Opentopia Directory Encyclopedia Tools

Empires

Encyclopedia : E : EM : EMP : Empires


For alternative meanings, see Empire (disambiguation)
Empires is currently a Half-Life 2 modification that saw its first public release for the HL2 source engine on July 1, 2006. [Empires] is an anachronically futuristic First-person shooter mod based around resource gathering, vehicular combat and sabotage. Empires' gameplay is split into two distinct forms, that of the commander and that of the soldier. Both players experience a very different sort of game. The commander's experience is that of a real-time strategy game like or StarCraft. The commander (COMM) can expect to:

The soldier, on the other hand, is playing a first-person shooter, like America's Army or Battlefield 1942. Possibly the soldier's most important duty is ensuring the survival of his/her commander. A soldier can expect to:

In essence, this makes Empires a very strategic first-person shooter. Many compare the gameplay from Empires to that of Natural Selection, a Half-Life 1 modification. Both Half-Life 1 & 2 run through the [Steam] application.

History of the Empires Mod

The mod started for Battlefield 1942. It had two releases, a .1 version, and later a .2 version. Both version featured the commander mode, where the comm could place buildings and vehicles. However, both versions were too unstable for it to become popular. Often games would crash every match. The mod then moved to Farcry for a period, in hopes it would be easier to develop for. However, a promised development kit took too long to come and development was finally moved to HL2 (source engine). Some screenshots were released for the Farcry version however. The HL2 releases saw a rise in popularity, and the mod was also much more stable than the BF 1942 releases.

Factions

Brenodi Empire

The Brenodi Empire is a highly organized governmental body geared towards the submission and destruction of the terroristic Northern Faction rebels. Brenodi soldiers are strictly trained, well equipped, and implanted with the latest in nano-technological machinery, making them incredibly fierce rivals of the Northern Faction super soldiers. The Empire is, in every sense, the biggest roadblock in the Northern Faction's insurgency.

Northern Faction

The Northern Faction soldiers are aggressive rebels formed mainly from the remnants of the Jeoktian Military, geared towards ovethrowing the monarchistic rule of the Brenodi Empire. Northern Faction soldiers are victims of genetic manipulation gone awry and are thus, in all respects, super human. Though their weaponry and equipment is dramatically more sparse and outdated than that of the Brenodi Empire, their determination and genetic mutations make them the chief concern of the Brenodi Empire.

Classes & Skills

By repairing or healing allied units or destroying enemy vehicles, infantry, and buildings, a player is granted rank points. Upon gaining 10 rank points, the player is then upgraded to the next highest rank and may choose from the pool of skills available to his class, along with the pool of generic skills. Aside from the commander, there are four distinct classes in Empires.

Commander

The only player on the team playing Empires as an RTS. He cannot be part of a squad, but does gain rank points slowly. A soldier can become the commander by entering his team's COMM vehicle and pressing F2.
Camera Control
Zoom RTS view in/out: Hold Z and move mouse up/down
Rotate RTS view: Hold X and move mouse

Scout

The Scout class is built around speed, stealth and cunning more so than any of the other three classes. The Scout relies heavily on his ability to run, hide and silently neutralize the enemy.
Weapons & Gear
Brenodi Empire
Primary: Secondary: Grenade: Gear:
Weapons & Gear
Northern Faction
Primary: Secondary: Grenade: Gear:
Scout Skills

Rifleman

The Rifleman is the most basic soldier in Empires. Outfitted with both a high powered assault rifle and armor, the Rifleman is easily the best frontline fighter, able to both dish out and take more ballistic damage.
Weapons & Gear
Brenodi Empire
Primary: Secondary: Grenade: Gear:
Weapons & Gear
Northern Faction
Primary: Secondary: Grenade: Gear:
Rifleman Skills

