Empires Mod - =[BSID]= 1LT Beerdude26
A detailed explanation of these changes can be found here: http://forums.empiresmod.com/showpost.php?p=491113&postcount=2

Changelog:

  • Players can now set their class while dead if they don't have one set already

  • Players will now rejoin their previous team if they crash during a match (WIP)

Fixed

  • Fixed issues with armors being immune to most weapons and recent stability issues.

  • Fixed tickets being off by one

  • Fixed teamsound entity caching

  • Fixed an issue with particles not fading from buildings

  • Fixed Grenadier Pistol2 starting ammo not being lowered back in 2.51.

Script Changes

Vehicle Weapons

  • HE MG

    • Damage 12 -> 14

    • Explosuion Radius 120 -> 200

    • Explosion Force 50 -> 100

  • Guided Salvo ML

    • Missile Range 4000 -> 5000

    • Turning Ability 1.8 -> 6.0

Vehicle Armor

  • Composite Armor

    • Regeneration 0.01 -> 0.0125

Infantry Classes

  • Rifleman

    • Added Shotgun with 50% more starting ammo.

  • Engineer

    • Removed Shotgun

    • Added Pistol2/Shotty Pistol

  • Scout

    • Added Pistol2/Shotty Pistol

  • All Classes

    • Switched Pistol1 and Pistol2

Infantry Weapons

  • BE AR

    • CycleTime 0.03 -> 0.06

    • BurstCycleTime 0.31 -> 0.22

    • Crouching & prone spread decreased.

  • NF HR

    • Bullets 15 -> 10

    • Spread edited to maintain pellet density at reduced pellet count.

    • Crouching & prone spread decreased.

  • SMG2

    • clip_size 35 -> 30

    • Falloff base 0.9 -> 0.8

    • Minimal Damage 15 -> 5

    • Changed ammo counts to match SMG1.

    • Spread is much tighter for the first five shots.

  • Shotgun

    • Falloffbase 0.65 -> 0.60

    • Jumping spread increased.


Misc
  • Script Comments were edited in vehicle_engines.txt
Empires Mod - Beerdude26
A detailed explanation of these changes can be found here: http://forums.empiresmod.com/showpost.php?p=491113&postcount=2

Changelog:

  • Players can now set their class while dead if they don't have one set already

  • Players will now rejoin their previous team if they crash during a match (WIP)

Fixed

  • Fixed issues with armors being immune to most weapons and recent stability issues.

  • Fixed tickets being off by one

  • Fixed teamsound entity caching

  • Fixed an issue with particles not fading from buildings

  • Fixed Grenadier Pistol2 starting ammo not being lowered back in 2.51.

Script Changes

Vehicle Weapons

  • HE MG

    • Damage 12 -> 14

    • Explosuion Radius 120 -> 200

    • Explosion Force 50 -> 100

  • Guided Salvo ML

    • Missile Range 4000 -> 5000

    • Turning Ability 1.8 -> 6.0

Vehicle Armor

  • Composite Armor

    • Regeneration 0.01 -> 0.0125

Infantry Classes

  • Rifleman

    • Added Shotgun with 50% more starting ammo.

  • Engineer

    • Removed Shotgun

    • Added Pistol2/Shotty Pistol

  • Scout

    • Added Pistol2/Shotty Pistol

  • All Classes

    • Switched Pistol1 and Pistol2

Infantry Weapons

  • BE AR

    • CycleTime 0.03 -> 0.06

    • BurstCycleTime 0.31 -> 0.22

    • Crouching & prone spread decreased.

  • NF HR

    • Bullets 15 -> 10

    • Spread edited to maintain pellet density at reduced pellet count.

    • Crouching & prone spread decreased.

  • SMG2

    • clip_size 35 -> 30

    • Falloff base 0.9 -> 0.8

    • Minimal Damage 15 -> 5

    • Changed ammo counts to match SMG1.

    • Spread is much tighter for the first five shots.

  • Shotgun

    • Falloffbase 0.65 -> 0.60

    • Jumping spread increased.


