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Empires emp
STEAM GROUP
Empires emp
25
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6 August, 2007
ABOUT Empires

Official Empires Community Page

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. Empires features:

Four infantry classes

Prepare a surprise attack as the scout or take the enemy head-on as the rifleman. Drive back enemy tanks as the grenadier or support your team as the engineer. With four different infantry classes, each with customizable skills, you can create the perfect class to fit your playing style.


Squad-Based Teamwork

Players can organize themselves into highly-effective squads, overwhelming their opponents with superior tactics. Squad leaders can not only direct their respective members, but also use special squad powers such as reviving dead squad members or calling down an artillery strike on the enemy.


Vehicle Combat

Whether you're ferrying troops around the battlefield with the Armored Personnel Carrier or reigning fire upon your foes with the Artillery tank, Empires features a variety of vehicular combat. Choose from six different vehicle types, including three levels of tanks, and customize your weapons, armor, and engines.


Real-Time Strategy Commander

For those more inclined to RTS gameplay, you can play as the commander. Place buildings, build defensive turrets, construct vehicles, and conduct research on your way to leading your team to victory.


With 15 official maps and dozens more community-created ones, no two matches are ever the same. Empires brings FPS/RTS gameplay to a whole new level. Join up today and see what you've been missing.

Website[www.empiresmod.com]
Discord[discord.gg]
Wiki[wiki.empiresmod.com]
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RECENT ANNOUNCEMENTS
Empires 2.37.0 Released!
Features
  • Grenades and mines make sounds when they bounce against surfaces.
  • Added armor impact sounds.
    • Distinct sounds play when a vehicle’s armor is damaged, a vehicle’s hull is damaged, and when a sticky grenade latches to a tank hull.
    • Different armors can have different sounds, though most armors currently do not.
  • Enabled several unused NF taunts.
  • Updated the commander view’s zoom functionality.
    • Added zoom-to-cursor functionality. The camera will zoom towards the cursor position when enabled. An option will be added to the advanced section of the multiplayer settings menu.
    • Camera smoothing has been updated, updated cvars added to control this.
      • emp_comm_zoom_stepsize - Controls how many units to increment/decrement the target zoom amount per scroll.
      • emp_comm_zoom_speed - Original cvar, original values should still work with updated smoothing method.
  • Enabled the trigger_portal brush entity.
    • trigger_portal is an brush entity in the Source base code.
    • It moves touched entity to a destination trigger_portal, preserving the relative position and velocity of the entity.
    • Warning: This entity can cause teleported entities to become stuck or escape the map, and has not extensively tested. Use at your own risk!
  • Added team-limiting spawnflags to all trigger bruah entities.
Bugfixes
  • Fixed the game phase material proxy not updating correctly.
  • Fixed MG turrets continuing to play the shooting sound effect after game end.
  • Fixed spectator HUD not displaying observer target info correctly.
  • Added warning message when the vehicle customization menu fails to open because your team has no chassis researched.
  • Changes to team physics content masking.
Script/Game Balance
Vehicle Weapons
  • Guided Missile
    • Increased Maximum Guiding Range from 5500 to 8000
  • Homing Missile
    • Increased Maximum Lock On range from 7000 to 8000
  • Biological Missile
    • Reduced Bio Duration from 8 to 5s
Vehicle Armors
  • Regenerative
    • Reduced Health Regeneration from 4 to 3
Vehicle Engines
  • Bio Diesel
    • Reduced Cooling by 0.25
Other changes
  • Sever operators can now disable the server inactivity timeout by setting emp_sv_inactivity_timeout to 0.
    • If non-zero, the timeout has a minimum of 120 seconds.
  • Deprecate the emp_sv_forceteam convar.
    • This functionality has been replaced by the new AllowedTeams field in emp_info_params.
      • Setting AllowedTeams to 0 allows players to join either team. Setting it to 2 or 3 allows player to only join Northern Faction or Brenodi Empire respectively.
      • This function can still be accessed by setting the emp_sv_forceteam convar, but that variable is now deprecated and will not show up in autocomplete.
  • Remove remnants of the PushMap setting in emp_params
  • Minimap icons will now be revealed to both teams when the game is over.
  • When the game ends, the game timer on the HUD will freeze, displaying the final time for that round.
  • When creating workshop packages, you can now specify a preview image.
    • This can be done by adding the “Image” “FilePathRelativeToWorkshopItemFolder.jpg” KV pair to the package.txt`
Known Issues
  • Armor impact sounds are often too quiet to be heard well.

Empires 2.36.3 Released!
Bug fixes
  • Potential fix for the player collision issues introduced in 2.36.0
Script/Game Balance
Vehicle Chassis
  • Northern Faction Heavy Tank
    • Increased available weight by 60
  • Brenodi Empire Heavy Tank
    • Increased available weight by 60
Vehicle Weapons
  • Biological Cannon
    • Reduced Weight from 120 to 100
  • Homing Missile
    • Reduced Lock On Time from 0.5 to 0.4
    • Reduced Lock On Range Modifier from 0.5s/1000u to 0.4s/1000u
    • Locking on is now 25% faster, it takes between 0.4s to 3.2s from 0.5s to 4s
  • Biological Missile
    • Increased Total Ammo Clips from 3 to 5
    • Reduced Cycle Time from 1.5 to 2
  • Depleted Uranium Rounds
    • Increased Clip Size from 80 to 100
  • Biological Rounds
    • Reduced Cycle Time from 0.38 to 0.12
    • Reduced Damage from 8 to 4
    • Reduced Minimal Damage from 6 to 3
    • Reduced Heat from 1.5 to 0.5
    • Increased Clip Size from 30 to 80
    • Reduced Bio Damage agasint Vehicles from 10 to 5
    • Reduced Bio Time against Vehicles and Infantry from 2 to 1
  • Plasma Rounds
    • Reduced Cycle Time from 0.28 to 0.1
    • Reduced Damage from 10 to 5
    • Reduced Minimal Damage from 8 to 4
    • Reduced Heat from 2 to 0.6
    • Increased Clip Size from 40 to 100
  • High-Explosive Rounds
    • Reduced Cycle Time from 0.4 to 0.135
    • Reduced Damage from 8 to 3
    • Reduced Minimal Damage from 7 to 3
    • Reduced Heat from 1.5 to 0.6
    • Increased Clip Size from 25 to 70
Vehicle Armors
  • Reactive
    • New Damage Reductions from Machine Gun changes
      • Depleted Uranium Rounds: from 25% to 66%
      • Biological Rounds: from 25% to 66% (not counting the bio effect)
      • High-Expllosive Rounds: 66%
      • Plasma Rounds: from 0 to 25%
Research
  • Turrets lvl 2
    • Increased Cost from 360 to 480
    • Increased Time from 90 to 120
  • Turrets lvl 3
    • Increased Cost from 480 to 600
    • Increased Time from 120 to 150
Buildings
  • Vehicle Factory
    • Increased Cost from 500 to 700
Infantry
  • Reduced Scout Rifle’s Headshot Multiplier from 3 to 2
Other changes
  • Reverted to 2.36.0 version of soft flesh impact sounds.

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