             | you can also use site generator like Hugo that runs by
             | Github Actions and you can even deploy some code to
             | CloudFlare Actions.
             | 
             | Here how I setup this for OSS game engine I work on:
             | 
             | https://github.com/vcmi/VCMI.eu/
        
               | robertlagrant wrote:
               | Yeah I do that. I used Pelican and it works well.
        
               | uncertainrhymes wrote:
               | Github pages already has a CDN in front of it, but I like
               | your workflow with Hugo.
               | 
               | The widelands site seems to go directly to netcup in
               | Germany. It is likely just a DDoS detector mistaking
               | sudden interest as an attack.
        
               | dwild wrote:
               | I believe Cloudflare in his case isn't acting as a CDN
               | (though it's still is) but a way to use his own domain
               | (vcmi.eu)
        
               | SXX wrote:
               | While I mostly use CloudFlare as DNS manager it's
               | absolutely not required to use own domain on GitHub
               | Pages.
               | 
               | https://docs.github.com/en/pages/configuring-a-custom-
               | domain...
        
             | capableweb wrote:
             | Not only is it a "default option" that is making the web
             | less decentralized, it is also way overkill for something
             | as simple as this. Make sure nginx serves cached content
             | (right headers) instead of reading the content from disk
             | and maybe, just maybe, throw in a static cache like varnish
             | in front.
             | 
             | For the times my websites hit the frontpage of HN, a simple
             | nginx instance (without any cache in front like Varnish) on
             | a $5/month Digital Ocean server was enough to handle
             | things.
        
               | brundolf wrote:
               | You don't even need nginx; I've got a single Node process
               | on a Heroku "hobby" node serving my site, and it's
               | weathered several front-page visits peaking at 15
               | requests per second without problems. The important thing
               | is the static-rendering (assuming it applies for your
               | site's content)
        
               | mst wrote:
               | Having a blog post of mine get posted to HN (many years
               | ago) was how I discovered I'd accidentally introduced a
               | bug into my web server config that meant the app server
               | behind it was serving the static assets as well as the
               | dynamic stuff. It entered a state of wedgitude quite
               | rapidly when traffic ramped up.
        
               | robertlagrant wrote:
               | > making the web less decentralized
               | 
               | In this case, this is not a virtue. Using a CDN is
               | option, reversible and is likely to spread your content
               | out to be much less centralised than anything hand
               | rolled.
        
               | capableweb wrote:
               | Except when 20% of the web does that the web as a whole
               | become less decentralized, while your files might still
               | be further spread apart in the world.
               | 
               | What I was thinking about was the web as a whole, not my
               | specific files.
        
               | robertlagrant wrote:
               | Course it's decentralised. Decentralised is about
               | technologies, not about which provider you pick to run
               | your decentralised technologies for you.
        
               | catern wrote:
               | >that is making the web less decentralized
               | 
               | Sadly I don't see any alternative. The need for CDNs is a
               | direct result of the structure of the internet and modern
               | HTTP. We could imagine alternative infrastructures -
               | decentralized transparent network-layer caching so that
               | the network itself caches data and responds to requests
               | with cached results - but the end-to-end structure of TCP
               | and HTTPS make that impossible, for better or for worse.
               | So we have to use CDNs.
        
               | majewsky wrote:
               | Same for my site:
               | https://xyrillian.de/thoughts/posts/latency-matters-
               | aftermat...
        
             | sildur wrote:
             | Cloudflare is awful, I get tons of captchas while browsing
             | with tor.
        
             | hallway_monitor wrote:
             | I can't bring myself to believe that an external caching
             | layer is absolutely required to handle the load from
             | something like a hacker news front page. WordPress with no
             | caching I can see being taken down by 10 to 20 requests per
             | second, but any kind of local caching should be able to
             | handle the load easily. Does HN produce more traffic than
             | that?
        
               | lixtra wrote:
               | The one time I was involved in something on the top, I
               | remember about 400 concurrent users according to google
               | analytics.
               | 
               | Our cheap server had no problem to serve the static site.
        
               | calpaterson wrote:
               | I've been on the frontpage before and my logs indicate
               | that the peak load was somewhere north of 350
               | requests/sec though the non-peak (while still on the
               | frontpage) was typically 10-20 requests/second. That is
               | for a very simple page consisting of an html document,
               | css, an image, a favicon and no javascript (eg
               | https://calpaterson.com/printers.html). If you can serve
               | from a reverse proxy cache locally that will be fine but
               | if some PHP/Python/NodeJS is running on each request you
               | can run into trouble with the small servers people
               | typically use for their side-project's website.
        