Misc
  • Script Comments were edited in vehicle_engines.txt
Empires Mod - =[BSID]= 1LT Beerdude26
A detailed explanation of the changes can be found here: http://forums.empiresmod.com/showpost.php?p=490145&postcount=2

Changelog:
Changed

  • Armor Speed-To-Damage is now calculated multiplicatively such that the bonus is equal to base_damage*(1+speed_to_damage*speed) instead of base_damage+speed_to_damage*speed.

Fixed

  • Surface properties in some buildings.

Added

  • New impact sounds for dirt/sand, concrete, wood, glass and metal.

Script Changes

Vehicle Weapons

  • Medium Chain Gun

    • Heat 0.35 -> 0.45

    • Falloff 1800 -> 1500

  • HE MG

    • Damage 24 -> 12

    • Heat 5 -> 2

    • Cycle Time 0.5 -> 0.4

    • Clip Size 40 -> 25

    • Total Ammo Clips 4 -> 6

    • Reload Time 10 -> 5

    • Projectile Spread 0.01 -> 0.015

  • Standard ML

    • Speed 1600 -> 1800

  • Bio ML

    • Heat 6 -> 18

  • HIT Warhead

    • Name -> Nuke

    • HUD Name -> Nuke

    • Description -> Nukes are hot, slow & heavy, but powerful against buildings.

    • Heat 75 -> 85

    • Clip Size 9 -> 10

    • Reload Amount 3 -> 2

  • Salvo ML

    • Research Upgraded Missile Warhead -> Salvo Missile Launcher

  • Improved Std CN

    • Description -> An improved small caliber cannon that fires tank shells.

Vehicle Armor

  • Plain Armor

    • Name -> Paper Armor

    • Description -> A paper mache coating that offers inferior protection.

  • Absorbant Armor

    • Speed To Damage -0.01 -> -0.0002

  • Composite Armor

    • Speed To Damage -0.001 -> -0.00002

  • Titanium 6AL-4V

    • Name -> Command Vehicle Armor

Vehicle Engines

  • Standard Engine

    • Name -> Antique Engine

    • Description -> This old engine is slower and hotter than any other engine.

  • 3 Phase Engine

    • Weight (APC & LT) 60 -> 40

    • Stall On Heat (All) 0.7 -> 0.5

Vehicle Chassis

  • BE AFV

    • Seat 1 Min Pitch 15 -> 20

  • BE APC

    • Seat 1 Min Pitch 15 -> 20

  • BE Heavy Tank

    • Seat 1 Min Pitch 8 -> 20

  • BE Medium Tank

    • Seat 1 Min Pitch 5 -> 20

  • NF Heavy Tank

    • Seat 1 Min Pitch 10 -> 20

  • NF Light Tank

    • Seat 1 Min Pitch 8 -> 15

  • NF Medium Tank

    • Seat 1 Min Pitch 8 -> 15

    • Seat 1 Min Pitch Rear 5 -> 15

Vehicle Research


  • Improv. Det. Comp. 30 -> 60

  • Upg GL 60 -> 30

  • HE Cannon 90 -> 60

  • Improv. Warhead Comp. 90 -> 60

  • Added Chemistry/Improved Warhead Compounds/Salvo Missile Launcher

    • Salvo ML -> 60

  • Adv. Magnet Research 90 -> 60

  • 3 Phase 30 -> 60

  • Tracking Systems 120 -> 60

  • Homing ML 60 -> 90

  • Guided ML 60 -> 90

Infantry Classes

  • Rifleman

    • Added Explosive Grenade to Slot 0 (Pistol)

Infantry Weapons

  • BE AR

    • Damage 7 -> 14

    • Bullets 3 -> 5

    • CycleTime 0.05 -> 0.03

    • Falloff 2500 -> 2000

    • Falloffbase 0.90 -> 0.65

    • MinimalDamage 2 -> 1

    • Damage Head Modifier 1.6 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • BurstCycleTime 0.4 -> 0.31

    • Spread & kick edited substantially

  • BE HR

    • Kick edited

  • NF HR

    • Damage 15 -> 8

    • Bullets 3 -> 15

    • CycleTime 0.18 -> 0.24

    • Falloff 2500 -> 2000

    • Falloffbase 1 -> 0.65

    • MinimalDamage 10 -> 1

    • Damage Head Modifier 1.6 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • clip_size 15 -> 12

