Empires, the award-winning Half-Life 2 mod, combines the best of the first person shooter and real-time strategy genres. Fight as either the Northern Faction, remnants of the fallen nation of Jekotia, or as the imperial Brenodi Empire.

Choose your commander wisely and fight with up to 64 players for resources to power your army and fund your research into ever more deadly weapons, abilities and vehicles.

Find out more and see what you've been missing!


Sat, 04/05/2014 - 13:30 by Beerdude26

This interim release contains several bug fixes, balance changes and some commonly requested features, a full list of which can be seen below. Note that the latest Release Candidate can be seen at the top of the list, with the older versions below it.

2.5 RC3 Changelog

Added:

+ Added shotguns as a weapon for the scout class.
+ Readded quick start guide to game menus.
+ Added a variety of error messages to allow users to see the reason that is preventing them from spawning.
+ Added map briefings for Mvalley, Duststorm, Money, Coast and Bush (keep them coming guys :))
+ Added more LOD's to palm trees, and the trees on slaughtered, some palm trees now also have animations.

Fixed:

* Players previously had to reselect spawn point if attempting to spawn whilst it was blocked.
* Exploit that allowed players to block spawnpoints.
* Drivers and passengers now exit on the correct side of the BE jeep.
* BE APC had missing snow camouflage on its turret.
* Fixed "Failed to find next rank title" error in console
* (RC1) Black panel partially covering scoreboard.

Modified:

/ Players on the same team no longer collide.
/ Building smoke has been moved to better places.
/ Some modifications to crate models.
/ Moved props around in BE barracks to more accurately reflect the collision model.
/ Spawn error messages no longer disappear until the error is resolved.
/ Experimental base swap feature reactivated.

Script Changes: (RC 3.5)

/Engineer: Now has Shotgun
/Rifleman: Now has Ranged Rifle
/All Sidearms: Melee Damage 50 -> 40
/All Primaries (with melee): Melee Damage 50 -> 70
/Shotguns: Minimal damage 7 -> 9, Damage 10 -> 12, All accuracy/spread penalties resulting from moving or repeated fire removed. Basically, the weapon always has the same spread now, though being crouched or prone will affect it.
/BEAR: Accuracy modifier for Ironsights: 0.65 -> 0.60
/NFAR: Accuracy modifier for Ironsights: 0.90 -> 0.80
/NFHR: Accuracy modifier for Ironsights: 0.85 -> 0.60
/Shotgun Pistol: Damage 12 -> 10
/Ranged Rifle: Clip Size 10 -> 5, Base damage 45 -> 75, This will affect body shots, but not Headshots, which are unchanged. Stamina based Scope swap has been removed, there's now a constant but minimal amount of sway that's unaffected by stamina or anything else.


Tue, 04/01/2014 - 12:52 by Beerdude26

This interim release contains several bug fixes, balance changes and some commonly requested features, a full list of which can be seen below. Note that the latest Release Candidate can be seen at the top of the list, with the older versions below it.

Added:

+ Empires specific tray icon when game is minimised.
+ Set up a default Gameconfig.txt file for using editing tools.
+ Map briefing for emp_chain

Fixed:

* Exploit that allowed a commander to suicide and be revived at the place he died.
* Ocassional crash / popup stating that an assert has been raised should be resolved.
* "The word "selection" in the upper left of the Team Selection panel was cut off"
* Console spam (Too many popups! Rendering will be bad!) caused by having 3 or more windows open (e.g. in options->video-> advanced menu).

Modified:

/ Increasing tickets on emp_arid by 50%
/ More suitable configuration for new players (increased rate to remove lag in highly populated servers)


Wed, 03/26/2014 - 14:03 by Beerdude26

Empires 2.5 RC1 has been released! Whilst there are still some minor bugs (primarily associated with spectating), it has been decided to update the game to provide an immediate resolution to all known launch problems.

This interim release contains several bug fixes, balance changes and some commonly requested features, a full list of which can be seen below.

2.5 RC1 Changelog

Added:

+ Ported to Source 2013 Engine (All launch problems resolved).
+ Only download required to play is the base Empires download (Source 2007/2013 base files no longer needed).
+ Added shift build for commanders (Shift can now be held to drop multiple buildings of the same type).
+ Doing a melee attack whilst playing as infantry will interrupt reloading.
+ Vehicle weapons now have reload sounds. (Audible both within and outside the vehicle).
+ Vehicle cannons will now quickly reload whilst close to an ammo box/armoury/repair pad.
+ Vehicle and armour damage gradually changes colour depending on damage levels.
+ More controls have been bound by default for new players.
+ New names and descriptions for infantry weapons.
+ New map descriptions (Arid, Canyon, Crossroads, Cyclopean and Isle).

Fixed:

* Fission Engine overheat bug.
* Fixed some incorrect skill descriptions.
* Fixed missing bushes on emp_midbridge.
* emp_sv_wait_phase_time now updates dynamically (Used on conquest maps to set delay before map start).

