Empire Server

A server for the Empire game.
Download

Empire Server Ranking & Summary

Advertisement

  • Rating:
  • License:
  • GPL
  • Price:
  • FREE
  • Publisher Name:
  • Wolfpack
  • Publisher web site:

Empire Server Tags


Empire Server Description

A server for the Empire game. Empire Server is a server for the Empire game.Empire is a real time, multiplayer, Internet-based game, featuring military, diplomatic, and economic goals. For more information on the game of Empire, please check the FAQ.A brief description of Empire is also available, as is a list of credits for the maintainers and people who have sent in code/bug fixes/ideas/etc. An overview of the Wolfpack Empire team is also available.While Empire is possessed of a great deal of complexities, with a bit of effort, it has proven to be the one definitive Internet experience for a great deal of people. Empire is the pinnacle of strategy games in today's world. There is none better. All the information needed to become involved is available here, the official site for the game of Empire. What's New in This Release: · Option LOANS is now disabled by default. · Option RAILWAYS is now enabled by default. Many fixes to automatic supply: · Planes flying interception or support missions, abms intercepting ballistic missiles, and the launch command for missiles and anti-sats could all supply more shells than necessary, lose shells, or conjure them up. · Ships shooting down marine missiles could supply more shells than necessary, or lose shells. · Supply ships could conjure up shells when firing guns using multiple shells, or launching torpedoes, or dropping depth charges, or shooting down marine missiles. No supply ships capable of doing that exist in the stock game. · Supply engineers could conjure up shells when laying mines. They don't exist in the stock game. · load, lload and supply could supply land units with enough food from the sector containing them to starve the sector. · Sectors were charged too much mobility for moving supplies sometimes. · Land units serving as supply source no longer draw supplies recursively, because the bugs there are too hard to fix to be worth it. · Defending and reacting units only checked whether they could draw supplies, but didn't actually draw them. · load, lload, supply, assault and board no longer supply land units from ships carrying them. This feature, added in 4.0.14, was inconsistent with other ways to supply. · Don't use automatic supply to avoid starvation at the update. It adds complexity to the update. How much good it does to players is highly doubtful; certainly nobody can rely on it. It isn't covered by the starvation command. Ships or land units could steal enough food from their sector to make it starve. · lmine could only fetch shells for engineers that use ammo. The stock game's engineers all do. The changes listed for load and lload are actually lies, because supply has been disabled there since 4.3.17. · Don't let an engineer lay mines while it is on a ship or land unit, or in a foreign sector. · Sectors and ships no longer need shells to fire flak. · Use IPv4 and v6 only when suitable interfaces are configured. · Fix turn off not to fail when the message is empty. Broken in 4.2.20. · Don't nag the deity about game hours restriction in force all the time. · Tell deity when the game is down, just like players. Also make the information available in xdump, as game selector down. · Corrupt mailboxes could crash the server. · Fix reject accept. Broken in 4.3.4. · If a player was at a prompt when the deity turned the game down, he was allowed to enter one more command. · Air defense is no longer separate from interception. Putting a plane on air defense now merely changes where it intercepts. Separate air defense added too much pointless complexity. Its implementation violated design assumptions of the intercept code. Because of that, the same plane could intercept both an air defense mission and the planes that triggered it, and the damage it received in the first interception was wiped out. · Intercept the same all along the flight path. In each sector, any country owning the sector, a surface ship or a land unit there gets to intercept. Before, only the sector owner got to intercept, except for the assembly point and the target sector. In the target sector, any country owning surface ships or land units got to intercept in addition to the sector owner. Thus, a sector owner with surface ships or land units there got to intercept twice. The sector owner did not get to intercept at the assembly point, even when it was the target sector. Spotting rule changes: · Ships and land units now spot overflying planes along all of the flight path instead of just the target sector, and no longer report allied planes. · Planes now spot ships and land units only when flying recon or sweep, and along all of their flight path instead of just the target sector. It still takes a spy plane to identify ships and land units. · Planes now spot ships and land units in a sector even when all planes abort there. · Planes now spot all foreign ships and land units, not just hostile ones. · Fix SAM interception for intercepts other than the first. · Fix air defense and flak over sectors allied to the planes. Air defense was broken in Empire 2. Flak was broken in 4.2.8. · Establishing contact by spotting planes from sectors didn't work. · Fix reconnaissance patrols to use sonar when any capable plane is present. Before, all planes had to be capable. · Fix recon and sweep not to spy after all spy planes are gone. · Fix a bug that made multiple clients running on the same Windows machine interfere with each other. Broken in 4.3.11. · Fix enforcing game hours for players already logged in. Broken in 4.3.19. · Fix distribution not to abandon a distribution center by exporting the last military. Many fixes to load, unload, lload and lunload: · Now usable for deities. · Plug loopholes that let you steal foreign commodities by making load/lload unload and unload/lunload load through use of negative amount arguments. · Fix not to let you give away civilians. · You can't use lload in foreign sectors or lunload with foreign land units anymore. Loading stuff in foreign sectors was prohibited already for ships. · lload and lunload now work on foreign land units only when they're explicitly named by uid. This matches behavior of load and unload. · Fix to test relations of foreign object's owner to player instead of the other way round. · Make sure land units with maximum mobility can attack mountains. · Fix land unit attack mobility cost. Broken in 4.3.6. · Conditions comparing string-valued selectors like wing to unquoted values are now interpreted more smartly. Before, unquoted strings were prone to be interpreted as selector names even when that made no sense. You still have to disambiguate truly ambiguous cases like w=w for planes, e.g. as wing=w or w='w'. · Fix reporting of shot spies in news. Broken in 4.3.16. · Remove econfig key mission_mob_cost. Questionable feature, and hasn't been used in a long time. · Reserve and escort missions now have an op-area, like all the other missions. · Land units now react only when on a reserve mission. The lrange command is gone. · Fix a bug that could mess up mission op-area when the range of ship, plane or land unit on the mission decreases, e.g. through the range command. · Reserve missions no longer give a bonus to reaction range. · Info file fixes. · Code refactoring and cleanup.


Empire Server Related Software