    • Spread & kick edited substantially

  • smg2

    • Damage Head Modifier 1.4 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • Spread & kick edited substantially

  • Shotgun

    • Damage 12 -> 30

    • Bullets 16 -> 32

    • Falloffbase 0.9 -> 0.65

    • Minimal Damage 9 -> 1

    • Damage Head Modifier 1.6 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • Spread & kick edited substantially
Empires Mod - Beerdude26
A detailed explanation of the changes can be found here: http://forums.empiresmod.com/showpost.php?p=490145&postcount=2

Changelog:
Changed

  • Armor Speed-To-Damage is now calculated multiplicatively such that the bonus is equal to base_damage*(1+speed_to_damage*speed) instead of base_damage+speed_to_damage*speed.

Fixed

  • Surface properties in some buildings.

Added

  • New impact sounds for dirt/sand, concrete, wood, glass and metal.

Script Changes

Vehicle Weapons

  • Medium Chain Gun

    • Heat 0.35 -> 0.45

    • Falloff 1800 -> 1500

  • HE MG

    • Damage 24 -> 12

    • Heat 5 -> 2

    • Cycle Time 0.5 -> 0.4

    • Clip Size 40 -> 25

    • Total Ammo Clips 4 -> 6

    • Reload Time 10 -> 5

    • Projectile Spread 0.01 -> 0.015

  • Standard ML

    • Speed 1600 -> 1800

  • Bio ML

    • Heat 6 -> 18

  • HIT Warhead

    • Name -> Nuke

    • HUD Name -> Nuke

    • Description -> Nukes are hot, slow & heavy, but powerful against buildings.

    • Heat 75 -> 85

    • Clip Size 9 -> 10

    • Reload Amount 3 -> 2

  • Salvo ML

    • Research Upgraded Missile Warhead -> Salvo Missile Launcher

  • Improved Std CN

    • Description -> An improved small caliber cannon that fires tank shells.

Vehicle Armor

  • Plain Armor

    • Name -> Paper Armor

    • Description -> A paper mache coating that offers inferior protection.

  • Absorbant Armor

    • Speed To Damage -0.01 -> -0.0002

  • Composite Armor

    • Speed To Damage -0.001 -> -0.00002

  • Titanium 6AL-4V

    • Name -> Command Vehicle Armor

Vehicle Engines

  • Standard Engine

    • Name -> Antique Engine

    • Description -> This old engine is slower and hotter than any other engine.

  • 3 Phase Engine

    • Weight (APC & LT) 60 -> 40

    • Stall On Heat (All) 0.7 -> 0.5

Vehicle Chassis

  • BE AFV

    • Seat 1 Min Pitch 15 -> 20

  • BE APC

    • Seat 1 Min Pitch 15 -> 20

  • BE Heavy Tank

    • Seat 1 Min Pitch 8 -> 20

  • BE Medium Tank

    • Seat 1 Min Pitch 5 -> 20

  • NF Heavy Tank

    • Seat 1 Min Pitch 10 -> 20

  • NF Light Tank

    • Seat 1 Min Pitch 8 -> 15

  • NF Medium Tank

    • Seat 1 Min Pitch 8 -> 15

    • Seat 1 Min Pitch Rear 5 -> 15

Vehicle Research


  • Improv. Det. Comp. 30 -> 60

  • Upg GL 60 -> 30

  • HE Cannon 90 -> 60

  • Improv. Warhead Comp. 90 -> 60

  • Added Chemistry/Improved Warhead Compounds/Salvo Missile Launcher

    • Salvo ML -> 60

  • Adv. Magnet Research 90 -> 60

  • 3 Phase 30 -> 60

  • Tracking Systems 120 -> 60

  • Homing ML 60 -> 90

  • Guided ML 60 -> 90

Infantry Classes

  • Rifleman

    • Added Explosive Grenade to Slot 0 (Pistol)