           | wutwutwutwut wrote:
           | > I'm so surprised that static sites like this
           | 
           | The person you replied to linked the github account and if
           | you ckecked it you would see that it was not a static site.
           | 
           | I am not surprised that you decided to write a comment
           | instead though.
        
             | [deleted]
        
             | maerF0x0 wrote:
             | downvoted for snark:
             | https://news.ycombinator.com/newsguidelines.html
        
             | account42 wrote:
             | This is also obvious from looking at a cached version of
             | the site: there are there is a list of online users and
             | posts in the sidebar.
        
           | tomc1985 wrote:
           | Or they can just go down and people don't have to freak out.
           | 
           | Stop recommending people join the CDN cartel
        
             | qnsi wrote:
             | I guess people want their site to be available when it gets
             | viral?
        
               | tomc1985 wrote:
               | By contracting with a private company known for shielding
               | propagandists
               | 
               | Totally in line with the OSS ethos.... not
        
               | mst wrote:
               | Being against censorship of even very stupid shit is
               | absolutely in line with the old school hacker ethos.
               | 
               | "The internet treats censorship as damage and routes
               | around it" was absolutely a thing.
               | 
               | [[shakes crutch at the kids on his lawn]]
        
               | tomc1985 wrote:
               | I am generally against censorship but had to revise that
               | stance after I realized we've given a global platform to
               | manipulative idiots truly unworthy of global self-
               | expression. If they want to espouse their crap they can
               | stand on a real soapbox and shout at crowds, but nothing
               | more
        
               | gameman144 wrote:
               | Neat, and who decides whose "crap" is unworthy of freedom
               | of speech?
               | 
               | Like, my main objection with censorship isn't "I think
               | that this particular idea is worthy of defending", it's
               | that any mechanism that lets people censor _bad_ opinions
               | could also by used to censor _good_ opinions, and that
               | mechanism is _way_ too powerful and prone to abuse for my
               | comfort.
        
               | tomc1985 wrote:
               | Yeah yeah yeah. I know. And I stopped caring. The that
               | deserve to be muzzled (or worse, but that's not
               | appropriate here...) are the manipulators of all kinds
               | and colors. If the message has any kind of CTA,
               | particularly political, it should be suppressed.
               | 
               | Left, right, commerical, political, it doesn't matter.
               | Suppress them all.
        
               | pineaux wrote:
               | life is political. So you would have to suppress all
               | communication about life. Show me content and I will show
               | you politics. A video of children playing in a pool: Are
               | they dressed appropiately? Are they playing the right
               | games? Are their surroundings a capitalistic dream
               | without meaning? What about a b-actor soap series? a
               | wikihow on how to make beer? a podcast on how to make
               | vegan yoghurt? an article about curing meat? There are no
               | things unpolitical. life is political.
        
               | tomc1985 wrote:
               | No, politics and social mores _inserts_ itselves into
               | these situations. I can guarantee you that those kids are
               | thinking about none of those things.
               | 
               | And what exactly makes politics mandatory in an article
               | about brewing beer? Curing meat? If people stick to the
               | essence of what they are trying to convey without getting
               | lost in political rhetoric people can, in fact,
               | communicate clearly. But you have to stick to the matter
               | at hand.
        
               | gameman144 wrote:
               | Just so I am clear, is "CTA" here "call-to-action". And
               | you're against anything with a call-to-action in it?
               | 
               | Like, call me out if this is the wrong acronym, or if I'm
               | misinterpreting, but wouldn't all these be banned then?
               | 
               | > Get out and vote!
               | 
               | > Get vaccinated!
               | 
               | > Sign your kids up for school by August 15th!
               | 
               | > Read to your kids!
               | 
               | > File your taxes by April 15th!
               | 
               | Like, is that actually your position? Not trying to rebut
               | (yet), but that seems like a very very different standard
               | than what exists today if so.
        
               | tomc1985 wrote:
               | Pretty much. People are being pulled in a thousand
               | different directions by people with their calls-to-
               | action.
               | 
               | Mainly targeting advertisements and political messaging.
               | More prosaic stuff like filing your taxes on time can be
               | conveyed effectively without commanding people to do
               | things. "Taxes are due by April 15th" would work fine,
               | for example.
        