Modified:

/ Updated Empires quickstart guide and manual.
/ Changed default scout skill from hide to enhanced senses to promote teamplay.
/ Reduced resource income on streetsoffire (-10%), duststorm (-5%), slaughtered (-5%) and canyon (+5%)
/ Stamina upgrade now doubles class adjusted stamina regeneration instead of base stamina regeneration.

Script Changes:

/ Buildings: Resistance vs Explosive Damage Type 85% -> 90% (Will affect HE CN, GL and UGL) - These weapons were never meant to be anti-building. *EXCLUDES TURRETS, CAMERAS, RADARS & WALLS*

Vehicle Armour:

/ Absorbant Armour: Cost 10 -> 5
/ Composite Armour: Regeneration 0.03 -> 0.02, Health 80 -> 75
/ Regenerative Armour: Regeneration 0.1 -> 0.08

Vehicle Engines:

/ 3phase Engine:
Meds: Max Speed 50 -> 45
Heavies/Artillery: Max Speed 45 -> 40
All Vehicles: Passive Heat output while moving 2 -> 3

/ Fission Engine:
Fixed overheat bug

/ Gas Turbine Engine:
Updated description: "This engine excels in raw horsepower, gaining more as the vehicle becomes more damaged. It is much lighter and cheaper than other engines."

Vehicle Weapons:

/ STD MG: Damage 30 -> 35, Projectile Spread 0.02 -> 0.015, Clip Size 50 -> 60, Reload Time 5.0 -> 3.5
/ CG: Damage 19 -> 22, Weight 60 -> 50
/ MCG: Damage 29 -> 33
/ HEMG: Damage 20 -> 24, Projectile Spread 0.015 -> 0.01, Clip Size 30 -> 40
/ Standard Cannon : Damage 40 -> 50, Inertia 2.0 -> 1.5 *TEMP CHANGE* Clip Size 30 -> 10, Total Ammo Clips 0 -> 4
/ Extended Range Cannon: Inertia 1.0 -> 0.5
/ High Explosive Cannon: Damage 75 -> 65, Explosion Radius 400 -> 450, Inertia 2.5 -> 3.0
/ STD ML: Damage 40 -> 50
/ UML: Speed 1800 -> 2500, Clip Size 6 -> 7, Total Ammo Clips 6 -> 7
/ BIO ML: Player Bio Damage 10 -> 5, Player Bio Time 15 -> 30
/ Salvo: Total Ammo Clips 6 -> 10, Clip Size 4 -> 5
/ Guided ML: Damage 50 -> 60
/ Salvo Homing: Damage 43 -> 50
/ UGL: Clip Size 12 -> 8

Vehicle Chassis:

/ APC Base Cost: 50 -> 20
/ APC Base Weight: 30 -> 10
/ LT/AFV/Med/Heavy/Arty Base Cost: 70 -> 30
/ LT/AFV/Med/Heavy/Arty Base Weight: 30 -> 10
/ AFV: Base Cost 150 -> 100
/ LT: Base Cost 200 -> 150
/ NF Med Tank: Max armour plates per side: 4 -> 5, Base Weight 712 -> 632, Base Cost 300 -> 200
/ NF Heavy Tank: Max armour plates per side: 6 -> 7, Base Weight 926 -> 846, Base Cost 900 -> 800

Special thanks to DDD Destroyer for the new map descriptions, Ikalx for the new weapon names and descriptions and everyone that contributed to playtesting and balancing discussions.


Sat, 12/07/2013 - 14:40 by Beerdude26

There is a problem with the current version of Empires Mod where any fresh install of the mod will fail to run, instead producing the error message similar to the following:

MountAppFilesystem() failed:
SteamMountAppFilesystem(17740,4294967295,0x19f5fc0 c) failed with error 5: No CS online with App 17741 Ver 0.

We believe this problem originates from a conflict between the version of the Source engine we are using and the SteamPipe content distribution format that all Steam content now uses and has been converted to. We are working with Valve to rectify this problem as soon as possible.

A workaround is available. Please follow these steps:

  1. Install the Source SDK Base 2007. Click to install. If you have already installed it, this does the same as the second step.
  2. Run the Source SDK Base 2007 once by clicking here.
  3. Open up Steam and go to your Library. Select "Tools" instead of "All Games" at the top of your game list.
  4. Scroll down towards "Source SDK Base 2007", which should be white (because it is installed).
  5. Right-click on "Source SDK Base 2007" and select "Properties". A new window will open.
  6. Click on the button "Set Launch Options...". A new window will open with a text box.
  7. In the text box, place the following text: -game ..\empires\empires
  8. Select "OK" to save your changes, and then select "Close" to close the properties window.
  9. Double-click on "Source SDK Base 2007". Empires Mod should now start as expected.

If this workaround does not work for you, please post in our Support Forums.


Wed, 03/27/2013 - 03:28 by Beerdude26

This release is mainly comprised of bug fixes and script balances. We've also managed to tackle the issue of Empires not working for people with multiple Steam accounts, as well as a few other installation issues.

If you still encounter issues with starting up Empires, uninstall and reinstall the mod. Valve has helped fix the problems with the old file delivery system, but it may require a complete wipe of the mod files to work.

If following the advice above doesn't work, please make a thread in the Support Forums.

Download Empires v2.41 on Steam

Empires 2.41 Changelog

Added:

+ Tank weapons can now be reloaded mid way through a clip (will dump the remaining ammo from the clip).
+ Shortcuts to select class in the class selection menu. E, G, R, S will now select Engineer, Grenadier, Rifleman and Scout appropriately whilst in the class menu.
+ Added new HTML based news panel.
+ Added a splash screen to replace the launcher window on game start.
+ Mappers can now place engineer cameras in their maps (only partially working, they need built when the map starts and nf cameras display the BE model.)
+ New server command to instantly start sudden death: emp_sv_enable_sudden_death (1/0).

Fixed:

* Empires can now be launched if installed on a separate drive from Source SDK Base 2007 (using the Steam library feature).
* Zoom-out effect when switching rifleman weapons after using ironsight zoom.
* News panel in main screen could be duplicated when changing resolution.
* Players health could be displayed as being below 0 HP after they died.
* Pacifist achievement could be gained by any player with 0 kills at the end of the round. It is now only awarded to the player with 0 kills and the highest points.
* Multiple mortar shells can now be fired at once.
* Bots can no longer earn achievements.
* Northern Faction Heavy Machine Gun would drain stamina at the incorrect rate.
* Mortar rounds could pass through Brenodi Empire Heavy tank at some angles.
* Fixed issue where empires could fail to start on some computers with multiple steam accounts.
* Map name label is now visible whilst in spectate.
* Revive icons no longer appear in the sky for unspawned players when playing as revive engineer.
* Fixed issue where wages may not update after building vehicles.
* Sticky grenades can no longer damage friendly vehicles.
* Wrong skills will no longer be shown in class menu.
* When re-customising a vehicle using a repair pad your team no longer needs the resources for the full value of the tank. It now correctly requires only the value of the changes.
* Highlight boxes when mousing over some selection boxes were too large.
* Destroyed Northern Faction APCs now have the correct texture.
* Missing rock and water textures on emp_slaughtered.
* When maximum rank is reached (commander) the next rank (in class selection menu) will read max instead of always reading commander.
* Engineers would not get second turret/camera after 4th rank.
* Squad aura was still applied whilst squad leader was dead.
* Bio weapon damage fixed. It was using the absolute world coordinates of the initial damage as the reference point to apply damage.
* Requests for health/ammo/repairs should now be clearly visible on the minimap.
* Fixed missing minimaps on emp_arid and emp_glycencity for some players.
* APC's would still heal their occupants during sudden death.
* Launcher will now exit even if user doesnt click ok in dialogue box / game exits unexpectedly.
* Using imperial instead of metric units for speedometer (available in options menu) now persists after Empires has been restarted.
* Selecting pistols could sometimes affect the selection of skills.

Modified:

/ Updated Empires manual.
/ Updated emp_palmbay.
/ Updated emp_bush.
/ Updated emp_crossroads.
/ Updated emp_escort.
/ Updated emp_slaughtered.
/ Lowered emp_streetsoffire resource rate by 50%.
/ Increased tickets for emp_mvalley, emp_duststorm and emp_cyclopean.
/ Tweaked opacity of water on emp_cyclopean.
/ Improved lighting on some tree/bush models.
/ Updated local 'Create Server' menu to say Empires 2.41 instead of 2.2 as the default server name.

Script Changes:

Research:

Upgraded Grenades - Research time: 20 -> 60.

Vehicle Armour:

Reactive - HP: 100 -> 120.
Composite - HP: 70 -> 80.

Vehicle Engines:

Fission - Max Speed: -5 mph to all chassis types.
Fission - Moving Heat Dissipation: 12 -> 8.
Coolant - Stationary Heat Dissipation: 9 -> 8.

Vehicle Weapons:

Rail Gun - Clip size: 25 -> 30.

Vehicle Chassis:

BE Heavy - Max Missile launchers: 2 -> 3.
NF Heavy - Max Missile launchers: 3 -> 5.

Infantry:

BE/NF Pistol 1 - Falloff: 1500 -> 1000.
NF Shotgun Pistol - Headshot modifier: 2.0 -> 1.6.
BE Heavy Pistol - Damage: 55 -> 60.
BE Heavy Pistol - Falloff: 600 -> 1000.
BE Heavy Pistol - RoF: 0.25 -> 0.20.
BE Heavy Pistol - Headshot Modifier: 2.0 -> 1.8.
BE Heavy Pistol - Moving accuracy modifiers: Standing -~70%, Ducking -50%, Prone -50% (Not that you can shoot whilst moving prone anyway).
NF Heavy Rifle - Damage: 32 -> 35.
BE Assault Rifle - Damage: 25 -> 30.
BE Assault Rifle - Spawn Mags: 3 -> 4.
BE Assault Rifle - Max Mags: 6 -> 7.

Removed:

- Automatic spawn selection.