Infantry Weapons

  • BE AR

    • Damage 7 -> 14

    • Bullets 3 -> 5

    • CycleTime 0.05 -> 0.03

    • Falloff 2500 -> 2000

    • Falloffbase 0.90 -> 0.65

    • MinimalDamage 2 -> 1

    • Damage Head Modifier 1.6 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • BurstCycleTime 0.4 -> 0.31

    • Spread & kick edited substantially

  • BE HR

    • Kick edited

  • NF HR

    • Damage 15 -> 8

    • Bullets 3 -> 15

    • CycleTime 0.18 -> 0.24

    • Falloff 2500 -> 2000

    • Falloffbase 1 -> 0.65

    • MinimalDamage 10 -> 1

    • Damage Head Modifier 1.6 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • clip_size 15 -> 12

    • Spread & kick edited substantially

  • smg2

    • Damage Head Modifier 1.4 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • Spread & kick edited substantially

  • Shotgun

    • Damage 12 -> 30

    • Bullets 16 -> 32

    • Falloffbase 0.9 -> 0.65

    • Minimal Damage 9 -> 1

    • Damage Head Modifier 1.6 -> 1.5

    • Damage Arm/Leg Mod. 0.7 -> 1

    • Spread & kick edited substantially
Empires Mod - =[BSID]= 1LT Beerdude26
This is a hotfix patch that fixes some issues with the previous release.

Changelog:
#Discussions_QuoteBlock_Author
Fixed

  • Fixed issue with engine indices that made it harder to build vehicles
  • Fixed issue with vehicle weapons on maps with automatically built vehicles
  • Fixed issue with the explosion particle on Improved Standard Cannon

Script Changes

Vehicle Weapons

  • Plasma Cannon

    • Damage 100 -> 110

    • Vehicle Bio Damage 2 -> 0

    • Vehicle Bio Time 5 -> 0

    • Vehicle Bio Interval 1 -> 0
Empires Mod - Beerdude26
This is a hotfix patch that fixes some issues with the previous release.

Changelog:
#Discussions_QuoteBlock_Author
Fixed

  • Fixed issue with engine indices that made it harder to build vehicles
  • Fixed issue with vehicle weapons on maps with automatically built vehicles
  • Fixed issue with the explosion particle on Improved Standard Cannon

Script Changes

Vehicle Weapons

  • Plasma Cannon

    • Damage 100 -> 110

    • Vehicle Bio Damage 2 -> 0

    • Vehicle Bio Time 5 -> 0

    • Vehicle Bio Interval 1 -> 0
Empires Mod - =[BSID]= 1LT Beerdude26
This release mixes up some of the infantry and vehicle balancing and introduces some things to be tested out.

Added


  • Added emp_teamtext_pointentity and emp_teamsound_pointentity
  • Added emp_filter_chassisname

Fixed

  • Fixed issue with stickybombs persisting
  • Fixed an error causing @0 being printed instead of player coordinates in chat


Script Changes

Armor:

  • "Damage To Heat Absorbed" set to 0 on all armors except where noted.

  • "Bioweapon Damage Modifier" set to 1 on all armors except where noted.

  • Plain Armor -

    • Replaced "mild" with "inferior" in the description.

  • Composite -

    • Cost 25 -> 24

    • Health 75 -> 80

    • Regeneration 0.02 -> 0.01

    • Speed To Damage Modifier 0 -> -0.001

  • Reactive -

    • InfantryMissileResist -0.2 -> 0

  • Reflective -

    • Weight 15 -> 18

    • Cost 15 -> 18

    • Health 70 -> 100

  • Regenerative -

    • Health 55 -> 60

    • Regeneration 0.08 -> 0.1

  • Absorbant -

    • Replaced "armour" with "armor" in the description.

    • Weight 10 -> 12

    • Cost 5 -> 12

    • Health 65 -> 60

    • Speed To Damage Modifier -0.0075 -> -0.01

    • Damage To Heat Absorbed -0.1 -> -0.3

  • Titanium 6AL-4V

    • Regeneration 0 -> 0.004

  • Budget

    • Description "Budget armor is light and cheap with no special traits."

