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Home of the free realtime strategy game and its community


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Widelands is an open source (GPLed) real-time strategy game. It is built upon the SDL and other open source libraries and is (and will always be) under heavy development. If you knew Settlers I & II™ (© Bluebyte), then you already have a rough idea what Widelands is all about because widelands is heavily inspired by those two games.

You can find detailed information on the game in our Wiki. I you want to get a quick Overview, go to the General Info page.

You can download the game on the DownloadPage. You can also find installation instructions and various troubleshooting hints there.

You are also invited to visit the Forums: chat with the community about the game, find playing mates for multiplayer, help translating, discuss graphics, music and much more.

Latest news:

Widelands Tournament No 2

Posted by SirVer
Website

Widelands Tournament No 2

In 2010 ivh won the first Widelands tournament, now, two years later, he needs a successor. This tournament will just like the former be knock out system, with an repechage so everyone plays at least two games. The tournament will start on the official play day (28 January), or if you can't make that in the following week. More information can be found on the wiki page and questions can be asked in the forum topic. If you like to join, send a private Message to Fopper with the tribe you like to start the tournament with.

Thanks to Fopper for the organization of the tournament! Let the games begin face-smile.png

0 comments Tags: Playing , Tournament

Community Poll: Backwards compatibility of buildings

Posted by SirVer

Your vote is called for!

Here we go with a new category of posts on this very website we all love so much: Community Polls.

Every once in a while an issue pops up in the game balance or design that has no agreed upon best solution. Here is the idea of community polls which will follow the following ideas:

  1. a community poll will run for roughly 4-6 weeks. Some might run longer than others and the time is not strict.
  2. Every poll will be presented together with a pro and contra side of the argument.
  3. The community poll will have some answers you can choose from. There might be more than one related poll running at the same time.
  4. You are asked to only vote once. We will not technically enforce this for the moment. Update: we enforce this now.
  5. The outcome of the poll will likely influence the game - rules might be changed, features might be changed. But the last word will always be with the core developers and as always, I will keep a veto right to kick/keep features out of the game. But if your opinion would not matter to us, we wouldn't ask. This is mainly a disclaimer if things turn out to be different than thought while writing the original poll text.

This will hopefully settle some long running discussions with a final decision. When a community poll is 50% 50% we will have a hard time deciding though.

The corresponding site in the Wiki is CommunityPolls. There is not much on it currently though.

Backwards compatible buildings

Some buildings in widelands loose features when upgraded. One example is the metal workshop of the barbarians which becomes an axe factory and will no longer produce tools. Only axes. Another is the barbarian brewer who will refuse to make anything else but the tasty strongbeer - an ale worthy of warriors. Most people seem to take these without any problem - but there is one building that gets a lot of heat:

the empire inn

The poor empire inn. As a tavern, it produces rations for mines but as the mines go deeper, real meals are needed to satisfy the miners. The inn provide those, but they are specialized and will no longer produce rations. And some people dislike this. The bug report on launchpad is quite busy and people feel strongly enough about this issue to specially sign up for launchpad to join the discussion.

Why is the inn okay?

I feel the specialization fits the lore of the empire: in my eyes, they are a highly specialized and bureaucratic culture: if someone promotes an empire cook to chef de cuisine he will not even think about touching a pan ever again. His job is all administration from then on. So I feel that inn keepers will refuse to produce lowly rations when they are hired to produce meals.

I also think it makes sense from a game mechanics point of view because this gives a distinction between the barbarian and the empire tribe: barbarian have a harder time juggling their mines and taverns because they have 3 levels of enhancement each. But if they make the error to enhance their taverns too early it will not bite them as hard because the enhanced inns are backwards compatible. The empire has only 2 levels but they have to be spot on with enhancing taverns to inns and rebuilding new taverns so that they can balance their production of meals and rations. This is not only a disadvantage: if you need a lot of meals, the empire will produce them faster than the barbarians because they are specialized on this very task - their building will not waste time on other products.

I feel the inns of the empire are a nice example of diversification and balance and should therefore stay as is. I feel it would make widelands more uniform to change them to also produce rations.

Why do others think the inn should remain backwards compatible?

The main argument is that it is illogical that inns suddenly stop making the ware they used to make as a tavern. This will especially confuse the beginner who enhances his tavern when he enhances his first mine and than suddenly the smaller mines no longer work. This is even worse when people have played the barbarians, because their taverns are backwards compatible. Most people also feel that the difference does not add much to widelands and only has a small effect on balance. Some seem this issue also as frustrating.

