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, 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

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.