    • Weight 10

    • Cost 5

    • Research "Budget Armor"

    • Health 60

    • Regeneration 0

    • Angle Modifier 0

    • Speed To Damage Modifier 0

    • Other parameters set similarly to existing armors.

Vehicle Weapons:

  • "Reload Amount" set to 5 for all cannons except where noted.

  • Medium Chain Gun -

    • Damage 33 -> 30

    • Heat 0.6 -> 0.35

    • Cycle Time 0.4 -> 0.3

    • Clip Size 150 -> 250

    • Reload Time 8 -> 6

    • Projectile Spread 0.02 -> 0.03

  • Plasma Machine Gun

    • Damage 1 -> 4

    • Heat 4 -> 2

    • Total Ammo Clips 3 -> 4

    • Reload Time 8 -> 3

    • Projectile Spread 0.03 -> 0.04

    • Heat To Target 5 -> 2

  • Improved Standard Cannon

    • All traits similar to Standard Cannon except where noted.

    • Size 1 -> 2

    • Speed 3000 -> 3300

    • Heat 10 -> 8

  • High Explosive Cannon

    • Damage 65 -> 70

    • Clip Size 24 -> 30

    • Heat To Target 0.1 -> 6

  • Plasma Cannon

    • Damage 110 -> 100

    • Heat To Target 10 -> 20

    • Vehicle Bio Damage 0 -> 2

    • Vehicle Bio Time 0 -> 5

    • Vehicle Bio Interval 0 -> 1

  • Rail Gun

    • Heat 7 -> 6

    • Clip Size 30 -> 60

    • Heat To Target 0 -> 1

  • BioML

    • Damage 50 -> 40

  • Salvo ML

    • HUD Name "4x ML" -> "S/ML"

    • Cost 55 -> 60

    • Damage 35 -> 40

    • Heat 4 -> 6

    • Weight 50 -> 70

    • Cycle Time -0.14 -> -0.1

    • Clip Size 5 -> 6

    • Total Ammo Clips 10 -> 12

    • Reload Time 3.0 -> 8.4

    • Projectile Spread 2.0 -> 1.5

  • Salvo Guided ML

    • HUD Name "4x G/ML" -> "SG/ML"

  • Homing ML

    • Damage 45 -> 40

    • Speed 2500 -> 1800

    • Heat 10 -> 9

    • Cycle Time 1.0 -> 0.9

    • Clip Size 6 -> 4

    • Total Ammo Clips 6 -> 9

    • Reload Time 6 -> 3

    • Projectile Spread 1.0 -> 1.5

    • Heat To Target 0.2 -> 0.1

  • Salvo Homing ML

    • Damage 50 -> 40

    • Speed 1200 -> 1800

    • Heat 4 -> 9

    • Weight 70 -> 100

    • Cycle Time -0.14 -> -0.1

    • Heat To Target 0.2 -> 0.1

  • GL

    • Speed 800 -> 900

    • Gravity 1.0 -> 0.9

    • Heat 8 -> 12

    • Cycle Time 3.0 -> 1.5

    • Clip Size 8 -> 4

    • Reload Time 10 -> 5

    • Heat To Target 0.4 -> 1

    • Explosion Force 100 -> 150

  • UGL

    • Damage 110 -> 120

    • Clip Size 8 -> 6

    • Total Ammo Clips 3 -> 6

    • Reload Time 12 -> 6

    • Heat To Target 0.3 -> 1

Engines:

  • Jeep Standard Engine

    • Made similar to Jeep Gas Turbine Engine.

  • Disabled other Jeep Engines.

  • Fission Engine (all chassis)

    • Heat Output At Max -8 -> -7

    • Heat Output At Idle 6 -> 5

    • Heat Dissipation 6 -> 6

    • Heat Stall Penalty 0 -> 0.05

  • 3-Phase Engine (all chassis)

    • Weight -> 60

Research:

  • Advanced Machining 120 -> 60

  • Gas Turbine 90 -> 60 under Advanced Machining

  • Budget Armor -> 120 under Advanced Machining

Chassis:

  • NF Jeep Handling was temporarily edited.

Classes:

  • Scout Rifle disabled.

  • Explosive Grenade disabled.

  • Concussion Grenade disabled.