               | fsflover wrote:
               | > People are being pulled in a thousand different
               | directions by people with their calls-to-action.
               | 
               | Is that a bad thing?
               | 
               | > "Taxes are due by April 15th" would work fine, for
               | example.
               | 
               | "Climate action is due now"
        
               | tomc1985 wrote:
               | > "Climate action is due now"
               | 
               | Couple that with some of the evidence as to why and you
               | have a pretty good message to get out.
               | 
               | So very many people don't like being told what to do, and
               | all we do is yell at them with commands and imperatives.
               | Personally it has given me a burning contempt for the
               | kind of folks that promulgate this stuff. If someone
               | wants to compel me into action then they need to convince
               | me on its merits, and those merits _alone_.
        
               | fsflover wrote:
               | > If the message has any kind of CTA, particularly
               | political, it should be suppressed.
               | 
               | This message also fits.
        
               | tomc1985 wrote:
               | It ain't real life without at least a little bit of
               | contradiction
               | 
               | Can't practice tolerance without being intolerant to
               | intolerance, for example...
        
               | rcoveson wrote:
               | You've come out against idiots spreading misinformation
               | and calls to action _in general_ in this thread. You
               | don't want tolerance, you want orthodoxy. Intolerance of
               | all things that are bad, tolerance of things that are
               | good. If only the cowards at Cloudflare agreed with you!
        
               | tomc1985 wrote:
               | Orthodoxy has its own issues. What I want is _nothing_ ,
               | for people to reach their own conclusions on the merits
               | of whatever it is they are considering, and to be left
               | alone in the quiet of my own thoughts without having to
               | withdraw from society completely
        
               | rcoveson wrote:
               | CDNs aren't making you look at anything. The service they
               | offer makes websites quickly accessible to people who
               | _request_ them. You believe that CDNs should not offer
               | that service to those you consider propagandists.
               | 
               | How does the _availability_ of a website that you dislike
               | affect your ability to be left alone in the quiet of your
               | own thoughts?
        
               | mst wrote:
               | I find reading the way much of society reacted to the
               | original suffragettes very useful for calibration
               | purposes.
               | 
               | "Actually, women should be able to vote" would absolutely
               | have been censored entirely had the establishment then
               | had the sort of tools people are advocating to build now.
        
               | core-utility wrote:
               | I'm not sure what site you're referring to, and that
               | proves my following point....
               | 
               | There are multiple CDN providers. Unless they're all
               | doing this, OP doesn't have to go with the specific one
               | you're calling out here and can still reap the benefits.
        
             | isuckatcoding wrote:
             | CDN cartel? Why such a negative take on CDN? Genuinely
             | curious (I know little about CDNs)
        
               | leeoniya wrote:
               | cdns are in a unique position (besides google analytics,
               | facebook pixel, webchat services, etc), to track you
               | across the internet and different domains.
        
               | tomc1985 wrote:
               | Further, they are proprietary, non-open, they insert
               | their branding into your site, and pass the blame for
               | errors to their customers when they fail. They abuse an
               | oligopoly position and obfuscate the addressing details
               | of sites under their protection
        
             | kemayo wrote:
             | They didn't, though. They recommended a few things that
             | this site would do to how it's set up within its server. (I
             | mean, a CDN would _also_ help, but...)
        
           | praptak wrote:
           | It's probably bandwidth. You may serve static html from L1
           | cache and still get DoSed.
        
             | aniforprez wrote:
             | In this case, nginx is serving a 502 status. It's possible
             | whatever stack was running that was being proxied to by
             | nginx was killed, possibly by RAM or CPU limitations. I
             | don't think it's a bandwidth issue here
        
               | praptak wrote:
               | Fair enough, for me it's just timeouts.
        
           | [deleted]
        
           | INTPenis wrote:
           | You were wrong technically but you have a point. These sites
           | should leverage existing services like reddit or AWS.
           | 
           | Personally I'd put a static information site on AWS and a
           | community on Reddit if I was the creator for something like
           | this game.
           | 
           | It's just like SMB's today don't really need much
           | infrastructure, well open source projects shouldn't either.
        
             | wyager wrote:
             | Even running a site that front-pages HN doesn't actually
             | require that much infrastructure. Peak traffic is a few
             | hundred RPS. Or at least it was when I was still using
             | google analytics. Might be more now. But in any case, if
             | you use fast web software you can serve dynamic content to
             | an HN ddos off a $5/mo VPS. The problem is a lot of people
             | will be like "well my website doesn't need to be fast
             | because it's not popular, so I'll write it in
             | python/node/ruby and make it dynamic" and then their server
             | falls over at 50 RPS on commodity hardware, when if they'd
             | written it with a popular haskell/rust/go/whatever
             | framework, it could handle 100x that much traffic.
             | 
             | If you hope that your writing ever reaches a large
             | audience, you need to be able to serve a large audience! It
             | doesn't take that much extra work to be ready for it.
        