Grenadier

The Grenadier is a different kind of soldier, built for focus on the explosive aspect of war. The Grenadier possesses not only deployable landmines, but a mine detector, making them invaluable when any allied armored vehicles are present. This class uses an RPG as its primary weapon, a powerful anti-vehicular tool.
Weapons & Gear
Brenodia
Primary: Secondary: Grenade: Gear: Special Gear:
Weapons & Gear
Northern Faction
Primary: Secondary: Grenade: Gear: Special Gear:
Grenadier Skills

Engineer

The Engineer is both the medic and the mechanic of war. The Engineer prefers to play outside of the realm of direct combat and firepower, relying instead on repairing, healing, building, and defending. The Engineer is truly the backbone of any militaristic effort as only the Engineer is capable of swiftly erecting structures and repairing them.
Weapons & Gear
Brenodi Empire
Primary: Secondary: Grenade: Gear:
Weapons & Gear
Northern Faction
Primary: Secondary: Grenade: Gear:

Generic Skills

The following skills are available to all classes and may be purchased as any other skills might with a rank point.

Buildings

An unfinished base.
Enlarge
An unfinished base.

A team's commander is capable of constructing an assortment of useful buildings. These buildings cost resources to construct and can only be placed near the command vehicle or a friendly soldier. Resources are obtained from completed refineries constructed on various resource nodes across the map.

Refinery

Cost: 100 resources
The commander can only place a Refinery on an unoccupied resource node. Once completed, the refinery automatically harvests resources for the team's consumption.

Barracks

Cost: 200 resources
The Barracks is the staple construct of any military base. Players may only enter the game by spawning inside of a Barracks. Destroying a team's last Barracks will ensure that fallen soldiers cannot return to battle, eventually securing victory. Failing this, the enemy command vehicle can be destroyed to ensure victory. Good to know: Players can change their class or update their skills by using the select-class-button while inside the Barracks.

Armory

Cost: 75 resources
The Armory is a smaller building that fulfills two purposes. The armory contains two separate crates from which players may recover their health points and gather ammunition for their carried weapons and even vehicles who stand next to it. As with the Barracks, players can change their class or update their skills by using the select-class-button while inside the Armory.

Vehicle Factory

Cost: 400
The construction of a Vehicle Factory allows the commander to both customize and construct armored vehicles at the cost of resource points. The technology used in customizing and creating vehicles can be purchased from an allied radar station. Allied units are, by default, capable of purchasing and customizing their own vehicles from any allied vehicle factory. The commander may toggle this privilege off in an attempt to save the team's resources.

Aircraft Factory

Cost: 700
As of the initial release of Empires, the Aircraft Factory has not yet been fully implemented and thus cannot yet be built. It is speculated that this building will work in a similar fashion to the vehicle factory, allowing the customization, creation and repair of allied flying vehicles.

Repair Pad

Cost: 250
Upon driving a vehicle onto the Repair Pad, it is quickly restored to full strength and restocked with ammunition for all equipped weapons.

Radar

Cost: 600 resources
The Radar is an integral building to any long-term war effort. In addition to detecting the enemy, the commander may invest resources into several technologies. This gives the commander's team access to new weapons, engines, and armor for vehicles.

Wall

Cost: 25
Walls may be built to obstruct the movement of enemy infantry and vehicles. Initially, wall segments are about 10% constructed. This is enough to hinder vehicular movement, though infantry are free to jump over the barricade. This is useful for when vehicles pose a threat, but a complete wall would pose more threat from enemy infantry. At maximum height, a wall is tall enough to prevent any unit's passage. The wall's primary limitation is that it restricts both allied and enemy movement. Artillery weapons have little trouble firing over walls.

Machine Gun Turret

Cost: 50 resources
Machine Gun Turrets are immobile, rapid firing emplacements capable of decimating enemy infantry with a high caliber, 360 degree rotational machine gun. Designed to detect smaller enemies, such as infantry, these turrets will not fire upon vehicles.