  • Smoke Grenade disabled.

  • Made Shotty Pistol and Pistol2 default secondaries on Rifleman and Grenadier.

Infantry Resists:

[INDENT]edited as follows[/indent]

  • "MissileExplosiveResist" 55% for all classes.

  • "InfantryMineResist" 40% for all classes.

  • No additional scout resistances.

  • No additional engineer resistances.

  • 10% resistances to everything else for rifleman.

  • 30% resistances to vehicle weapons and nothing else for grenadier.

Infantry Weapons:

  • BEAR

    • Changed to 3-shot burst

    • Spread & kick edited similarly to when BEAR was a burst weapon.

  • NFHR

    • Damage 40 -> 15

    • Bullets 1 -> 3

    • Minimum Damage 30 -> 10
Empires Mod - Beerdude26
This release mixes up some of the infantry and vehicle balancing and introduces some things to be tested out.

Added


  • Added emp_teamtext_pointentity and emp_teamsound_pointentity
  • Added emp_filter_chassisname

Fixed

  • Fixed issue with stickybombs persisting
  • Fixed an error causing @0 being printed instead of player coordinates in chat


Script Changes

Armor:

  • "Damage To Heat Absorbed" set to 0 on all armors except where noted.

  • "Bioweapon Damage Modifier" set to 1 on all armors except where noted.

  • Plain Armor -

    • Replaced "mild" with "inferior" in the description.

  • Composite -

    • Cost 25 -> 24

    • Health 75 -> 80

    • Regeneration 0.02 -> 0.01

    • Speed To Damage Modifier 0 -> -0.001

  • Reactive -

    • InfantryMissileResist -0.2 -> 0

  • Reflective -

    • Weight 15 -> 18

    • Cost 15 -> 18

    • Health 70 -> 100

  • Regenerative -

    • Health 55 -> 60

    • Regeneration 0.08 -> 0.1

  • Absorbant -

    • Replaced "armour" with "armor" in the description.

    • Weight 10 -> 12

    • Cost 5 -> 12

    • Health 65 -> 60

    • Speed To Damage Modifier -0.0075 -> -0.01

    • Damage To Heat Absorbed -0.1 -> -0.3

  • Titanium 6AL-4V

    • Regeneration 0 -> 0.004

  • Budget

    • Description "Budget armor is light and cheap with no special traits."

    • Weight 10

    • Cost 5

    • Research "Budget Armor"

    • Health 60

    • Regeneration 0

    • Angle Modifier 0

    • Speed To Damage Modifier 0

    • Other parameters set similarly to existing armors.

Vehicle Weapons:

  • "Reload Amount" set to 5 for all cannons except where noted.

  • Medium Chain Gun -

    • Damage 33 -> 30

    • Heat 0.6 -> 0.35

    • Cycle Time 0.4 -> 0.3

    • Clip Size 150 -> 250

    • Reload Time 8 -> 6

    • Projectile Spread 0.02 -> 0.03

  • Plasma Machine Gun

    • Damage 1 -> 4

    • Heat 4 -> 2

    • Total Ammo Clips 3 -> 4

    • Reload Time 8 -> 3

    • Projectile Spread 0.03 -> 0.04

    • Heat To Target 5 -> 2

  • Improved Standard Cannon

    • All traits similar to Standard Cannon except where noted.

    • Size 1 -> 2

    • Speed 3000 -> 3300

    • Heat 10 -> 8

  • High Explosive Cannon

    • Damage 65 -> 70

    • Clip Size 24 -> 30

    • Heat To Target 0.1 -> 6

  • Plasma Cannon

    • Damage 110 -> 100

    • Heat To Target 10 -> 20

    • Vehicle Bio Damage 0 -> 2

    • Vehicle Bio Time 0 -> 5

    • Vehicle Bio Interval 0 -> 1

  • Rail Gun

    • Heat 7 -> 6

    • Clip Size 30 -> 60

    • Heat To Target 0 -> 1

  • BioML

    • Damage 50 -> 40

  • Salvo ML

    • HUD Name "4x ML" -> "S/ML"

