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!


Tue, 10/21/2014 - 13:58 by Beerdude26

This is a hotfix patch that fixes some issues with the previous release.

Changelog:

Fixed

  • Fixed issue with engine indices that made it harder to build vehicles
  • Fixed issue with vehicle weapons on maps with automatically built vehicles
  • Fixed issue with the explosion particle on Improved Standard Cannon

Script Changes

Vehicle Weapons

  • Plasma Cannon
    Damage
    100 -> 110
    Vehicle Bio Damage
    2 -> 0
    Vehicle Bio Time
    5 -> 0
    Vehicle Bio Interval
    1 -> 0

Sat, 10/18/2014 - 05:06 by Beerdude26

This release mixes up some of the vehicle balancing and introduces some things to be tested out.

Changelog:

Added

  • Added emp_teamtext_pointentity and emp_teamsound_pointentity
  • Added emp_filter_chassisname

Fixed

  • Fixed issue with stickybombs persisting
  • Fixed an error causing @0 being printed instead of player coordinates in chat

Script Changes

Armor:

  • "Damage To Heat Absorbed" set to 0 on all armors except where noted.
  • "Bioweapon Damage Modifier" set to 1 on all armors except where noted.
  • Plain Armor -
    • Replaced "mild" with "inferior" in the description.
  • Composite -
    • Cost 25 -> 24
    • Health 75 -> 80
    • Regeneration 0.02 -> 0.01
    • Speed To Damage Modifier 0 -> -0.001
  • Reactive -
    • InfantryMissileResist -0.2 -> 0
  • Reflective -
    • Weight 15 -> 18
    • Cost 15 -> 18
    • Health 70 -> 100
  • Regenerative -
    • Health 55 -> 60
    • Regeneration 0.08 -> 0.1
  • Absorbant -
    • Replaced "armour" with "armor" in the description.
    • Weight 10 -> 12
    • Cost 5 -> 12
    • Health 65 -> 60
    • Speed To Damage Modifier -0.0075 -> -0.01
    • Damage To Heat Absorbed -0.1 -> -0.3
  • Titanium 6AL-4V
    • Regeneration 0 -> 0.004
  • Budget
    • Description "Budget armor is light and cheap with no special traits."
    • Weight 10
    • Cost 5
    • Research "Budget Armor"
    • Health 60
    • Regeneration 0
    • Angle Modifier 0
    • Speed To Damage Modifier 0
    • Other parameters set similarly to existing armors.

Vehicle Weapons:

  • "Reload Amount" set to 5 for all cannons except where noted.
  • Medium Chain Gun -
    • Damage 33 -> 30
    • Heat 0.6 -> 0.35
    • Cycle Time 0.4 -> 0.3
    • Clip Size 150 -> 250
    • Reload Time 8 -> 6
    • Projectile Spread 0.02 -> 0.03
  • Plasma Machine Gun
    • Damage 1 -> 4
    • Heat 4 -> 2
    • Total Ammo Clips 3 -> 4
    • Reload Time 8 -> 3
    • Projectile Spread 0.03 -> 0.04
    • Heat To Target 5 -> 2
  • Improved Standard Cannon
    • All traits similar to Standard Cannon except where noted.
    • Size 1 -> 2
    • Speed 3000 -> 3300
    • Heat 10 -> 8
  • High Explosive Cannon
    • Damage 65 -> 70
    • Clip Size 24 -> 30
    • Heat To Target 0.1 -> 6
  • Plasma Cannon
    • Damage 110 -> 100
    • Heat To Target 10 -> 20
    • Vehicle Bio Damage 0 -> 2
    • Vehicle Bio Time 0 -> 5
    • Vehicle Bio Interval 0 -> 1
  • Rail Gun
    • Heat 7 -> 6
    • Clip Size 30 -> 60
    • Heat To Target 0 -> 1
  • BioML
    • Damage 50 -> 40
  • Salvo ML
    • HUD Name "4x ML" -> "S/ML"
    • Cost 55 -> 60
    • Damage 35 -> 40
    • Heat 4 -> 6
    • Weight 50 -> 70
    • Cycle Time -0.14 -> -0.1
    • Clip Size 5 -> 6
    • Total Ammo Clips 10 -> 12
    • Reload Time 3.0 -> 8.4
    • Projectile Spread 2.0 -> 1.5
  • Salvo Guided ML
    • HUD Name "4x G/ML" -> "SG/ML"
  • Homing ML
    • Damage 45 -> 40
    • Speed 2500 -> 1800
    • Heat 10 -> 9
    • Cycle Time 1.0 -> 0.9
    • Clip Size 6 -> 4
    • Total Ammo Clips 6 -> 9
    • Reload Time 6 -> 3
    • Projectile Spread 1.0 -> 1.5
    • Heat To Target 0.2 -> 0.1
  • Salvo Homing ML
    • Damage 50 -> 40
    • Speed 1200 -> 1800
    • Heat 4 -> 9
    • Weight 70 -> 100
    • Cycle Time -0.14 -> -0.1
    • Heat To Target 0.2 -> 0.1
  • GL
    • Speed 800 -> 900
    • Gravity 1.0 -> 0.9
    • Heat 8 -> 12
    • Cycle Time 3.0 -> 1.5
    • Clip Size 8 -> 4
    • Reload Time 10 -> 5
    • Heat To Target 0.4 -> 1
    • Explosion Force 100 -> 150
  • UGL
    • Damage 110 -> 120
    • Clip Size 8 -> 6
    • Total Ammo Clips 3 -> 6
    • Reload Time 12 -> 6
    • Heat To Target 0.3 -> 1