             | mst wrote:
             | The forum's a more complicated question but for the static
             | information site for an open source project that's already
             | hosting its code on github, configuring a custom domain for
             | the github pages site would seem even simpler than sticking
             | it on AWS.
        
             | capableweb wrote:
             | That's a horrible idea. Yes, open source should definitely
             | get off closed and abusive platforms like Reddit or AWS.
             | Really, the open source community should start dog fooding
             | more. It seems like yesterday all the communities were on
             | IRC and it was easy to find everyone as long as you were
             | connected to Freenode.
             | 
             | Now everyone is using Slack, Discord or other closed-
             | sourced systems that are not even built for the use case of
             | "open by default".
             | 
             | It's really sad to see, especially when a lot of developers
             | in the ecosystem are cheering on projects moving to
             | platforms like reddit or AWS.
             | 
             | To run your own infrastructure is not as hard as you think,
             | and it gets a lot cheaper too.
        
               | INTPenis wrote:
               | I completely get where you're coming from, I'm a staunch
               | self hoster myself.
               | 
               | But why re-invent the wheel before you have to? That's
               | just a waste of time and resources that could be used to
               | promote and build your project.
               | 
               | Like in this very case, the website is now down and
               | unable to promote the project because it was made in a
               | traditional way.
               | 
               | Imho it's enough to retain ownership of domains to really
               | own a project. Like the widelands.org domain.
               | 
               | So whatever happens with AWS, or reddit, that domain can
               | always move and point visitors to new communities.
               | 
               | In my personal selfhosting environment I have my own
               | domain pointed to protonmail. So even if protonmail goes
               | belly up I can always move my domain somewhere else.
               | 
               | And even my domain is picked to give me maximum control.
               | I use my own country's ccTLD because they have a good
               | conflict resolution department that will benefit me as a
               | citizen.
        
           | la_fayette wrote:
           | I think the website is built with django, maybe it has some
           | community stuff on it, which requires server side
           | processing...
           | 
           | Git repo: https://github.com/widelands/widelands-website
        
             | [deleted]
        
         | 404mm wrote:
         | Veni, Vidi, Vici !!! Settlers II was one of my all time
         | favorites! I even bought the 10th anniversary edition and
         | played it in Virtualbox (Mac user here) all over again.
         | Settlers III was just as good but IV felt a bit too "messy"
         | (it's the one where settles abandoned the pre-set routes/flag
         | posts). The rest of the series was a big let down to me. I
         | haven't tried anything past The Heritage of the kings (S 5).
         | I'm so excited to test out Widelands!
         | 
         | edit: widelands seems to be available via MacPorts too!
        
           | Delk wrote:
           | Didn't Settlers III abandon the routing by roads and
           | flagposts? The little guys still go from building to
           | building, but you don't set any roads or route markers beyond
           | that.
           | 
           | I haven't played any of the games after the third one so I
           | don't know what kinds of changes they've made past that, but
           | Settlers III definitely did away with the roads-and-flags
           | routing.
        
         | mattlondon wrote:
         | Yep it is basically a clone of Settlers 2.
         | 
         | I tried it a couple of years ago and it had a reasonable
         | single-player "campaign" too so that was good. I seem to recall
         | that the campaign kinda "ran out" half way but I guess that is
         | to be expected.
         | 
         | Otherwise thoroughly enjoyable if you liked Settlers 2 (but
         | disliked their sequels)
        
           | barbs wrote:
           | It looks like version 1.0 was released a couple of months ago
           | so it's possible the campaign is complete now?
        
       | marcodiego wrote:
       | I think most game styles do not fit the "open source" development
       | model. Mainly because games often need a "surprise effect" when
       | released and that is a poorly fit for open development and also
       | because it is easier to contribute code than convince an artist
       | to contribute art tailored to a very specific style.
       | 
       | RTS and games like Wesnoth are an exception: they are born a
       | certain way and slowly evolve through contributions to a point
       | where they sometimes finally became very interesting. I have high
       | hopes for the future of 0ad.
        
         | yissp wrote:
         | > it is easier to contribute code than convince an artist to
         | contribute art tailored to a very specific style
         | 
         | I sometimes wonder if modding scenes draw most of the volunteer
         | artistic talent that might otherwise be available to open-
         | source projects. There have been some pretty impressive assets
         | created for Skyrim or GTA V mods, for instance.
        
           | kbenson wrote:
           | I think the bigger pull is because of the bigger audience.
           | Without the modding scene, I don't think that would
           | necessarily make open source games multiple times more
           | popular, even if they had some percentage of the artists
           | making them content, because popularity seems to be highly
           | influenced by current trends, and slowly advancing open
           | source games don't seem to fit in with the trend model vary
           | well.
           | 
           | No matter what the next Elder Scrolls or Fallout game is
           | like, as long as it supports modding (of course it sill),
           | there will be a bunch of people playing it (even if it's
           | widely panned), and there will be a bunch of mods and talent
           | making art for them, because that's how you get tens or
           | hundreds of thousands (maybe even millions if everything
           | aligns) of people using what you make.
        
         | jl6 wrote:
         | I do agree on the need for a surprise effect to make it fun to
         | play, but surely the number of developers who are in on the
         | surprise is so vastly outweighed by the potential number of
         | players that the open development model should still work for
         | the 99+% of the audience who aren't part of the development?
        
         | drunkpotato wrote:
         | I quite like Endless Sky (link: https://endless-sky.github.io/
         | ), an open source Escape Velocity-style game, and Supertuxcart.
         | But I think in general you're right, the vast majority of
         | finished, fun, playable games are going to be commercially
         | developed.
        
         | npteljes wrote:
         | What would be great is if they'd become open source after a
         | certain amount of time. Then there could be a nice release,
         | with the surprise element and everything, and later when the
         | steam runs out, the community would pick it up if it still has
         | potential, and do something else with it.
        
           | andai wrote:
           | In 2010 Notch said he'd probably release Minecraft as open
           | source within a few years. I was rather looking forward to
           | that.
           | 
           | Jason Rohrer releases all his games as open source. So there
           | are mobile ports, spinoffs, etc. With the latest game you
           | basically are just paying for a multiplayer account, the
           | whole game is on GitHub.
        
         | herodoturtle wrote:
         | Yeah true - in particular for new / innovative games.
         | 
         | Whereas open source versions of old popular games seem to do
         | very well, because it's less about the surprise and more about
         | the nostalgia. See openra for example.
        
         | eloisant wrote:
         | Not only they need a "surprise effect" at release, but once you
         | played it enough you get bored and move to something else.
         | Harder to keep contributors engaged.
         | 
         | Unlike tools (i.e. text editors) that you can keep using for 20
         | years+ and never want to stop using it.
        
         | ksm1717 wrote:
         | I think highly variable, replayable, emergent games in general
         | are a good fit. A random aspect (complex interacting systems,
         | or rng that doesn't railroad you) is a key component. That's
         | where some games get the surprise you mention. I think of
         | paradox games, 4x, Minecraft, even Skyrim as possible good fits
         | for open development (notably good for modding too). I don't
         | believe platformers, farcry type story/action, and multiplayer
         | CoD types would make sense because the game is the same every
         | run. Ie open development is viable when the team can be
         | unopinionated in the way each playthrough will look.
         | 
         | Agree that games where art direction is strong and an important
         | differentiator are also not a good fit (thus making a Skyrim
         | and its AAA style probably hard to replicate in an open team)
        
           | go_elmo wrote:
           | I agree mostly but skill based games that are always the same
           | would be awesome open source, e.g. CS:GO
        
             | ksm1717 wrote:
             | Agree, but I'm theorizing it wouldn't be easy to organize
             | open source development for them from scratch.
        
           | theptip wrote:
           | I've been thinking about this recently -- there's a healthy
           | mod community around the tactics game Battletech (Roguetech
           | being the most expansive mod, but there are many others) and
           | the modders all seem to agree that the base game is quite
           | janky under the covers; it's not a deep simulation nor is it
           | graphically advanced, yet it suffers from poor performance,
           | and it's also awkward to mod in some places, since there are
           | some things that you just can't change with mods.
           | 
           | I do wonder how far we are from having the default "community
           | driven game" be implemented from the ground up in open source
           | instead of being implemented as a mod on top of a closed-
           | source commercial game.
           | 
           | One issue is that most OSS games I've seen build an engine
           | from scratch, which is fun but a massive time sink; I wonder
           | how much of this is due to professional engines having OSS-
           | incompatible licenses? I noticed that Unreal Engine 4 was
           | made open-source (royalty-based licensing, not FOSS) which
           | might be compatible with an OSS free game?
           | 
           | Another aspect is that it's just a lot of work to build an
           | A-tier game (not even considering AAA) but with a good engine
           | this floor is being reduced over time; Battletech for example
           | was I believe on the order of 100 developer-years of effort,
           | which is huge for an open source project. But could you get
           | 80% of the way there in 10 developer-years if you strip out
           | some of the features the mods eschew like story content?
           | Plus, with Patreon, these days it seems viable for a small
           | number of developers to work full-time on niche content like
           | this.
           | 
           | In summary, I'm surprised at how few OSS games there are
           | considering how much effort goes into modding. Does anyone in
           | the industry (or otherwise) have insight into what's holding
           | us back here?
        
             | earksiinni wrote:
             | > In summary, I'm surprised at how few OSS games there are
             | considering how much effort goes into modding. Does anyone
             | in the industry (or otherwise) have insight into what's
             | holding us back here?
             | 
             | I'm not in the industry, but I'm a programmer who's tried
             | and abandoned various game projects.
             | 
             | For me, it always comes down to the fact that game design
             | is a deep and totally different skill set that I don't
             | possess. You can't really wing it, or you can but you're
             | unlikely to end up with a game that's fun and balanced.
             | 
             | Same thing can be said for why so few OSS projects have
             | solid documentation or excellent graphic/UI design.
             | 
             | EDIT: I'd also guess that's why the few OSS games you see
             | are usually clones of more popular ones, as is the case
             | with Widelands. By cloning and iterating on a proven game,
             | you don't have to playtest, refine mechanics, etc.
        
             | mst wrote:
             | The AI's "thinking time" in that game drives me up the
             | wall, but I love it dearly nonetheless.
             | 
             | I'm not sure I'm good enough at it to survive Roguetech
             | though ;)
        
               | theptip wrote:
               | I can heartily recommend BattleTech Advanced if you don't
               | want to go as far as Roguetech. It's definitely tougher,
               | but not as impenetrable as Roguetech is. (Plus there's
               | lots of difficulty sliders so you can probably tweak it
               | to be about as forgiving as vanilla).
               | 
               | I really enjoy the MWO-style mech customization that both
               | of these add (the
               | https://github.com/BattletechModders/MechEngineer mod);
               | one critique I have of vanilla Battletech is that they
               | simplified the mech construction mechanics a lot, and
               | stripped out some of the tradeoffs that make mech design
               | interesting in the canon. In vanilla, you just optimize
               | for free tonnage, and can put jump jets on everything, so
               | there are just a few chassis in each weight class that
               | are strictly optimal for most roles; this makes it quite
               | boring as there's little reason to pick other chassis. In
               | BTA/Roguetech you can take an XL engine to shave off a
               | lot of weight, but that means your mech will die if you
               | lose your side torso. Lots of meaningful trade-offs, with
               | no "best solution".
               | 
               | I will admit that my eyes glossed over when I first
               | started the game and looked at all the new part types I
               | had to learn though...
        
         | MrStonedOne wrote:
         | Ss13 has this issue, nobody who codes plays for long because
         | the magic goes away once you see behind the curtain.
        
         | paraph1n wrote:
         | > it is easier to contribute code than convince an artist to
         | contribute art tailored to a very specific style.
         | 
         | Why is that, I wonder?
         | 
         | The code, too, has to be tailored to fit into the specific
         | architecture of the program.
        
       | NoboruWataya wrote:
       | This is a great game - my first thought when I played it was that
       | it was quite unique, though since it's a clone of another game I
       | guess that's not exactly true. It is, at least, quite different
       | to most of the RTS I have played (like AOE, C&C, etc).
       | 
       | The military aspect is very limited, which is exactly what I love
       | about it. In most other RTS I have played, economy is a secondary
       | concern at best and, once you get a decent sized military, really
       | not a concern at all. In Widelands, building and maintaining a
       | strong, sophisticated economy is the central goal.
        
       | doener wrote:
       | Additionally to HN the game is also featured right now at
       | Germany's popular gaming magazine GameStar:
       | 
       | https://www.gamestar.de/artikel/widelands-siedler-aufbau-str...
       | 
       | That is also where I found the game.
        
       | sebastianz wrote:
       | https://web.archive.org/web/20210811083622/https://www.widel...
       | 
       | https://github.com/widelands/widelands
        
       | hakonbogen wrote:
       | Interesting concept, but based on the screenshots, the assets
       | look significantly worse than Settlers 2. Hope this will be
       | improved
        
       | GlennS wrote:
       | I'm a little wary of games which boast of their "depth".
       | 
       | Oftentimes it means "we didn't have a cohesive enough vision to
       | reject any features".
       | 
       | All that said, I do like Settlers 2, so I will give this a try.
        