    • Cost 55 -> 60

    • Damage 35 -> 40

    • Heat 4 -> 6

    • Weight 50 -> 70

    • Cycle Time -0.14 -> -0.1

    • Clip Size 5 -> 6

    • Total Ammo Clips 10 -> 12

    • Reload Time 3.0 -> 8.4

    • Projectile Spread 2.0 -> 1.5

  • Salvo Guided ML

    • HUD Name "4x G/ML" -> "SG/ML"

  • Homing ML

    • Damage 45 -> 40

    • Speed 2500 -> 1800

    • Heat 10 -> 9

    • Cycle Time 1.0 -> 0.9

    • Clip Size 6 -> 4

    • Total Ammo Clips 6 -> 9

    • Reload Time 6 -> 3

    • Projectile Spread 1.0 -> 1.5

    • Heat To Target 0.2 -> 0.1

  • Salvo Homing ML

    • Damage 50 -> 40

    • Speed 1200 -> 1800

    • Heat 4 -> 9

    • Weight 70 -> 100

    • Cycle Time -0.14 -> -0.1

    • Heat To Target 0.2 -> 0.1

  • GL

    • Speed 800 -> 900

    • Gravity 1.0 -> 0.9

    • Heat 8 -> 12

    • Cycle Time 3.0 -> 1.5

    • Clip Size 8 -> 4

    • Reload Time 10 -> 5

    • Heat To Target 0.4 -> 1

    • Explosion Force 100 -> 150

  • UGL

    • Damage 110 -> 120

    • Clip Size 8 -> 6

    • Total Ammo Clips 3 -> 6

    • Reload Time 12 -> 6

    • Heat To Target 0.3 -> 1

Engines:

  • Jeep Standard Engine

    • Made similar to Jeep Gas Turbine Engine.

  • Disabled other Jeep Engines.

  • Fission Engine (all chassis)

    • Heat Output At Max -8 -> -7

    • Heat Output At Idle 6 -> 5

    • Heat Dissipation 6 -> 6

    • Heat Stall Penalty 0 -> 0.05

  • 3-Phase Engine (all chassis)

    • Weight -> 60

Research:

  • Advanced Machining 120 -> 60

  • Gas Turbine 90 -> 60 under Advanced Machining

  • Budget Armor -> 120 under Advanced Machining

Chassis:

  • NF Jeep Handling was temporarily edited.

Classes:

  • Scout Rifle disabled.

  • Explosive Grenade disabled.

  • Concussion Grenade disabled.

  • Smoke Grenade disabled.

  • Made Shotty Pistol and Pistol2 default secondaries on Rifleman and Grenadier.

Infantry Resists:

[INDENT]edited as follows[/indent]

  • "MissileExplosiveResist" 55% for all classes.

  • "InfantryMineResist" 40% for all classes.

  • No additional scout resistances.

  • No additional engineer resistances.

  • 10% resistances to everything else for rifleman.

  • 30% resistances to vehicle weapons and nothing else for grenadier.

Infantry Weapons:

  • BEAR

    • Changed to 3-shot burst

    • Spread & kick edited similarly to when BEAR was a burst weapon.

  • NFHR

    • Damage 40 -> 15

    • Bullets 1 -> 3

    • Minimum Damage 30 -> 10
Empires Mod - =[BSID]= 1LT Beerdude26
What's a Pick-Up Game?
The Empires Community regularly organizes Pick-Up Games, also known as PUGs. Empires rounds played during these events tend to be more organized in planning and teamwork than usual. Space is limited, so be sure to enroll in time!

Focus on custom maps
This PUG will focus on custom maps. Be sure to download the custom maps here, here and here.

Details and comments
For more details on the PUG, as well as the starting time in your local time, see this thread.
Empires Mod - Beerdude26
What's a Pick-Up Game?
The Empires Community regularly organizes Pick-Up Games, also known as PUGs. Empires rounds played during these events tend to be more organized in planning and teamwork than usual. Space is limited, so be sure to enroll in time!

Focus on custom maps
This PUG will focus on custom maps. Be sure to download the custom maps here, here and here.

Details and comments
For more details on the PUG, as well as the starting time in your local time, see this thread.
...

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