Engines:

  • Jeep Standard Engine
    • Made similar to Jeep Gas Turbine Engine.
  • Disabled other Jeep Engines.
  • Fission Engine (all chassis)
    • Heat Output At Max -8 -> -7
    • Heat Output At Idle 6 -> 5
    • Heat Dissipation 6 -> 6
    • Heat Stall Penalty 0 -> 0.05
  • 3-Phase Engine (all chassis)
    • Weight -> 60

Research:

  • Advanced Machining 120 -> 60
  • Gas Turbine 90 -> 60 under Advanced Machining
  • Budget Armor -> 120 under Advanced Machining

Chassis:

  • NF Jeep Handling was temporarily edited.

Classes:

  • Scout Rifle disabled.
  • Explosive Grenade disabled.
  • Concussion Grenade disabled.
  • Smoke Grenade disabled.
  • Made Shotty Pistol and Pistol2 default secondaries on Rifleman and Grenadier.

Infantry Resists:

edited as follows

  • "MissileExplosiveResist" 55% for all classes.
  • "InfantryMineResist" 40% for all classes.
  • No additional scout resistances.
  • No additional engineer resistances.
  • 10% resistances to everything else for rifleman.
  • 30% resistances to vehicle weapons and nothing else for grenadier.

Infantry Weapons:

  • BEAR
    • Changed to 3-shot burst
    • Spread & kick edited similarly to when BEAR was a burst weapon.
  • NFHR
    • Damage 40 -> 15
    • Bullets 1 -> 3
    • Minimum Damage 30 -> 10

Sun, 09/28/2014 - 14:09 by Beerdude26

This is a small release that handles some small scripting issues and balance fixes.

Fixed:

  • Fixed some refinery placement issues (in particular, the mid ref on emp_cyclopean)
  • Fixed some exploits involving stickies
  • Fixed infantry not taking bio damage
  • Fixed another looping MG bug

Modified:

  • emp_eastborough updated
  • Concs now set the screen to light grey instead of blinding white

Vehicle Scripts:
Armour:

  • Composite - Weight 10 -> 12
  • Absorbant - Weight 12 -> 10

Weapons:

  • HIT ML - Cycle Time 10 -> 12, Reload Time 12 -> 0, Total Ammo Clips 3 -> 0, Clip Size 3 -> 9, Reload Amount N/A -> 3
  • Guided ML - Name "Guided ML" -> "Salvo Guided ML", Damage 70 -> 40, Cycle Time 1 -> -0.1, Reload Time 6 -> 8.5, Heat 7-> 6, Slots 2 -> 3, Total Ammo Clips 4 -> 9, Projectile Spread 1 -> 4.5, Heat To Target 0.2 -> 0.1, Weight 70 -> 100, Cost 75 -> 85
  • Plasma Cannon - Damage 55 -> 110, Cycle time 1.5 -> 3, Gravity .425 -> .4125, Speed 2700 -> 3000, Projectile Spread 1.5 -> 1, Slots 2 ->3, Weight 70 -> 100, Cost 70 -> 80

Research:

  • Compo research time doubled.