Missile Launcher Turret

Cost: 75 resources
Missile Launcher Turrets are immobile, slow firing emplacements capable of destroying enemy vehicles with long range rockets. Infantry are too small to detect and will not be fired upon by these turrets.

Vehicles

The vehicle loadout screen.
Enlarge
The vehicle loadout screen.

By interfacing with the menu inside of an allied vehicle factory, players (and commanders) may both customize and construct armored vehicles for the team's use. The player has access to all technologies that have been researched by the commander.

Imperial Jeep/Northern Faction Jeep

The Jeep relies on agility, speed and a low price. Sporting the least armor of any vehicle and the inability to mount weaponry, it is maintained as a scouting or light transportation vehicle.

Imperial APC/Northern Faction APC

The Armored Personnel Carrier is a heavily armored vehicle designed to safely transport a large number of allied infantry across a long distance. The APC can't compare to the firepower of any tank, but is, at least, lightly armed. Since version 1.04 APCs can be used as a respawn spot.

Imperial AFV/Northern Faction Light Tank

The Armored Fighting Vehicle/Light Tank finds its primary use in the early stages of a match, where resources are considerably low. The light tank's primary function is in early game rushes against opponents that aren't yet equipped to deal with armored vehicles.

Imperial Medium Tank/Northern Faction Medium Tank

The medium tank is, essentially, a larger, bulkier version of the light tank. Designed to carry both more armor and more weaponry, the medium tank fills a team's need for a mid-game vehicular rush.

Imperial Heavy Tank/Northern Faction Heavy Tank

The heavy tank is the epitome of armored warfare, toting greater amounts of weaponry and armor than its two lesser brothers, the med. and light tank. The heavy tank is a very common sight in any long-term battle.

Imperial Artillery Tank/Northern Faction Artillery Tank

The artillery tank is designed to accomplish a single task - long ranged warfare. The artillery cannon's range is unmatched, making up for the tank's complete lack of close-quarters defense. The use of a spotter can dramatically improve an artillery tank's accuracy.

Command Vehicle

Each team begins the match with a command vehicle which is used to shelter the team's commander. The command vehicle grants the commander both the status and the powers associated with the seat of authority, such as issuing orders, placing buildings and researching technologies. The ultimate goal of any Empires match is to destroy the opposing team's command vehicle. Failing that, elimination of the enemy's Barracks and entire team will secure victory.

Research & Upgrades

-->
A team's commander is capable of using a fully constructed radar station to research various upgrades, which in turn give access to better weapons, armor, vehicles, and equipment. All technologies have varying research times and resource costs, ranging from 30 seconds to two minutes. Upgrades are essential to a team's victory.

Physics

Physics research provides plasma-based weapons and armor, and a powerful nuclear missile.

*Plasma Bullet Projectile (Vehicle Machine Gun)
*Plasma Cannon Projectile (Vehicle Cannon)
The primary use of Plasma Weapons is to increase an enemy vehicle's heat to prevent it from firing
  • Projectile Physics
  • *Reflective Armor (Vehicle Armor)
  • Nuclear Fission
  • *Fission Reactor (Vehicle Engine)
    *Nuclear Warhead (Vehicle Missile Launcher)

    Chemistry

    Chemistry research provides improved versions of standard equipment.

    *Explosive Tipped Bullets (Vehicle Machine Gun)
  • Improved Detonation Compounds
  • *Upgraded Grenades (Vehicle Grenade Launcher)
    *Explosive Shells (Vehicle Cannon)
  • Improved Warhead Compounds
  • *Upgraded Missile Warhead (Vehicle Missile Launcher)
  • Improved Heat Transfer Fluids
  • *Advanced Coolant Engine (Vehicle Engine)
  • Absorbant Materials
  • *Absorbant Armor (Vehicle Armor)

    Mechanical Engineering

    Mechanical Engineering allows better vehicles and equipment to be manufactured.