Astuur offers another argument: A second argument for having the Empire Inns also produce rations, is that doing otherwise is much more severe a handicap as it may seem. With each new mining and heavy industry area, you need to have a permanent tavern since all mines start as "normal mines" first. The crucial aspect is "space" and its severity depends on the map. The Empire is so challenged spacewise with sawmill, wine branch, stonemason and piggery (compared to the Barbarians), that I would welcome to lift the tavern plus inn requirement. No other tribe needs to have a mine (i.e. "marble mine") so early to progress. And yet another building seems too much for many starting points. Go and play "the green plateau" as Empire on green, and you will see what I mean.

Wrapping up

You have an opinion of your own? A question? The discussion thread is here: http://wl.widelands.org/forum/topic/911. And of course, you can vote in the sidebar.

While writing this, I realized that I had less to say about the other opinion and I didn't even try to hide my own. For future community polls I will ask a prominent supporter of the other side as well. I will also update this post with new arguments from either side as they pop up. Let me know what you think about the community polls and the way this one was run. Please also suggest improvements so the next one is even smoother.

Update

Okay, it turned out that some people could not resist the temptation to press the button 20 times. The one vote per account will need to be technically enforced. I whip up a solution as quickly as I can and restart the poll.

Update 2

Some coding later I present you the all new poll system where everybody can only vote once. Your vote is bound to your account - this means we loose all the anonymous users which make up a big chunk of the traffic on this site, but it can't be helped. I reset the votes to 0 and reopened the poll. Now let's see again.

I updated the post and the wiki page to reflect the changes. I also updated this blog post with an argumentation from Astuur to better reflect the other opinion.

Update 3

The poll will run till the end of january. This is an arbitrary date not equal to today.

6 comments Tags: community poll , Development , inns , taverns

WiHack Blog: Third Day

Posted by SirVer
Development

Wihack Day 3

First: last few hours of day 2: At approximately 3am I hit one of the sofas here at the entropia and I missed a historic event: the first ware that was transported on a ship from one port to another. Nicolai has quite something to show for this weekend.

The wihack is not over yet, but it feels like we will not keep hacking all day today. We are tired since we didn't get much sleep and nicolai needs to travel home, so he will leave us in ~30 minutes. Today was cleanup and polish day: We fixed some of the bugs that were discovered from the tireless play testers from the forum and this will likely continue till tonight. No biggy new feature is worked on right this moment so I feel it justified to begin the summary post of things that were done. I will keep this updated as stuff pops up.

Participants in Karlsruhe

5 people were dedicated to widelands in the entropia this wihack. I will present them to you in order and tell you what they did for us in this sprint session.

Nomeata

nomeata His proudest achievement is the new clicking cursor: the hand you use in widelands to click things will now really move its finger when you click on a building. But his main work was in redoing the statistics menu: the plot area now can show more time areas and you can select them via a nice slider. Buttons that have a toggle state are now shown pressed or depressed as well. And he sped up the rendering of the plotting lines. Ohh, and he fixed many a bug in the UI code.

Shevonar

Shevonar Shevonar committed himself to bug hunting. He fixed soo many of them, e.g. there was a bug when you updated a building it would sometimes suddenly 1.5 times on the map. Fixed. The wares help was not alphabetically sorted in other languages. fixed. The graphics in the building window in the background are now centered and nicely toned down. Similarly the display of wares in wares queues has been optimized by him. All very noticeable and nice changes.

Ixprefect

Nicolai The man of many names (nicolai, nha or ixprefect) continued the efforts from the last wihack and worked on ships. Ships can now be build and they deliver wares between harbors in a useful fashion. That is, if you would have two harbors on two islands and a ship, you would already have a useful sea-faring. Expect to see this soonish in a scenario!

Kristin

Kristin Kristin looked through all maps shipped with widelands and looked if they are fair, if they can be played in team, if they are scenarios and so on. This is a grinding task that took forever but it is necessary to sort the maps into categories so that you can rely on the multiplayer maps to be playable by every tribe and to be fair.

SirVer

SirVer I did some work before the wihack which lead logically to the work I did here: I began adding the possibility to choose the number of wares you want in production and constructionsites and finished the work here. This was the groundwork for the dismantle site which I did finish here as well. I did a lot of CPU optimizations before the wihack and fixed the problems and corner cases that remained here as well. And I introduced the framework for adding help texts to the windows. I am looking for people who are interested in writing building help texts. Oh, and I fixed some bugs as well.

Remote Participants

Thanks goes out to the guys in the chat, the play testers who had bug reports ready for features that were only just introduced and especially Tino who did not drop the ball on the nightly builds: we had constantly fresh builds from trunk ready for windows users to enjoy.

Wrap up and summary

This WiHack was different. Less people, but more focused work. And fantastic new features (nearly) ready for prime time. My summary is: the socializing aspect was bigger with more people, but the work per person was bigger on this wihack. It was loads of fun and I enjoyed it totally. I am also very impressed and proud with what we achieved all together in this time.

I am really looking forward to testing the new stuff in-game!

9 comments Tags: blog , wihack

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