         | gota wrote:
         | Isn't that _width_? Dwarf Fortress is the epitome of  'depth'
         | in a game, to the detriment of basic things like a graphical
         | interface, and it couldn't be a better example of a creator's
         | vision
        
           | me_me_me wrote:
           | > Isn't that width?
           | 
           | That depends on the implementation.
           | 
           | Number of different features/actions is the game width.
           | 
           | Complexity of the features are the depth.
           | 
           | A turn based strategy might give you 10000 units that vary
           | slightly, but not in a meaningful way is a shallow width.
           | 
           | A roaster of units to choose from that counter certain
           | opponent's units and have bonus interactions with certain
           | friendly units would be example of depth.
        
             | zzbzq wrote:
             | Breadth and depth
             | 
             | Game communities call them both depth, which is a huge
             | error.
             | 
             | I played an RTS that claimed to have depth because of the
             | insane amount of armor and weapon types. In the end, the
             | armor/weapon strengths & weaknesses were still just rock-
             | paper-scissors. Having hundreds of them just meant you had
             | to look them up on a spreadsheet, in order to make the
             | simple rock-paper-scissors decisions. This is breadth with
             | no depth. Although confusingly, gamers will still call it
             | "depth," not having the distinction of "breadth" in their
             | vocabulary.
             | 
             | Meanwhile simple ancient games like Go can achieve a large
             | amount of complexity with simple rulesets. That's real
             | depth. I think depth is probably hard to invent
             | intentionally.
        
               | me_me_me wrote:
               | One could argue that Go from the design point of view is
               | has no breadth nor depth.
               | 
               | There are few rules and rules are very simple.
               | 
               | Depth of the strategy and the gameplay comes out as
               | emergent property of the game.
               | 
               | But that's just splitting hair.
        
       | rswskg wrote:
       | This game is hard. It's settlers 2 but with many many more ways
       | to mess yourself up. Sadly the community is mostly german,
       | otherwise I'd be an active participant. It's a great game and a
       | great advert for open source gaming.
        
         | Barrin92 wrote:
         | had to laugh when I saw that it's mostly German. Anno,
         | Settlers, Patricians, we seem to love our simulation games.
        
           | safog wrote:
           | oo those are my favorite types of games as well.. along with
           | things like Frostpunk, Roller Coaster Tycoon, Ceasar, EU4,
           | CK3 etc.
           | 
           | I've never heard of Settlers before, any other games of a
           | similar mould?
        
             | onli wrote:
             | Knights & Merchants is the only game I know that is a bit
             | similar. Settlers always felt pretty unique.
        
               | methyl wrote:
               | And, interestingly, it's also from Germany. Check out
               | kamremake.com for a rewrite which runs much better than
               | the original.
        
             | botch_san wrote:
             | I can recommend the cultures games
             | (https://en.wikipedia.org/wiki/Cultures_(video_game))
        
         | ducktective wrote:
         | You mean the development language is German?
        
           | movedx wrote:
           | LOL! Sorry - I just picked a German programming language.
           | Damn.
           | 
           | I think they meant the community is mostly German. Germans
           | tend to have very good English skills, but if most of the
           | people around you in the (game's) community are native German
           | speakers why speak English and struggle along?
           | 
           | That's probably what they meant.
        
             | rswskg wrote:
             | That is what I meant. There are great youtube communities,
             | but it's mostly german.
        
             | scns wrote:
             | This. Text in the community forums.
        
             | scbrg wrote:
             | > Germans tend to have very good English skills, but if
             | most of the people around you in the (game's) community are
             | native German speakers why speak English and struggle
             | along?
             | 
             | Because _most_ is not the same as _all_.
             | 
             | Unfortunately, this is sort of a self fulfilling prophecy,
             | as rswskg's original comment indicates. The fact that the
             | community is German speaking means that non German speakers
             | won't join (effectively restricting the pool of potential
             | contributors by ~99%), and thus the German speakers won't
             | have any reason to not speak German.
        
               | FeepingCreature wrote:
               | Well, the same applies to English.
        
         | npteljes wrote:
         | The original Settlers developer studio is also in Germany. Now
         | it makes sense how my version was called Siedlers II.
        
           | kzrdude wrote:
           | And the original settlers board game - Catan - is of course
           | also German.
        
           | Delk wrote:
           | Die Siedler (the plural is the same as the singular), but
           | yeah.
        
         | slim wrote:
         | Learn german :) it's not that difficult, it's really fun and
         | imho very cool. I learned english by playing betrayal at
         | krondor with a dictionnary for only help (to be honest I was
         | much younger and had plenty of time)
        
       | a20210816 wrote:
       | I've played 0 A.D. lightly for about five years, and am excited
       | to learn of another FLOSS RTS! I did a quick comparison of
       | Widelands and 0 A.D. Overviews from the games' respective sites
       | are [1,2], LibreGameWiki articles are [3,4], and source code
       | repos are [5,6].
       | 
       | It seems Widelands focuses more on economics and transport, and
       | maybe less on combat. Screenshots show Widelands has much simpler
       | graphics.
       | 
       | Developmentally, Widelands seems to use GitHub as its main source
       | code repository and issue management system, whereas 0 A.D. uses
       | GitHub as a mirror for its main Trac deployment. Both codebases
       | are roughly 2/3rds C++. Beyond that, Widelands has lots of Lua
       | (27%) and some Python (3%). 0 A.D. has lots of C (24%) and some
       | JavaScript (6%).
       | 
       | Has anyone played both Widelands and 0 A.D.? How do they compare?
       | 
       | ---
       | 
       | [1]
       | https://web.archive.org/web/20210410230450/https://www.widel...
       | 
       | [2] https://play0ad.com/category/game-manual/
       | 
       | [3] https://libregamewiki.org/Widelands
       | 
       | [4] https://libregamewiki.org/0_A.D.
       | 
       | [5] https://github.com/widelands/widelands
       | 
       | [6] https://github.com/0ad/0ad
        
         | gmueckl wrote:
         | Disclaimer: I loved the original Settlers II a ton as a kid and
         | it still has a special place in my heart.
         | 
         | Widelands is pretty much a clone of Settlers II and stays close
         | to its formula, including the graphical presentation which
         | keeps the ca. 1995 isometric 2D graphics alive. The game is
         | better described as a base builder / city builder game with the
         | goal of expanding one's own territory to cover a certain goal
         | point. Conflict arises because said point is usually in an
         | opposing faction's territory and you have to take it by force.
         | Combat is very indirect with no direct control over any units
         | and thus there is virtually no tactics other than trying to man
         | your posts with more better equipped and better trained
         | soldiers. In essence, your military strength is mostly function
         | of how well your backing industry works.
         | 
         | Gameplay in the Settler series feels much like the Anno series
         | after it in that there is a military component that comes into
         | play late in the game. Most of the game is leading up to it,
         | but has you focus on building a thriving colony in its own
         | right. Within the Settlers series, Settlers II is unique in
         | that it has a transport system of paths and cutesy carriers
         | that needs a lot of attention from the player to avoid clogging
         | and collapse. Terrain factors a lot into this, too. Later
         | entries in the series have done away with most of this, which
         | changed the feel of the games a lot.
         | 
         | Unless things have changed, 0 A.D. is a straight up RTS with
         | direct unit control and less base building. Moment to moment
         | tactics matter. To me, it seems vaguely inspired by the
         | Warcraft and Age of Empires lines games, but is not sticking
         | very close to any one of these formulas.
        
         | joshuaissac wrote:
         | There is also Seven Kingdoms: Ancient Adversaries, which is
         | developed by the community using GitHub after Enlight Software
         | open sourced it: https://7kfans.com/ &
         | https://github.com/the3dfxdude/7kaa
        
           | SXX wrote:
           | Oh it's nice there is more 7KAA fans out there. This is one
           | of my favorite games ever. It's one of few economic RTS that
           | did it right, but also have have amazing mediative gameplay.
           | 
           | There is no complex AI here, but sometimes it's just cool to
           | run this game with AIs only and watch empires rise and fall
           | on fast-forward.
        
         | sebow wrote:
         | Though it's C# instead of C++, OpenRA is also pretty nice and
         | definitely one of the games i enjoy playing on linux.
        
       | nabakin wrote:
       | Since we crashed their servers https://archive.is/SEGE7
        
       | TulliusCicero wrote:
       | Does this have co-op campaigns by chance? Would be interested in
       | playing through it with my son.
        
         | proactivesvcs wrote:
         | There are a handful of co-op scenarios, one involving winning
         | by trading. The "skirmish"-style games can be set to have
         | either "allies", where you operate separate economies but are
         | on the same side, or "shared kingdoms" where you share
         | everything except your starting locations. Shared Kingdoms is
         | lots of fun!
        
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