    *Artillery Tank Chassis (Vehicle Chassis)
    *Medium Tank Chassis (Vehicle Chassis)
    :*Heavy Tank Chassis (Vehicle Chassis)
  • Advanced Machining
  • *Extended Range Cannon (Vehicle Cannon)
    *Heavy Caliber Machine Gun (Vehicle Machine Gun)
    *Composite Armor (Vehicle Armor)
    *Gas Turbine Engine (Vehicle Engine)

    Electrical Engineering

    Electrical Engineering provides increased tracking and remote control for vehicle weapons and ground turrets.

    *Rail Gun (Vehicle Cannon)
    *3 Phase Electric Motor (Vehicle Engine)
  • Reactive Armor (Vehicle Armor)
  • Tracking Systems
  • *Homing Missiles (Vehicle Missile Launcher)
    *Guided Missiles (Vehicle Missile Launcher)
    *Upgraded Turrets Lvl 2 (Commander-placed turrets are built at Level 2)
    :*Upgraded Turrets Lvl 3 (Commander-placed turrets are built at Level 3)
  • Improved Detonators (Vehicle Grenade Launcher)
  • Biology

    Biology produces corrosive vehicle weaponry and an engine that continues to function under high temperatures.
    *Biological Warhead (Vehicle Missile Launcher)
    *Biological Projectile (Vehicle Cannon)

    Tips 'n Tactics

    Double height jump
    While sprinting, crouch just before you jump.

    Elevator
    Build a 2 section wall. Stand on one while raising the other. Jump onto the higher one before it gets too high.

    If the enemy walls in their COMM
    Don't destroy a wall to get in. That's just noisy and draws attention. Instead, make an elevator (see above) to get in. Deconstruct the elevator before you jump over the wall to hide the fact you entered. Now enemy infantry can't easily get to you, nor is there any obvious sign you're there.

    Plant Radars
    Especially around your COMM vehicle to help spot stealthy enemy units.

    Use Artillery for the Buildings.
    Artillery can hit from far away, but isn't accurate enought to reasonably hit enemy deployables, so concentrate on the buildings behind the defense.

    Use a grenadier instead of artillery (& even tanks) for enemy deployables.
    A Grenadier's mortar is more accurate and faster at destruction of enemy deployables. In some situations it can even be done from behind cover. A Grenadier can also reliably take out enemy buildings from long distances as targeting small deployables becomes difficult.

    An Engineer can supply a teammate with more ammo when away from an armory.
    Especially useful for a Grenadier assaulting a base. The Engineer can also set up turret defense for them.

    Destroy the enemy Resources, but leave their defense.
    This tactic works best early in the game when resources are precious. By destroying only the refinery, it still looks like the enemy has a base there (according to the mini-map) so they might never realize you took out their resources. It's faster than taking out all the defense and it's easier to hit.

    Commander helps build the first few structures
    While waiting for resources in the beginning, he can drive the COMM vehicle to new buildings and get out to help build them.

    Move COMM to high ground.
    The high ground limits entrances for the enemy such as from cliffs. Constructing your entire base on high ground gives you much more control by spawning you there.

    Nuclear Warheads
    The explosion has a large radius and is very powerful. The blast hurts infantry even when they are inside buildings.

    Know Your Tech.
    For infantry, it is important to know what vehicle upgrades work well with others. For the Commander, it is even more important to find a research route that gives the infantry well-rounded tech to work with. For example, the Mechanical Enginnering --> Advanced Machining contains the strongest armor and a powerful engine, as well as easy access to the larger vehicle chassis.

    External Links

     


    From Wikipedia, the Free Encyclopedia. Original article here. Support Wikipedia by contributing or donating.
    All text is available under the terms of the GNU Free Documentation License See Wikipedia Copyrights for details.

    Search Titles
    0123456789
    ABCDEFGHIJ
    KLMNOPQRST
    UVWXYZ?

    E-mail this article to:

    Personal Message: