Empires Mod - =[BSID]= 1LT Beerdude26
Fixed

  • Fixed BEHR ammo amounts to match what they have always been.

  • Fixed Shotgun descriptions to match Spike's old suggestion.

  • Fixed "Advanced Semiconductor Research" clipping while researching.

  • Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).

Changed

  • Regenerating armors regenerate even with zero armor.
  • Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)
  • Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)
  • The health bar for repairing tank armor now increases more gradually

Script Changes

Vehicle Weapons

  • Standard Cannon

    • Speed 3000 -> 3300

  • Imp. Std Cannon

    • Speed 3300 -> 3600

  • ER Cannon

    • Speed 3300 -> 3600

  • Rail Gun

    • Damage 50 -> 60

    • Speed 3600 -> 3900

    • Cycle Time 0.8 -> 1

  • SGML

    • Explosive Sprite 14 -> 19

  • HML

    • Clip Size 4 -> 8

    • Total Ammo Clips 9 -> 6

  • SHML

    • Total Ammo Clips 6 -> 9

    • Reload Time 4 -> 8.6

    • Projectile Spread 1.5 -> 4.5

  • DML

    • Speed 2400 -> 1800

  • TML

    • Speed 2400 -> 1800

Vehicle Armor

  • Composite Armor

    • Speed to Damage -0.000035 -> -0.00005

    • Damage to Heat -0.025 -> -0.05

  • Regenerative

    • Regeneration 0.2 -> 0.15

  • Absorbant

    • Speed to Damage -0.0002 -> -0.0001

    • APBulletResist 0 -> 0.5

  • Budget Armor

    • Weight 10 -> 8

    • Cost 5 -> 4

  • Brittle Armor Added

    • Description -> "Brittle armor is strong, but takes extra damage from faster projectiles."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Biology/Lab-Grown Technologies/Brittle Armor"

    • Health -> 80

    • Speed to Damage -> 0.0001

    • KineticResist -> -0.2

    • APBulletResist -> -0.5

  • Capacitive Armor Added

    • Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor"

    • Health -> 100

    • Regeneration -> -0.01

Vehicle Research

  • Capacitive Armor Added

    • Parent -> "Advanced Magnet Research"

    • Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."

    • Time -> 60

  • Lab-Grown Technologies Added

    • Parent -> "Biology"

    • Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."

    • Time -> 60

  • Brittle Armor Added

    • Parent -> "Lab-Grown Technologies"

    • Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."

    • Time -> 60

Infantry Weapons

  • Pistol1

    • SemiAutomatic 1 -> 0

    • Clip Size 12 -> 18

    • Starting Ammo 24 -> 36

    • Max Ammo 36 -> 72

  • Machine Pistol

    • DuckingSpreadDecrement 0.04 -> 0.025

  • Shotty Pistol

    • Cycle Time 0.5 -> 0.18

    • SemiAutomatic 1 -> 0

    • ProneSpreadModifier 0.03 -> 0.06

    • Spread Increments -> 0

  • Shotgun

    • Max Damage 25 -> 20

    • Min Damage 15 -> 9

    • ProneSpreadModifier 0.03 -> 0.06
Empires Mod - Beerdude26
Fixed

  • Fixed BEHR ammo amounts to match what they have always been.

  • Fixed Shotgun descriptions to match Spike's old suggestion.

  • Fixed "Advanced Semiconductor Research" clipping while researching.

  • Fixed wall prices not matching the scripted parameter (walls previously costed 25 resources and continue to cost that amount in this release).

Changed

  • Regenerating armors regenerate even with zero armor.
  • Tanks now have a flat 3-second firing time delay after being refitted (Was previously equal to cycle time)
  • Fixed ammo upgrade not giving full double ammo at spawn for some weapons (Still looking into an issue with that regarding grenades)
  • The health bar for repairing tank armor now increases more gradually

Script Changes

Vehicle Weapons

  • Standard Cannon

    • Speed 3000 -> 3300

  • Imp. Std Cannon

    • Speed 3300 -> 3600

  • ER Cannon

    • Speed 3300 -> 3600

  • Rail Gun

    • Damage 50 -> 60

    • Speed 3600 -> 3900

    • Cycle Time 0.8 -> 1

  • SGML

    • Explosive Sprite 14 -> 19

  • HML

    • Clip Size 4 -> 8

    • Total Ammo Clips 9 -> 6

  • SHML

    • Total Ammo Clips 6 -> 9

    • Reload Time 4 -> 8.6

    • Projectile Spread 1.5 -> 4.5

  • DML

    • Speed 2400 -> 1800

  • TML

    • Speed 2400 -> 1800

Vehicle Armor

  • Composite Armor

    • Speed to Damage -0.000035 -> -0.00005

    • Damage to Heat -0.025 -> -0.05

  • Regenerative

    • Regeneration 0.2 -> 0.15

  • Absorbant

    • Speed to Damage -0.0002 -> -0.0001

    • APBulletResist 0 -> 0.5

  • Budget Armor

    • Weight 10 -> 8

    • Cost 5 -> 4

  • Brittle Armor Added

    • Description -> "Brittle armor is strong, but takes extra damage from faster projectiles."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Biology/Lab-Grown Technologies/Brittle Armor"

    • Health -> 80

    • Speed to Damage -> 0.0001

    • KineticResist -> -0.2

    • APBulletResist -> -0.5

  • Capacitive Armor Added

    • Description -> "Capacitive armor is very strong, but starts to lose health once its capacitors get damaged for the first time."

    • Weight -> 15

    • Cost -> 15

    • Research -> "Electrical Engineering/Advanced Magnet Research/Capacitive Armor"

    • Health -> 100

    • Regeneration -> -0.01

Vehicle Research

  • Capacitive Armor Added

    • Parent -> "Advanced Magnet Research"

    • Description -> "(Technology: Vehicle Armor) Gain access to capacitive armor that is very strong, but starts to slowly lose health after its capacitors are damaged for the first time."

    • Time -> 60

  • Lab-Grown Technologies Added

    • Parent -> "Biology"

    • Description -> "(Items In Category: Brittle Armor) Engineer a helpful organism that is able to construct materials that can't be produced using other methods."

    • Time -> 60

  • Brittle Armor Added

    • Parent -> "Lab-Grown Technologies"

    • Description -> "(Technology: Vehicle Armor) Gain access to an armor that is very strong against slower projectiles due to its rheopectic layers."

    • Time -> 60

Infantry Weapons

  • Pistol1

    • SemiAutomatic 1 -> 0

    • Clip Size 12 -> 18

    • Starting Ammo 24 -> 36

    • Max Ammo 36 -> 72

  • Machine Pistol

    • DuckingSpreadDecrement 0.04 -> 0.025

  • Shotty Pistol

    • Cycle Time 0.5 -> 0.18

    • SemiAutomatic 1 -> 0

    • ProneSpreadModifier 0.03 -> 0.06

    • Spread Increments -> 0

  • Shotgun

    • Max Damage 25 -> 20

    • Min Damage 15 -> 9

    • ProneSpreadModifier 0.03 -> 0.06
Empires Mod - =[BSID]= 1LT Beerdude26
For a detailed description and motivation of the changes, head over to the forums.

Added
  • New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console.

Fixed

  • Fixed NF crates again.

  • Fixed the visual bug in blend textures on emp_slaughtered.

  • Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle.

Script Changes

Vehicle Weapons

  • Plasma Cannon

  • Damage 95 -> 110

  • Heat 15 -> 20

  • Cycle Time 2.5 -> 3

  • Heat To Target 15 -> 20

Vehicle Engines

  • Gas Turbine Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

  • 3Phase Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

Vehicle Armor

  • Plain Armor

    • Weight 15 -> 20

    • Cost 5 -> 10

  • Composite Armor

    • Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours."
      [INDENT] -> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light."[/indent]

    • Cost 24 -> 12

    • Health 80 -> 40

    • Regeneration 0.0125 -> 0.05

    • Heat to Damage Modifier -0.025 -> -0.05

    • Angle Modifier 0.5 -> 0.75

    • Speed to Damage Modifier -0.00002 -> -0.000035

  • Reactive Armor

    • Health 120 -> 100

  • Reflective Armor

    • Health 100 -> 80

  • Regenerative Armor

    • Health 60 -> 40

    • Regeneration 0.1 -> 0.2

  • Absorbant Armor

    • Health 60 -> 40

  • Budget Armor

    • Health 60 -> 40

Vehicle Research

  • Composite Armor 150 -> 90

Vehicle Chassis

  • NF APC

    • Health 150 -> 250

  • NF Light Tank

    • Health 150 -> 200

  • NF Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Heavy Tank

    • Base Weight 926 -> 846

    • Max Armor Plates Per Side 7 -> 6

    • Max Missile Launchers 5 -> 6

    • Health 250 -> 500

    • Recycle Percentage 25% -> 40%

    • Second ML Slots 2 -> 3

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Arty Tank

    • Health 150 -> 250

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE APC

    • Health 150 -> 250

  • BE AFV

    • Health 200 -> 300

  • BE Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Heavy Tank

    • Health 250 -> 400

    • Recycle Percentage 25% -> 40%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Arty Tank

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

Building Changes

  • MG Turrets

    • turret turn speed level 1 250 -> 200

    • turret turn speed level 2 250 -> 200

    • turret turn speed level 3 250 -> 200

  • ML Turrets

    • turret rof level 1 4 -> 5

Infantry Classes

  • All BE Classes

    • Added Machine Pistol

  • Engineer

    • Added Shotgun

  • Rifleman

    • Removed Shotgun

    • Added Sniper Rifle

Infantry Weapons

  • Pistol 2

    • Kick Increased.

  • BEAR

    • Starting Ammo 90 -> 60

  • NF HR

    • Damage 8 -> 45

    • Bullets 10 -> 1

    • CycleTime 0.24 -> 0.25

    • Minimal Damage 1 -> 25

    • SemiAutomatic 1 -> 0

    • clip_size 12 -> 15

    • Starting Ammo 36 -> 30

    • Max Ammo 45 -> 60

    • Spread edited significantly.

    • Kick increased.

  • Shotgun

    • Damage 30 -> 25

    • Bullets 24 -> 16

    • Falloff 425 -> 350

    • Falloffbase 0.60 -> 0.9

    • Minimal Damage 1 -> 15

    • StandingSpread 0.15 -> 0.07

    • Ducking Spread 0.11 -> 0.04

    • Prone Spread 0.07 -> 0.04

    • StandingSpreadModifier 0.15 -> 0.07

    • Ducking SpreadModifier 0.11 -> 0.04

    • Prone SpreadModifier 0.07 -> 0.04

  • Sniper Rifle

    • Damage 75 -> 50

    • Falloff 6000 -> 5000

    • Minimal Damage 30 -> 20

    • Damage Head Modifier 1.8 -> 2.3

    • Damage Chest/Stomach Modifier 1 -> 1.2

    • Damage Limb Modifier 0.7 -> 1

    • clip_size 5 -> 10

  • RPG & Mortar share each other's ammo pool.
Empires Mod - Beerdude26
For a detailed description and motivation of the changes, head over to the forums.

Added
  • New experimental impact particles have been added to the game courtesy of Empty, and can be activated by checking "Use impact particles" under the Multiplayer tab of the options menu, or by entering "cl_new_impact_effects 1" into the console.

Fixed

  • Fixed NF crates again.

  • Fixed the visual bug in blend textures on emp_slaughtered.

  • Fixed the gui bug that allowed vehicles to look like they were stacking multiple Compact Engines on the same vehicle.

Script Changes

Vehicle Weapons

  • Plasma Cannon

  • Damage 95 -> 110

  • Heat 15 -> 20

  • Cycle Time 2.5 -> 3

  • Heat To Target 15 -> 20

Vehicle Engines

  • Gas Turbine Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

  • 3Phase Engine

    • Horsepower (non-APC chassis) 2500 -> 2000

Vehicle Armor

  • Plain Armor

    • Weight 15 -> 20

    • Cost 5 -> 10

  • Composite Armor

    • Description "A composite of all other armours, offering reflective, regenerative and coolling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours."
      [INDENT] -> "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light."[/indent]

    • Cost 24 -> 12

    • Health 80 -> 40

    • Regeneration 0.0125 -> 0.05

    • Heat to Damage Modifier -0.025 -> -0.05

    • Angle Modifier 0.5 -> 0.75

    • Speed to Damage Modifier -0.00002 -> -0.000035

  • Reactive Armor

    • Health 120 -> 100

  • Reflective Armor

    • Health 100 -> 80

  • Regenerative Armor

    • Health 60 -> 40

    • Regeneration 0.1 -> 0.2

  • Absorbant Armor

    • Health 60 -> 40

  • Budget Armor

    • Health 60 -> 40

Vehicle Research

  • Composite Armor 150 -> 90

Vehicle Chassis

  • NF APC

    • Health 150 -> 250

  • NF Light Tank

    • Health 150 -> 200

  • NF Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Heavy Tank

    • Base Weight 926 -> 846

    • Max Armor Plates Per Side 7 -> 6

    • Max Missile Launchers 5 -> 6

    • Health 250 -> 500

    • Recycle Percentage 25% -> 40%

    • Second ML Slots 2 -> 3

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • NF Arty Tank

    • Health 150 -> 250

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE APC

    • Health 150 -> 250

  • BE AFV

    • Health 200 -> 300

  • BE Medium Tank

    • Health 200 -> 300

    • Recycle Percentage 25% -> 30%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Heavy Tank

    • Health 250 -> 400

    • Recycle Percentage 25% -> 40%

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

  • BE Arty Tank

    • skidallowed 0 -> 1

    • Sliding Friction 5 -> 0.2

    • Braking Friction 5 -> 0.6

Building Changes

  • MG Turrets

    • turret turn speed level 1 250 -> 200

    • turret turn speed level 2 250 -> 200

    • turret turn speed level 3 250 -> 200

  • ML Turrets

    • turret rof level 1 4 -> 5

Infantry Classes

  • All BE Classes

    • Added Machine Pistol

  • Engineer

    • Added Shotgun

  • Rifleman

    • Removed Shotgun

    • Added Sniper Rifle

Infantry Weapons

  • Pistol 2

    • Kick Increased.

  • BEAR

    • Starting Ammo 90 -> 60

  • NF HR

    • Damage 8 -> 45

    • Bullets 10 -> 1

    • CycleTime 0.24 -> 0.25

    • Minimal Damage 1 -> 25

    • SemiAutomatic 1 -> 0

    • clip_size 12 -> 15

    • Starting Ammo 36 -> 30

    • Max Ammo 45 -> 60

    • Spread edited significantly.

    • Kick increased.

  • Shotgun

    • Damage 30 -> 25

    • Bullets 24 -> 16

    • Falloff 425 -> 350

    • Falloffbase 0.60 -> 0.9

    • Minimal Damage 1 -> 15

    • StandingSpread 0.15 -> 0.07

    • Ducking Spread 0.11 -> 0.04

    • Prone Spread 0.07 -> 0.04

    • StandingSpreadModifier 0.15 -> 0.07

    • Ducking SpreadModifier 0.11 -> 0.04

    • Prone SpreadModifier 0.07 -> 0.04

  • Sniper Rifle

    • Damage 75 -> 50

    • Falloff 6000 -> 5000

    • Minimal Damage 30 -> 20

    • Damage Head Modifier 1.8 -> 2.3

    • Damage Chest/Stomach Modifier 1 -> 1.2

    • Damage Limb Modifier 0.7 -> 1

    • clip_size 5 -> 10

  • RPG & Mortar share each other's ammo pool.
Empires Mod - Roy Awesome
A highly detailed explanation of the changelog can be found here: http://forums.empiresmod.com/showpost.php?p=492657&postcount=2

Fixed
  • Fixed mission collision meshes on nf_crate models.
  • Flipped the green channel on the NF apc normal map & reduced $detailblendfactor
  • Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map.
  • Fixed issue with squad reviving players who hadn't spawned yet
Changed
  • Removed bullet pushback effects
  • Disabled health regen during infantry Sudden Death
  • Turret radius in comm view is now based off scripted range
  • Vehicles can't fire weapon if it would exceed heat capacity
  • Players now appear outside of vehicles if they die in the vehicle
  • Ammo upgrade now doubles starting ammo
Script Changes
Vehicle Weapons
  • BioMG
    • Damage 5 -> 6
    • Heat 2.25 -> 1
    • Total Ammo Clips 3 -> 4
    • Reload Time 10 -> 4
    • Heat To Target 0 -> 0.1
  • DU MG
    • Damage 6 -> 4
    • Heat 2 -> 1
    • Cycle Time 0.15 -> 0.1
    • Clip Size 140 -> 40
    • Total Ammo Clips 3 -> 8
    • Reload Time 6 -> 2
    • Heat To Target 0 -> 0.1
    • Minimal Damage 5 -> 3
  • DU HMG
    • Damage 8 -> 6
    • Heat 2.3 -> 1
    • Cycle Time 0.12 -> 0.1
    • Clip Size 180 -> 60
    • Total Ammo Clips 3 -> 8
    • Reload Time 10 -> 3
    • Projectile Spread 0.035 -> 0.04
    • Heat To Target 0 -> 0.1
    • Minimal Damage 6 -> 4
  • Plasma MG
    • Damage 4 -> 8
    • Heat 2 -> 1.5
    • Heat To Target 2 -> 1.5
  • HE Cannon
    • Weight 70 -> 60
  • UML
    • Damage 60 -> 40
    • Speed 2500 -> 2400
    • Heat 8 -> 6
    • Cycle Time 1.0 -> 0.75
    • Clip Size 7 -> 8
    • Total Ammo Clips 7 -> 9
    • Reload Time 3.8 -> 3.0
    • Heat To Target 0.2 -> 0.1
    • Explosion Radius 100 -> 450
    • Explosion Force 50 -> 200
  • Bio ML
    • Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
      -> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds.
    • Cycle Time 3.0 -> 1.2
    • Clip Size 5 -> 2
    • Total Ammo Clips 3 -> 9
  • Salvo ML
    • Icon Replaced
    • Weight 70 -> 60
    • Reload Time 8.4 -> 5.4
    • Explosion Force 20 -> 50
  • Salvo Guided ML
    • Speed 1200 -> 1800
    • Explosion Radius 110 -> 100
    • Explosion Force 40 -> 50
  • Salvo Homing ML
    • Explosion Radius 80 -> 100
    • Explosion Force 30 -> 50
  • GL
    • Explosion Radius 250 -> 500
  • Added Bio Cannon
    • Size -> 3
    • Cost -> 80
    • Research -> Biological Projectile
    • Damage -> 80
    • Speed -> 2700
    • Gravity -> 0.7
    • Heat -> 30
    • Weight -> 100
    • Cycle Time -> 5
    • Clip Size -> 20
    • Projectile Spread -> 1
    • Heat To Target -> 10
    • Explosion Radius -> 450
    • Explosion Force -> 100
    • Player Bio Damage -> 5
    • Player Bio Time -> 15
    • Player Bio Interval -> 1
    • Vehicle Bio Damage -> 10
    • Vehicle Bio Time -> 15
    • Vehicle Bio Interval -> 1
  • Added Fast ML
    • Size -> 1
    • Cost -> 50
    • Research -> [none needed]
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 9
    • Weight -> 40
    • Cycle Time -> 1.8
    • Total Ammo Clips -> 5
    • Reload Time -> 3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Light Salvo ML
    • Size -> 1
    • Cost -> 30
    • Research -> Salvo Missile Launcher
    • Damage -> 40
    • Speed -> 1800
    • Heat -> 6
    • Weight -> 20
    • Cycle Time -> -0.1
    • Total Ammo Clips -> 12
    • Reload Time -> 5.8
    • Projectile Spread -> 1.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Double ML
    • Size -> 2
    • Cost -> 60
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 70
    • Cycle Time -> -0.1
    • Clip Size -> 2
    • Total Ammo Clips -> 36
    • Reload Time -> 1.3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Triple ML
    • Size -> 3
    • Cost -> 80
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 100
    • Cycle Time -> -0.1
    • Clip Size -> 3
    • Total Ammo Clips -> 36
    • Reload Time -> 1.2
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
Vehicle Engines
  • Antique Engine
    • Name Antique -> Standard
    • Description This old engine is slower and hotter than any other engine.
      -> This is the standard engine with inferior properties.
  • Gas Turbine Engine
    • Cost (APC) 20 -> 40
    • Cost (non-APC chassis) 30 -> 40
    • Weight 10 -> 20
    • Max Speed -> +3
    • Horsepower (APC) 1000 -> 1050
    • Horsepower (non-APC chassis) 2000 -> 2500
    • Stall On Heat 0.8 -> 0.9
  • Added Compact Engine
    • Cost -> 10
    • Weight -> 5
    • Research -> Compact Engine (Electrical Engineering)
    • Stall on Heat -> 0.8
    • Heat Stall Penalty -> 0
    • All other parameters similar to Biodiesel engine.
Vehicle Armor
  • Paper Armor
    • Name Paper -> Plain
    • Description A paper mache coating that offers inferior protection.
      -> Plain armor offers inferior protection from damage.
Vehicle Research
  • Upgraded Missile Warhead 90 -> 60
  • Budget Armor 120 -> 60
  • Rail Gun 120 -> 90
  • Advanced Semiconductor Research
    • Parent -> Electrical Engineering
    • Time -> 60
  • Multi Missile Launcher
    • Parent -> Advanced Semiconductor Research
    • Time -> 90
  • Compact Engine
    • Parent -> Advanced Semiconductor Research
    • Time -> 30
Vehicle Chassis
  • NF Jeep
    • Reverted Handling to that of version 2.52.
  • NF Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
[/list]

The rest of the patch notes can be found on our forums: http://forums.empiresmod.com/showthread.php?p=493649
Empires Mod - Roy Awesome
A highly detailed explanation of the changelog can be found here: http://forums.empiresmod.com/showpost.php?p=492657&postcount=2

Fixed
  • Fixed mission collision meshes on nf_crate models.
  • Flipped the green channel on the NF apc normal map & reduced $detailblendfactor
  • Made imp_pistol2 have better reflectivity. Also flipped green channel on normal map.
  • Fixed issue with squad reviving players who hadn't spawned yet
Changed
  • Removed bullet pushback effects
  • Disabled health regen during infantry Sudden Death
  • Turret radius in comm view is now based off scripted range
  • Vehicles can't fire weapon if it would exceed heat capacity
  • Players now appear outside of vehicles if they die in the vehicle
  • Ammo upgrade now doubles starting ammo
Script Changes
Vehicle Weapons
  • BioMG
    • Damage 5 -> 6
    • Heat 2.25 -> 1
    • Total Ammo Clips 3 -> 4
    • Reload Time 10 -> 4
    • Heat To Target 0 -> 0.1
  • DU MG
    • Damage 6 -> 4
    • Heat 2 -> 1
    • Cycle Time 0.15 -> 0.1
    • Clip Size 140 -> 40
    • Total Ammo Clips 3 -> 8
    • Reload Time 6 -> 2
    • Heat To Target 0 -> 0.1
    • Minimal Damage 5 -> 3
  • DU HMG
    • Damage 8 -> 6
    • Heat 2.3 -> 1
    • Cycle Time 0.12 -> 0.1
    • Clip Size 180 -> 60
    • Total Ammo Clips 3 -> 8
    • Reload Time 10 -> 3
    • Projectile Spread 0.035 -> 0.04
    • Heat To Target 0 -> 0.1
    • Minimal Damage 6 -> 4
  • Plasma MG
    • Damage 4 -> 8
    • Heat 2 -> 1.5
    • Heat To Target 2 -> 1.5
  • HE Cannon
    • Weight 70 -> 60
  • UML
    • Damage 60 -> 40
    • Speed 2500 -> 2400
    • Heat 8 -> 6
    • Cycle Time 1.0 -> 0.75
    • Clip Size 7 -> 8
    • Total Ammo Clips 7 -> 9
    • Reload Time 3.8 -> 3.0
    • Heat To Target 0.2 -> 0.1
    • Explosion Radius 100 -> 450
    • Explosion Force 50 -> 200
  • Bio ML
    • Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
      -> A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds.
    • Cycle Time 3.0 -> 1.2
    • Clip Size 5 -> 2
    • Total Ammo Clips 3 -> 9
  • Salvo ML
    • Icon Replaced
    • Weight 70 -> 60
    • Reload Time 8.4 -> 5.4
    • Explosion Force 20 -> 50
  • Salvo Guided ML
    • Speed 1200 -> 1800
    • Explosion Radius 110 -> 100
    • Explosion Force 40 -> 50
  • Salvo Homing ML
    • Explosion Radius 80 -> 100
    • Explosion Force 30 -> 50
  • GL
    • Explosion Radius 250 -> 500
  • Added Bio Cannon
    • Size -> 3
    • Cost -> 80
    • Research -> Biological Projectile
    • Damage -> 80
    • Speed -> 2700
    • Gravity -> 0.7
    • Heat -> 30
    • Weight -> 100
    • Cycle Time -> 5
    • Clip Size -> 20
    • Projectile Spread -> 1
    • Heat To Target -> 10
    • Explosion Radius -> 450
    • Explosion Force -> 100
    • Player Bio Damage -> 5
    • Player Bio Time -> 15
    • Player Bio Interval -> 1
    • Vehicle Bio Damage -> 10
    • Vehicle Bio Time -> 15
    • Vehicle Bio Interval -> 1
  • Added Fast ML
    • Size -> 1
    • Cost -> 50
    • Research -> [none needed]
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 9
    • Weight -> 40
    • Cycle Time -> 1.8
    • Total Ammo Clips -> 5
    • Reload Time -> 3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Light Salvo ML
    • Size -> 1
    • Cost -> 30
    • Research -> Salvo Missile Launcher
    • Damage -> 40
    • Speed -> 1800
    • Heat -> 6
    • Weight -> 20
    • Cycle Time -> -0.1
    • Total Ammo Clips -> 12
    • Reload Time -> 5.8
    • Projectile Spread -> 1.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Double ML
    • Size -> 2
    • Cost -> 60
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 70
    • Cycle Time -> -0.1
    • Clip Size -> 2
    • Total Ammo Clips -> 36
    • Reload Time -> 1.3
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
  • Added Triple ML
    • Size -> 3
    • Cost -> 80
    • Research -> Multi Missile Launcher (Electrical Engineering)
    • Damage -> 40
    • Speed -> 2400
    • Heat -> 3
    • Weight -> 100
    • Cycle Time -> -0.1
    • Clip Size -> 3
    • Total Ammo Clips -> 36
    • Reload Time -> 1.2
    • Projectile Spread -> 0.5
    • Heat To Target -> 0.1
    • Explosion Radius -> 100
    • Explosion Force -> 50
Vehicle Engines
  • Antique Engine
    • Name Antique -> Standard
    • Description This old engine is slower and hotter than any other engine.
      -> This is the standard engine with inferior properties.
  • Gas Turbine Engine
    • Cost (APC) 20 -> 40
    • Cost (non-APC chassis) 30 -> 40
    • Weight 10 -> 20
    • Max Speed -> +3
    • Horsepower (APC) 1000 -> 1050
    • Horsepower (non-APC chassis) 2000 -> 2500
    • Stall On Heat 0.8 -> 0.9
  • Added Compact Engine
    • Cost -> 10
    • Weight -> 5
    • Research -> Compact Engine (Electrical Engineering)
    • Stall on Heat -> 0.8
    • Heat Stall Penalty -> 0
    • All other parameters similar to Biodiesel engine.
Vehicle Armor
  • Paper Armor
    • Name Paper -> Plain
    • Description A paper mache coating that offers inferior protection.
      -> Plain armor offers inferior protection from damage.
Vehicle Research
  • Upgraded Missile Warhead 90 -> 60
  • Budget Armor 120 -> 60
  • Rail Gun 120 -> 90
  • Advanced Semiconductor Research
    • Parent -> Electrical Engineering
    • Time -> 60
  • Multi Missile Launcher
    • Parent -> Advanced Semiconductor Research
    • Time -> 90
  • Compact Engine
    • Parent -> Advanced Semiconductor Research
    • Time -> 30
Vehicle Chassis
  • NF Jeep
    • Reverted Handling to that of version 2.52.
  • NF Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • NF Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Medium Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Heavy Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
  • BE Arty Tank
    • skidallowed 1 -> 0
    • Sliding Friction 0.2 -> 5
    • Braking Friction 0.6 -> 5
[/list]

The rest of the patch notes can be found on our forums: http://forums.empiresmod.com/showthread.php?p=493649
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
...

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