Infantry Scripts:

  • All classes' nuke resistance increased from 30-50% to 55%.
  • BE SMG melee fixed.

Tue, 08/26/2014 - 14:10 by Beerdude26

We are looking for Visual C++ programmers who can help with expanding the feature set of this award-winning Source mod. If you:

  • Have experience with (Visual) C++ (Source engine knowledge is a plus)
  • Would like to work in an international team
  • Be coached by several experienced developers
  • Want to make Empires Mod even more amazing

Then send an e-mail to beerdude26@gmail.com or trickster21@hotmail.co.uk with the subject "Empires Mod: C++ programmer"!


Sun, 06/22/2014 - 14:06 by Beerdude26

After a bit of a wait, 2.51 is ready. This release is mainly bugfixes and balance changes, but some of the bugs are pretty major and have afflicted the game for a long time, so it's pretty major that we've finally managed to track them down (collisions!). The GUI overhaul is on the horizon, so until then, enjoy Empires 2.51.

Added:

  • New briefing for emp_midbridge
  • New flagpole models and flags in modles/props/flagpole
  • New shotgun sounds for shotguns
  • New death sounds
  • New looped sounds for all standard non-specialized MGs
  • New Explosion sounds for most Vehicle cannons (larger variety of explosions)
  • Updated and expanded Vehicle cannon sounds

Fixed:

  • Reviving suicided players no longer gives a point
  • Fixed the game killing players when jumping into the side of a building
  • Fixed the NF camera/radar models being used for the BE engineers' previews
  • Fixed the binocular zoom exploit
  • Fixed collisions
  • Fixed the shotgun exploit
  • Fixed sticky grenades disappearing when hitting glass; they now go through as normal grenades
  • emp_sv_wait_phase_time now properly updates dynamically
  • Fixed players being able to launch slow RPG's
  • Fixed certain instances of bouncing mortars
  • Fixed circumventing emp_forceautoassign by using jointeam in console
  • Fixed a rapid wall recycle exploit
  • Fixed commanderless maps having their wait time start at map load
  • Fixed engineers not getting rank bonuses
  • Fixed sprays not working for some players
  • Fixed the game saying "Press Attack to Spawn" while out of reinforcements
  • Fixed view offset issues while spectating in first-person
  • Fixed reflective issues on emp_chain and emp_bush
  • Fixed holes in glycencity
  • Fixed shotgun not being selected by default when spawning

Modified:

  • Bio weapons no longer remove stamina from infantry
  • Engineers now receive rank bonuses the moment they rank up
  • Mines now check if they're floating and fall if they are
  • Changed vehicle MG's to support looping sound files
  • Changed the starting music to the BF1942 version
  • Updated emp_money for HDR lighting and to fix an exploit
  • Major visual update for emp_canyon
  • Optimized emp_cyclopean
  • Added more maps to the default mapcycle
  • Slowed down the BE shotgun's melee speed

Vehicle Scripts
Armour:

  • Reflective - HP 65 -> 70
  • Absorbant - HP 60 -> 65

Engines:

  • 3phase - Heat production while moving 3 -> 4

Weapons:

  • Std MG - Damage 35 -> 30, Falloff 2500 -> 2000, Minimal Damage (after Falloff) 25 -> 15
  • BioMG - Reload time 5 -> 10
  • Std ML - Damage 50 -> 40
  • Bio ML - Clip Size 3 -> 5, DamageTimePlayer 30 -> 15 (50% reduction in overall DoT), DamageVehiclePerSec 15 -> 10 (33% reduction in overall DoT)
  • Guided ML - Damage 60 -> 70

Chassis:

  • BE Jeep - Cost 35 -> 20
  • NF Jeep - Cost 50 -> 25

Infantry Scripts

  • BE Pistol 2 - Clip Size 7 -> 6, Slightly increased spread due to repeated firing, Maximum Ammo 21 -> 18, Spawn Ammo 14 -> 12
  • BE Rifle 1 - Clip Size 20 -> 30, Maximum Ammo 80 -> 120, Spawn Ammo 80 -> 90
  • BE/NF Shotgun - Cycle time 1.0 -> 0.7
  • NFHR - Damage 35 -> 40