Empires (mod)

Empires (mod)

Infobox VG
title=Empires


developer=
publisher=
designer= Justin "Krenzo" Krenz
engine= Source engine
released= March 4, 2006 (1.0)
genre= First-person shooter/Real-Time Strategy
modes= Multiplayer
platforms= Microsoft Windows
media=
input= Keyboard and mouse
latest release version = 2.12
latest release date = January 30, 2008
latest preview version = 2.2

"Empires" is a total conversion modification for Half-Life 2. The gameplay consists of both First-Person Shooter (FPS) and Real-Time Strategy (RTS) elements. The first-person component of the game is played out by the soldiers on the battlefield, while the real-time strategy feature is played out by the commander of either team, in a similar fashion to any ordinary real-time strategy game. The link between the two modes is seamless, with the commander being able to hop between first-person shooter and real-time strategy modes at will.

Overview

"Empires" takes place in a near-future alternate universe. It is set in the middle of a conflict between the Brenodi Empire (BE) and the Northern Faction (NF). Players are divided into two teams (BE vs. NF), and then fight it out on foot or in a variety of vehicles, including Jeeps, Armored Personnel Carriers, and Tanks. One player from each team serves as the commander, who directs his team through the battle.

Gameplay

In the Classic gamemode, there are two primary roles - that of the commander, and that of the player.

At the beginning of each round, one player from each team is voted to become that team's commander. This player has the responsibility of setting up bases and giving orders to the players on his team. The commander occupies a command vehicle (CV) that is heavily armored, but extremely vulnerable, as it lacks weapons. When this vehicle is destroyed, the round ends and the team with the surviving command vehicle wins.

All other players participate from the viewpoint of a traditional first-person shooter, fighting the other team and constructing buildings, with the ultimate goal of either destroying the enemy command vehicle or forcing the enemy team to run out of tickets. Players can choose from four classes: Engineer, Grenadier, Rifleman, and Scout.

*Engineer - The Engineer is a combination of a builder, medic and mechanic, thus one of the most versatile class in the game. He constructs the buildings that are placed by the commander, and can also heal and revive his teammates, as well as repair their vehicles. The engineer is armed with a choice of Submachine Guns for personal defense. He also carries Seismic grenades, which are highly effective against enemy buildings.
*Grenadier - The Grenadier is the anti-vehicle class. His primary weapon is a guided Rocket Launcher which doubles as an anti-building Mortar. He also carries pressure activated Land Mines.
*Rifleman - The Rifleman is the most traditional fighting class; he serves an anti-infantry role. The Rifleman can chose a variety of weapons including Assault Rifles or a Heavy Machine Gun. He also carries either anti-infantry fragmentation grenades or anti-tank grenades.
*Scout - The scout acts in a reconnaissance-sabotage role as a special ops class. He is primarily suited to harassing the enemy team, such as sneaking into an enemy base and sabotaging their structures. The scout also carries powerful binoculars that allow them not only to have a clear view of the battlefield, but also mark the locations of enemy structures for his team. The Scout's arsenal consists of either a light scoped rifle or a choice of submachine guns. The Scout also gets a choice of smoke grenades to create a thick smokescreen, as well as concussion grenades, which leave players in their area of effect blinded and deafened, and also temporarily disable enemy turrets.

Empires also supports a Conquest gamemode, with gameplay similar to that seen in the Battlefield series of games. In this gamemode there is no commander, and the players attempt to capture flagged control points. The game ends when either all of a team's reinforcement tickets run out, or when all players on a team die and cannot respawn.

Backstory

Two vast empires: the Brenodi, and the Jekotions fought a war over the ownership of some recently unearthed ruins, believed to be part of the empire of their mutaual ancestors. The was brought to an end by a series of earthquakes, which devastated the cities of Jekotia, leaving nothing but an army and the ragged remains of a civilian populace. The Brenodi created a new empire, out of their own and the ruins of Jekotia. Although the newly formed empire had a positive beginning, relationships soon broke down due to differences in the beliefs of the two cultures over personal enhancement: the Brenodi rigidly followed the use of nanotechnology, whereas the Jekotians favoured genetic modification. Social unrest grew in the Jekotians, as their rights were slowly sapped away by the Brenodi rulers of the New Empire, and eventually the diempowered ex-military formed into terrorist groups, such as the Northern Faction controllable in the game who are only able to keep pace with the superior technology of the Brenodi due to an unknown benefactor.

Aircraft

Aircraft have not been implemented in the current version, and will probably feature a future public release.

Gunship

The gunship is suited for the role of an anti-tank aircraft. Its weapon loadout is focused on air to ground weaponry and is fitted with a capable hover engine for ground patrol missions. It is highly armored, but its weakness lies in its slowness and inability to attain the same speeds as other aircraft.

Fighter

The fighter is designed the role of air superiority and excels at it. Its weapon loadout focuses on air to air weaponry such as three customizable types of homing missiles, and its defensive capabilities are geared more towards outrunning an enemy than outlasting it.

Bomber

The bomber's main role is that of devastating enemy ground targets such as enemy bases and stationary vehicles. It is slow moving but contains defensive armor and anti-homing systems to ward off anti-air weapons long enough to conduct its bombing run. It also possesses a gunner turret for protection from anti-air fighters and light ground defenses.

Transport

The transport is the work horse of the modern military. Its main role is for transportation of vehicles and supplies and for carrying infantry to the front line. It is designed for quick pick-up and dropoff by an actuated grip system that can acquire cargo crates and vehicles with only seconds spent on the ground. It's even capable of carrying armored crates filled with infantry behind enemy lines and dropping from a height providing safe distance from ground defenses. The ride may not be pleasant for the infantry, but it allows for them to be dropped off while inside protective cover compared to a parachute jump.

Buildings

Aircraft Factory

The aircraft factory's sole purpose is the creation and maintaining of aircraft. Aircraft can be purchased by entering the tower and accessing a console to begin construction of the desired aircraft and any custom parameters. It will appear in an incomplete state on the pad area and then fill in until fully built. Once built, it can be piloted off of the pad and entered into service. Later on, aircraft can return to the aircraft factory for resupply and recustomization.

Armory

The armory's purpose is for the replenishment and reconfiguration of infantry. It contains an infinite supply of ammo, and infantry inside may access their configuration and change their class, upgrades, or abilities without needing to respawn.

Barracks

The barracks serves as the initial entry point for players into the game. Any barracks can be chosen as a spawn point and can serve the same purpose as the armory of resupply and reconfiguration but at a much higher cost. Soldiers who find themselves living on the frontlines during a long campaign will quickly learn to call it home.

Radar

The radar functions to supply vital information to the commander, players, and automated services regarding such things as enemy troop movements, incoming aircraft, and seismic activity. It is very valuable to each team's ability to maintain focus on the battlefield, and if it is sabotaged by an enemy soldier, it can quickly blind the host team and welcome a surprise attack. The radar also allows the team commander to research

Refinery

The refinery serves the function of resource collection from vital resource nodes on a map. These resources are then utilized for the production of vehicles, aircraft, weapons, and other buildings. The refinery can only be placed on geothermic vents found on the map which serve as the escape paths of pressurized gases from the planet's core. The refinery is designed to take this gas and convert its thermal energy into mechanical work through the use of turbines for the ultimate generation of electricity. In addition to the generation of electricity, the mineral rich material of the outer layer of the vent is also extracted for use in the production of physical objects such as vehicles and aircraft. Both teams utilize the material differently however. The Northern Faction utilize their expertise in artificial bacteria to metabolize the material and produce metals which are useful in their factory facilities. The Brenodi Empire uses their nanomachines to directly rearrange the molecular structure of the material for the building process. Ultimately, the end result is the same of utilizing the material for use in construction. It's also known that the refinery technology discovered from the ancient empire is capable of disrupting the underground ventilation system of the plant to indirectly generate seismic activity in an approximate area. It's been theorized that this could be utilized as a weapon, but any research by the Brenodi regarding the natural geothermal ventilation with such a possible goal has been censored to the general public.

Repair Station

The repair station serves as a point for relatively quick repair of any vehicle or aircraft which is not in perfect shape, possibly from damage suffered in battle.

Vehicle Factory

The vehicle factory is one of the most vital buildings for both armies. Utilizing its production capabilities, a few thousand kilograms of raw material can be quickly turned into a battalion of tanks for use in destroying an enemy army. It is capable of producing the standard vehicle units of jeep, APC, light through heavy tank, anti-air tank, and artillery tank. Once a standard unit is ready for construction, it can be customized extensively for a specific task in terms of weapons, ammo, armor, engine, etc.

TurretsAutomated turrets contain a built-in radar system for the tracking of enemy units. Such turrets available for production are machine gun turrets which will fire on nearby enemy infantry, anti-air turrets which concentrate on airborne enemy units, and anti-armor turrets which specialize in an anti-vehicle role, but will also fire on any enemy buildings within range.

Walls

Walls are defensive structures able to be built to deny passage to enemy units and for defense from enemy projectiles.

Vehicles

Jeep

The jeep's main role is that of transportation. It can be customized for speed to quickly get into enemy controlled territory and then get out, or it can be lightly armored for a light combat role. Jeeps are the cheapest vehicle, and therefore, are the least resistant to damage.

APC

The APC's role is for the safe carriage of infantry through hostile territory. It is lightly armored but more resilient to attack than the jeep while generally sacrificing speed. However, it can be customized for greater speed by stripping any defensive weaponry and installing a better engine. It can also possess the special ability of allowing units within a squad to respawn from their designated APC so long as there are remaining unused units in the APC.

Light/Medium/Heavy Tank

The tank is the general purpose vehicle of the New Empire era. Most tank versions use tank treads for greater mobility and feature either one or two cannons for the firing of tank based projectiles. They are more heavily armored than the APC with the heavy tank chassis being most heavily armored. Custom options allow for greater anti-infantry defenses such as reactive armor and a topside machine gunner but will ultimately still be susceptible to anti-armor infantry weapons from close range.

Artillery Tank

The artillery tank is designed for the role of striking an enemy position from great distances without fear of direct and immediate retaliation. The artillery tank features a main cannon capable of sending a mortar based round great distances, but it is very susceptible to all forms of anti-tank weaponry. It should be utilized from a defensive position and in multiples for maximum effect.

Weapons

Heavy Machine Gun

The heavy machine gun is available to only the rifleman class but is quite capable in holding a defensive position. It is able to be fired from the hip, but its accuracy is severely reduced to the point to make its offensive ability almost useless. It features a side loaded ammo box capable of supplying in excess of a hundred rounds without reloading. It is generally recommended for those experienced enough to handle its weight.

.50 Caliber Assault Rifle

The .50 Cal assault rifle is restricted to the rifleman class due to its extreme size and kickback properties. Only those proficient in its use can successfully handle its kickback to fully utilize its extremely powerful properties. Its power is offset by its small clip size.

Assault Rifle

The general use assault rifle is the most widely available weapon in service. The Northern Faction's version is a general machine stamped build with decent mechanical properties, but its strength lies in its availability to everyone. Without the assault rifle, the Northern Faction forces might be without the ability to fight back against the superior forces of the Brenodi military.

Light Assault Rifle

The light assault rifle is a scout class specific weapon ideally suited for long range encounters and for stealth based missions.

Sub Machine Guns

The submachine guns are a widely available weapon capable of a high rate of fire combined with an adequately size magazine at the cost of power. There are two models available for each side's army with differing qualities per army. They are ideal for short range and close quarters fighting. Those who are experienced enough may be able to utilize one submachine gun per hand.

RPG Launcher

The RPG Launcher is restricted to the anti-armor class and is the only weapon they are capable of carrying. However, it more than makes up for it with its versatility. By utilizing the standard RPG launcher of the New Empire era, the anti-armor class is effectively capable of an anti-armor, anti-air, and mortar based role. The RPG Launcher is capable of three different firing modes each with their own multiple forms of ammunition. Form one utilizes the barrel in a contracted form to utilize a smaller anti-armor round which generally consists of a dumb fire round which is manually targeted with the aid of a tracking computer to tell the user how far in front of the target to fire. Form two utilizes the launcher in an extracted format where the barrel is extended to accommodate larger anti-air ammunition with a larger rocket based propellant. It utilizes its own onboard targeting mechanism to track the aircraft in conjunction with the launcher's targeting computer. Form three requires the launcher's aft located blast door to be locked shut, its tripod extended, and the launcher itself to be placed firmly on the ground. Once in this position, mortar based ammunition may be utilized in conjunction with the launcher's targeting computer which links to satellite and scout based reconnaissance for pinpoint accuracy. Ultimately, the accuracy of the launcher is dependent on the user's experience.

Buckshot Pistol

The buckshot pistol is able to be used like a short range shotgun offering quite a blow to any targets within immediate range. It is generally restricted to use by Northern Faction forces who prefer a kick in their sidearm.

Standard Issue Pistol

Both sides utilize a standard pistol for backup purposes. It isn't worth mentioning in terms of abilities but shouldn't be forgetten in close quarters and is extremely helpful when all other sources of ammo are depleted.

History

"Empires" began in February 2003 as a mod for computer game Battlefield 1942. Two versions were released on this engine [cite web|url=http://www.download.com/Battlefield-1942-Empires-mod/3000-7450_4-10255963.html |title=Battlefield 1942 Empires mod - Free software downloads and reviews - CNET Download.com |publisher=Download.com |author=Cam5951 on April 4, 2006 |date= |accessdate=2008-09-11] [cite web|url=http://www.fileplanet.com/96758/0/0/0/section/Mod_Files |title=FilePlanet: Mod Files Empires Gameplay |publisher=Fileplanet.com |date= |accessdate=2008-09-11] , but engine limitations forced the developers to move to another engine. Initial plans were made to move the mod to Far Cry's CryENGINE, and some work was done within the game's level editor, but poor initial mod support turned Empires away. Half Life 2's Source engine was chosen in July of 2004 [cite web|url=http://www.empiresmod.com/newsArchives.php |title=Empiresmod.com |publisher=Empiresmod.com |date= |accessdate=2008-09-11] . Empires was first released on Source on March 4, 2006 [cite web|url=http://www.empiresmod.com/index.php |title=Empiresmod.com |publisher=Empiresmod.com |date= |accessdate=2008-09-11] . It has since received several patches and developer support is still ongoing. Empires 2.0, a second version of the mod, containing numerous bug fixes and features as well as optimizations, was released on November 30, 2007 [cite web|url=http://www.moddb.com/mods/2570/empires/news/24648/empires-20-client-released |title=Empires Mod for Half-Life 2 Empires 2.0 Client Released news - Mod DB |publisher=Moddb.com |date= |accessdate=2008-09-11] .The current version is Empires 2.12. Empires is currently being ported to the Orange Box Engine for version 2.2 and beyond.

Press

Various cited magazines, websites and other reputable media of notice that covered Empires:
*Computer Games June 2006 Issue 187 (half page)cite web | url=http://img.photobucket.com/albums/v678/L3TUC3/EmpiresmodPCgamesjune2006-1-1.jpg| title=Computer Games June 2006 article | accessdate=2008-04-22]
*PC Action June 2006 (full page) (German) (version 1.0 included on DVD)cite web | url=http://www.empiresmod.com/pdf/136_PCA_0606_Empires.pdf | title=PC Action DE article | accessdate=2008-04-22]
*Planet Half-Life Featured Mod - 03-06-2006 & 07-06-2006cite web | url=http://planethalflife.gamespy.com/View.php?view=HLMotw.Detail&id=13 | title=Planet Half-Life Featured Mod | accessdate=2008-04-22] cite web | url=http://planethalflife.gamespy.com/View.php?view=HLMotw.Detail&id=2 | title=Planet Half-Life Featured Mod | accessdate=2008-04-22]
* Mod DB, Players' Choice 2008, top released mod of 2007.cite web | url=http://www.moddb.com/events/2007-mod-of-the-year-awards/features/25910/players-choice-winners-showcase/4#readarticle | title=2007 Mod of the Year Awards Event Player's Choice Winners Showcase feature - Mod DB | accessdate=2008-04-22]
*Halflife.nu Interview.cite web | url=http://www.halflife.nu/2007/11/21/krenzo-interviewed-about-empires| title=Krenzo Interviewed about Empires| accessdate=2008-09-08]
*GGL Interview.cite web | url=http://www.ggl.com/news.php?NewsId=2841| title=Homebrews: Empires| accessdate=2008-09-08]
*Xfire supportcite web | url=http://www.xfire.com/games/ | title= XFire Supported Games List| accessdate=2008-04-22]

There are also various magazines that, at this time, are too rare to come by in order for a citation, and hence are listed below as disputable:
*Gamestar July 2006 (German)
*PC Games July 2006 (German)
*PCGamer UK 2006

References

External links

* [http://www.empiresmod.com Empires Mod Homepage]
* [http://wiki.empiresmod.com Empiresmod Wiki]
* [http://www.empiresleague.com Official Empires-League]


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