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#1 2006-03-04 17:22:08

SirFoldAlot
Administrator
Registered: 2006-03-01
Posts: 662
Website

Empires mod for Half-Life 2

Empires is a revolutionary mod currently in development for Half-Life 2. It'll be combining the genres of first-person shooter and real-time strategy. Two key players will be present in each game, one player per team will be the commander, playing the game from a top down perspective with the ability to construct bases and give orders to his team, and all remaining players will be soldiers, playing the game from a first person perspective either on foot or in an aircraft or vehicle. The commander can choose to control his team with an iron fist, restrict his team's purchasing ability for buying upgrades and vehicles, and punish anyone who disobeys, or he can be completely nonchalant and allow his team to do what they like with no fear of reprimand. Ultimately, it is up to the commander to determine his team's strategy which will inevitably determine whether his team is victorious. There will be many forms of help when taking on the seemingly monumental task of being the commander. In-game help and NPC characters will offer advice and keep the commander aware of events on the battlefield.

    As a normal player, it is up to you to follow your commander's orders and do the grunt work of piloting tanks and bombers in order to destroy the enemy team. If, however, the commander is not acting in the team's best interest, he can be voted out just as easily as he was voted into the position in the first place. It is wise to follow the commander and perform tasks that furthers your team's mission, or you might be the one receiving punishment in the form of guard duty.

    As the game progresses, upgrades will be available in many forms to players. Normal players can be promoted in rank and given command of a squad of infantry (consisting of either human players or bots or a combination of both), given custom abilities such as the scout's ability to hide almost completely from enemy sight, and given upgraded attributes such as improved weapon handling. Upgrades will also become available to vehicles and aircraft in the form of improved weapons, ammo, armor, and engines.

    Maps will consist of large roaming areas like those common in Battlefield 1942 with plenty of room for aircraft to maneuver and smaller maps which mainly focus on infantry combat. Maps can either be played individually or strung together in the form of a campaign which will progress the storyline and culminate in a sweeter victory or even more bitter defeat.

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#2 2006-03-20 15:02:41

seeder
Member
Registered: 2006-03-02
Posts: 24

Re: Empires mod for Half-Life 2

Empires version 1.01 beta is out.
You can download it here

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#3 2006-04-02 09:33:53

seeder
Member
Registered: 2006-03-02
Posts: 24

Re: Empires mod for Half-Life 2

Empires version 1.02 beta is out.
You can download it here

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#4 2006-04-15 10:08:22

SirFoldAlot
Administrator
Registered: 2006-03-01
Posts: 662
Website

Re: Empires mod for Half-Life 2

Empires version 1.03 beta is out.
You can download it HERE

Version 1.03 Beta Changes:

-Added: vehicle turrets are now handled client-side to eliminate lag
-Added: holding onto a grenade after pulling the pin will cook off the
grenade down to a minimum 1 second fuse, total grenade fuse time has
been increased to 6 seconds
-Added: engineers now get points for healing friendly players, healing
200 points of health will give 1 rank point

-Fixed: scout's hide was broken with 1.02
-Fixed: spectator was causing the client to crash due to an error with
the new minimap code
-Fixed: random commander GUI based crash due to an uninitialized
research variable
-Fixed: as the commander, selected turrets were not showing the correct
image in the selected unit area
-Fixed: buildings no longer animate while dead (radar spin, turret
rotation, etc)
-Fixed: vehicles getting stuck after exiting and re-entering (especially
NF artillery tank)
-Fixed: changing seats in a vehicle causing the vehicle to stop momentarily
-Fixed: walls were not changing their physics collision mesh on raising
and lowering (this only affected vehicle interaction)
-Fixed: vehicle presets wouldn't save if your language setting was
anything other than "English"
-Fixed: bringing up the scores panel while the team or class selection
panel was open would cause the team or class selection panel to show up
again after joining a team/selecting a class

-Modified: made extensive changes to vehicle, engine, and armor
properties (improved weight as well as other changes)
-Modified: made changes to the research tree
-Modified: improved how engineer buildable map objects handle players
standing inside when construction is completed and they turn solid
-Modified: improved engineer repair kit regenerating while not in hand
or while in a vehicle
-Modified: for engineer revive, increased the distance the ragdoll can
be from where the player actually died
-Modified: a player's ragdoll is immediately removed when he respawns
making it easier for an engineer to know if a player can be revived or not
-Modified: set NF and IMP scout rifle parameters to match in terms of
accuracy and damage
-Modified: set engineer camera and radar and radar building to detect
players/vehicles through objects
-Modified: increased default tickets to 200 per side

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#5 2006-04-29 12:13:05

Seeder
Member
Registered: 2006-03-02
Posts: 24

Re: Empires mod for Half-Life 2

Empires version 1.04 beta is out.
You can download it here

Version 1.04 Beta Changes:

-Added: new version of emp_canyon map to fix glitches
-Added: new version of emp_escort map with fixes and modifications
-Added: new map emp_badland; it's a large commander based map with fog

-Added: Message of the Day panel that appears when first joining a
server; it displays the server name at the top and a viewport for
displaying the MOTD.txt file on the server (place just a url in the file
that redirects to a web page or keep the .txt file under 2048
characters); also, clicking the "Help Guide" button will load up the
Empires manual
-Added: anything spotted via the F voice menu or the scout's binoculars
will have a blinking red indicator over it for all players in the HUD
-Added: Brenodi Empire specific textures for the engineer radar and camera
-Added: vehicles now take damage (directly to the hull) from impacting
with other objects; the jeep is much weaker than other vehicles to
reduce it being used to ram enemy tanks and get them stuck
-Added: APCs have spawn points, if the vehicle isn't full, then spawning
at the vehicle will place the player inside, otherwise the player will
spawn outside
-Added: APC passengers (all except the driver position) get their health
refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates

-Fixed: map placed turrets now work and their level can be defined
within the entity properties in Hammer
-Fixed: barracks spawn points would not always show up/would be grouped
together with another barracks
-Fixed: explosions could hurt players through buildings and vehicles
-Fixed: artillery tank cannon appearing backwards
-Fixed: can't switch from the RPG until it's fully reloaded
-Fixed: scouts using hide could stay hidden when firing
-Fixed: players in an armory when the armory dies/recycles able to
change class anywhere on the map
-Fixed: engineers can no longer revive players who suicide
-Fixed: grenadiers could fire the mortar in the air by jumping and ducking
-Fixed: grenadier's armor spotting skill was taking an excessive amount
of time to show enemy armor values, similar to the scout's hide problem
in 1.02
-Fixed: command vehicle appearing as the enemy team's color when first
joining the team
-Fixed: repair stations could repair either team's vehicles

-Modified: reduced tank turret sensitivity
-Modified: reduced MG turret rate of fire for all levels
-Modified: increased rifleman's max ammo for rifles from 60 to 150,
increased max 50 cal ammo from 30 to 60
-Modified: increased kick of both IMP and NF assault rifles
-Modified: on spawn, all players receive 1/3 of their total ammo for
each weapon
-Modified: removed weapon accuracy penalty when the scout uses his hide
skill
-Modified: raised the player's viewpoint when crouching to more
accurately reflect the location of the player's head
-Modified: upon firing the RPG launcher, the player must continue to
hold the Fire button to guide the rocket; letting go of Fire will set
the rocket to dumb fire mode and reload the RPG launcher for use again
-Modified: set default "zoom_sensitivity_ratio" convar to 0.3 instead of
1.0, this convar reduces mouse sensitivity when zoomed in
-Modified: on death, set vehicle velocity to zero
-Modified: when building a building as the commander, decreased distance
the building must be away from an enemy building or vehicle to 1000
units from 3000 units
-Modified: enemy engineer cameras and radars no longer restrict the
commander's ability to place buildings
-Modified: the scout now retains his crosshair when hiding
-Modified: turret damage resistance has been lowered from 4 to 3 (damage
received is divided by this number)
-Modified: increased length of time a unit stays spotted from 5 seconds
to 7 seconds
-Modified: moved capture point flag model animations client-side
-Modified: switched damage, cycle, and kick values for the Imperial
Assault Rifle with the Heavy Rifle (makes more sense that the heavy
rifle does more damage and has more kick)

Last edited by Seeder (2006-04-29 12:13:40)

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#6 2006-05-02 10:58:36

crowy
New member
Registered: 2006-04-17
Posts: 1

Re: Empires mod for Half-Life 2

This mod in concept sounds like a game that never really seemed to take off called Savage. However this is set in modern day, sounds interesting too me, I will have to check it out.

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#7 2006-05-14 12:32:47

Seeder
Member
Registered: 2006-03-02
Posts: 24

Re: Empires mod for Half-Life 2

Empires version 1.05 beta is out.
You can download it here

Version 1.05 Beta Changes:

-Added: New Map, District402, a linear capture the flag based map in an
urban setting with only infantry combat

-Added: map .cfg files are now loaded by the clients on initial spawn,
this is for altering bloom color values, radiosity levels, or other
client side parameters to situate the map.
-Added: when a team wins, the winner is written in the chat area
-Added: when the game ends, the winner and loser are declared on the
score board
-Added: in the F popup menu, added a "Kick Commander" button to the
squad menu area which votes to kick the team's commander
-Added: "emp_sv_kick_commander_be" and "emp_sv_kick_commander_nf" server
side commands to automatically eject a team's commander from the command
vehicle, just like if a vote to kick the commander succeeded
-Added: on the scoreboard, the number of players for each team is listed
next to the team's name

-Fixed: more than 32 emp_cap_models on a map were causing minimap flags
to not show correctly
-Fixed: some players as commander were still crashing in relation to
client-side physics
-Fixed: scout's hide ability turning on and off when the player's rank
was equal to or greater than Sergeant (E-4)
-Fixed: scout being able to hide, then walk around freely while staying
hidden by using binoculars
-Fixed: scout rifle being able to shoot faster by zooming/unzooming
inbetween shots
-Fixed: turrets not shooting crouched players
-Fixed: throwing a grenade no longer auto-switches to another weapon if
the player has another grenade to throw
-Fixed: engineer kit wasn't starting with full ammo on spawn
-Fixed: rapidly switching between the engineer kit and another weapon
would quickly regenerate the engineer kit's ammo
-Fixed: engineer grenades healing enemy buildings if it explodes far
enough away from the building
-Fixed: if a team can't spawn due to running out of tickets and all
players on that team are dead, then the game will now end
-Fixed: blood spray was not being shown when a player was shot

-Modified: a hidden scout will only be spotted by a camera for 0.2
seconds per every 3 seconds instead of 1 full second per every 3 seconds
-Modified: decreased damage from vehicle collisions and made the damage
apply to armor instead of just to the hull
-Modified: spawning in an APC will spawn the player at the highest
numbered seat available instead of the lowest numbered seat (driver seat)
-Modified: closing the MOTD screen will immediately bring up the team
selection screen
-Modified: increased mortar explosion radius from 150 inches to 210 inches
-Modified: increased NF shotgun pistol damage from 10 to 12 per bullet
-Modified: the Increased Movement skill no longer drains stamina
continuously
-Modified: the Rifleman's Dig-In ability has been altered: When taking
damage while crouching, half of the damage is taken from stamina bar,
and the other half is dealt to the player.  If half of the total damage
exceeds the amount of available stamina, then as much stamina is
available is used to reduce the total damage.
-Modified: reduced force knockback from being shot by a player by half
-Modified: on the scoreboard, the classes of the enemy players are not shown
-Modified: APCs are now correctly shown as only having one slot for an
engine
-Modified: vehicles can now hurt themselves with their own weapons
-Modified: vehicles can now be customized even if there are insufficient
resources to build the vehicle
-Modified: increased spread for all pistols

-Removed: auto-reload for those players who were complaining that it
interfered with using melee after unloading a clip

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#8 2006-07-02 10:19:14

Seeder
Member
Registered: 2006-03-02
Posts: 24

Re: Empires mod for Half-Life 2

Empires version 1.06 beta is out.
You can download it here

Version 1.06 Beta Changes:

-Added: New Map - MValley by R_yell
-Added: New Map - Slaughtered by Hellion
-Added: New Map - Gauntlet by Doobie
-Added: Revised Map - Escort by Doobie

-Added: tank rotate in place when at slow or still speeds
-Added: 'emp_comm_restrict' brush entity that prevents either commander from building in the occupying area
-Added: silhouette for binoculars when zoomed in

-Fixed: Brenodi ML level 2 turrets did not work
-Fixed: server crash related to armory or barracks being destroyed
-Fixed: memory leak that would lead to a server crash after an extended period of time
-Fixed: 'emp_sv_player_think' cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar
-Fixed: turrets not able to hit players who are standing right next to the turret
-Fixed: console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped
-Fixed: cannon kickback being inconsistent with actual firing
-Fixed: vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner's vehicle
-Fixed: vehicle passengers always being parented to the vehicle's main body even if the position is associated with the turret
-Fixed: commander able to suicide and become invincible
-Fixed: the vehicle HUD's chassis health indicator now scales with resolution to not get too large
-Fixed: changing teams now resets the player's class and spawn point selection
-Fixed: vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly
-Fixed: vehicles can receive orders correctly now
-Fixed: units that are outside the commander's PVS/network update distance will now remain selected, will update their position, and can receive orders
-Fixed: the Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance
-Fixed: the second seat on the NF jeep was not positioning the player in the correct location
-Fixed: the commander unable to see enemy units when in the driver position of the command vehicle

-Modified: matched NF Assault Rifle's damage to the BE Assault Rifle
-Modified: increased HMG weapon damage from 20 to 25
-Modified: halved movement speed when zoomed in

Last edited by Seeder (2006-07-02 10:19:47)

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#9 2006-09-20 03:14:46

Jeffrccar
New member
Registered: 2006-09-19
Posts: 3

Re: Empires mod for Half-Life 2

I play this mod all the time. It's great game.
1.07 and 1.071 is out. Someone upload it.

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#10 2006-09-20 06:30:21

Pizzaguy
Senior member
From: Canada
Registered: 2006-05-10
Posts: 63

Re: Empires mod for Half-Life 2

I think i'll start to get into this game.  is there an official GU policy on dead torrents?  I'm sure that all patches previous 1.071 don't need to be here.  it's too bad the empires team is not releasing full clients with updates for example having one patch 1.0x - 1.071 and one full client 1.071.

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#11 2006-09-20 11:11:24

Empires
Guest

Re: Empires mod for Half-Life 2

Jeffrccar wrote:

I play this mod all the time. It's great game.
1.07 and 1.071 is out. Someone upload it.

You can find 1.07 here: http://www.gameupdates.org/index.php?se … pires+1.07

The 1.071 & 1.072 is two small patches 072 for the linux server only
http://www.empiresmod.com/sv_download/s … _072.so.gz

The 1.071 client patch can be downloaded here
http://www.empiresmod.com/sv_download/E … _Patch.exe

 

#12 2007-11-30 22:27:24

DGMurdockIII
Administrator
From: Indianapolis
Registered: 2006-06-22
Posts: 425

Re: Empires mod for Half-Life 2

can some one addd the new version that just came out

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#13 2007-12-01 00:55:28

1337
Senior member
Registered: 2007-07-09
Posts: 153

Re: Empires mod for Half-Life 2

does it work with HL2 episode 2? or only episode 1?

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#14 2007-12-01 12:19:36

Ghosty
New member
Registered: 2007-11-28
Posts: 1

Re: Empires mod for Half-Life 2

I think for version 2 you only need the Source SDK Base to be able to play Empires.

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