OpenRA

(openra.net)

93 points | by tosh 1 hour ago

9 comments

  • liendolucas 54 minutes ago
    If you play the original and then OpenRA you will get amazed how well OpenRA is balanced.

    As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it.

    They also added a ton of features which make the game truly enjoyable and fun to play.

    Well done OpenRA team!

    • JumpCrisscross 7 minutes ago
      APC + flamethrowers was the new WTF in OpenRA, if I remember correctly.
    • abixb 51 minutes ago
      Tangential, but I got introduced to Red Alert C&C through various 'Hell March' videos by random fans of various militaries on YouTube. It's funny how it vibes with nearly every military you throw it over.
      • cogman10 44 minutes ago
        I love using the RA OST for coding. The songs are fun and fast paced with low lyrics.

        It helps that this is a childhood favorite game of mine.

  • ionwake 47 minutes ago
    based, been playing this for months with my friend, over anything else.

    EDIT> My fav setup is to join a free empty server , set up 2 teams, 2 AI and 1 human vs 2 AI and 1 human. And then play with my friend. Great fun. The AI adds a bit of a randomness to the games. Easy smooth quick interface. Just perfect for a quick free RTS game with a friend.

  • JumpCrisscross 1 hour ago
    Has anyone built better AIs for this?
    • egeozcan 1 hour ago
      When I was a teen I was mostly writing RA2 custom map scripts and rules/units for my friends and watch them battle with my rules in internet cafes. When that was not possible, I was creating custom RA2 AIs, but it was very hard.

      These days, I'm having incredible fun developing good old AI scripts with LLMs, for my own vibe-coded RTS game. Just choose all AI players here to make them battle each other: https://egeozcan.github.io/unnamed_rts/game/

      I even let the LLM generate a tournament script to make AI scripts from different LLMs battle (headless): https://github.com/egeozcan/unnamed_rts/blob/main/src/script... GPT-5.5 leaves all in the dust currently. I cannot beat most in the game I set the rules myself :)

      If you are like me, you can just make LLMs create your personal RTS game and also develop custom AIs. It's so much fun.

      • wahnfrieden 41 minutes ago
        Were you familiar with my modding site RA2Factory?
        • egeozcan 16 minutes ago
          Yes! I downloaded a lot of shps voxels and map packs from your site! I think it was the beginning of 2000s? Anyway, a very delayed thank you!
    • logdahl 1 hour ago
      I might suck but I found it really hard iirc :^(
      • dogma1138 1 hour ago
        AI in strategy games always cheats I haven’t seen a single game where the AI wasn’t built around cheating. Once you figure out how it cheats it’s usually a combination of resource multipliers, build time multipliers and not having a fog of war it becomes much essier to beat at any difficulty.
        • ben_w 32 minutes ago
          Not always.

          For a lot of games it can be surprisingly easy to make an AI which beats the median player even when limited to just basic strategies, simply by not getting distracted by the gut feelings that humans have.

          Even for more complex strategy games like say Starcraft II where that's not enough, there's this: https://en.wikipedia.org/wiki/AlphaStar_(software)

        • invader 56 minutes ago
          Often, but not always.

          I hate the term "AI" applied to games, since AI means so many things and usually implies something smart, "intelligent". But in reality, it is more like a "bot" or a "computer player". And the main goal is not to be super-smart, but to be plausible enough and provide an appropriate challenge to the human player.

          There are some "fair" bots in games - like in my favorite turn-based Mechanized Assault and Exploration from the mid 90s. Computer players follow the same rules as the human ones - e.g., if something is not visible to the radar, the computer will not see it. The only "cheat" is the resource boost computer players can have on the higher difficulty settings, but it is totally optional. And as an experienced player, you always let the computer have it, since you want a challenge, and without that boost, it has no chance whatsoever.

          • Sharlin 42 minutes ago
            Real-time strategy AI is absolutely AI in the standard Russell & Norvig sense of AI. There's nothing about the computer science concept of AI that implies "super-smart" or always trying to outsmart the player (rather than trying to be entertaining).

            Continuously shifting the goalposts of what "AI" is is, of course, a well-known phenomenon, giving rise to what's called the AI effect or Tesler's theorem [1].

            [1] https://en.wikipedia.org/wiki/AI_effect

            • invader 21 minutes ago
              Maybe it is, given that the classical AI definition is so broad, it can mean almost anything. But for me, there's a fundamental difference between something that "tries to be intelligent" and something that "tries to appear to be intelligent".

              That is why I prefer to call them "bots" or "computers" - just to separate them from a shifting mess of definitions of what "AI" actually means. It reminds me of "Destination Void" by Frank Herbert, where the main characters were trying to build artificial consciousness and were struggling to define what it actually means.

    • 9dev 1 hour ago
      Pitching in on this with a tangent - how good are LLMs with RTS games these days? As someone without friends into that genre, it’d be pretty cool to play eg. AoE II against a capable computer that play like a real human…
      • clates 1 hour ago
        Depends on what you mean, LLMs can probably _make_ pretty good AIs. It'll have all the AI scripts in the base game, including the three iterations (base, FE, DE) all the user generated ones ( including barbarian ) and then able to consume the language schema. Rig up a baby model that takes the matchup during loading and hot swaps one of your pregenerated AI scripts.

        If you meant _playing_ raw based on LLM input - that's probably the wrong tool for the job. The latency for you to react to a mango shot is faster than a billion tok/s lol

      • HeavyStorm 1 hour ago
        It's improving but sota models are now too slow for a real time game. Training a specialized neural network would be more effecient.
    • singpolyma3 50 minutes ago
      Does the project allow AI?
      • tremon 26 minutes ago
        Old-skool AI, aka cpu opponent.
  • Havoc 24 minutes ago
    Need to try this at some point. The other open RTS - beyondallreason - is really good too.
  • dijit 38 minutes ago
    I just wish I still had the original games to use as content packs.

    Every time I've tried to install this previously, this was my wall :(

  • rizsyed1 31 minutes ago
    This is such a great game. Incredibly well-balanced and thought through.
  • geenat 28 minutes ago
    I wish they would release Tiberium Sun
  • Tepix 33 minutes ago
    Has anyone turned it into a browser game?
  • preetham_rangu 23 minutes ago
    [dead]