1985 PSL Empire, Peter Langston Naturally, the original creator (or at least the last surviving implementor) of Empire is Peter Langston. He distributed the game that we all wanted to hack on, but naturally enough he didn't give out the source! (he wasn't dumb...he probably knew what we'd do to his code) 1986 UCSD Empire 0.x, Dave Pare Made Empire multi-player with fixed update times. Added hex map, planes, nukes, satellites, ships, market, distribute, and updates. Jim Reuter (and his PDP/11 decompiler) provided Dave Pare with a large quantity of amazingly readable decompiled code. His contribution came at a time when Dave's interest in reverse-engineering was flagging, and it provided what was necessary to create the original UCSD Empire. David Muir Sharnoff was responsible for promoting the early development of Empire 0.X. Without David it is unlikely if Empire would have escaped UCSD! He took on the onerous task of managing the source, creating mailing lists, applying patches, and generally making the early versions of UCSD Empire releasable -- they sure weren't when they left Dave Pare's hands... The rest of the folks who contributed to the early versions did so with code and/or ideas. (If I've forgotten anyone, let me know!) They appear in chronological order. Keith Muller James Anderson Julian Onions Lewis Jansen Peter Vukovich Jeff Anton Jeff Wallace Gregory Paris Edward Rynes Sean Casey Phill Everson Kurt Pires Jeff Okamoto Nick Lai Steven Grady Jim Griffith Chris Metcalf Steven Grimm Mike St. Johns 1986 BSD Empire 1.1, Dave Pare The following people (listed in alphabetical order) have contributed to the development of BSD Empire 1.1. Without these people, BSD Empire would never have happened. Thanks also go to the XCF at the University of California, Berkeley, for providing the facilities on which we performed this herculean task. David Davis Steven Grady Jim Griffith Beorn Johnson Phil Lapsley Jonathan Lee Kurt Pires Jeff Wallace 198? UCB Empire 1.2, ?? Added announcements, food, removed weather, parks, petrol, edu, terrorists, shoot, many new ships. 198? BSD Empire -- KSU Distribution (1.04), Jeff Bailey One of the goals of the KSU team was to make the server as configurable as possible. As such, they added many OPTIONS, and global constants. Added abms, asats, bmap, autonav, scuttle, NUKEFAILDETONATE, MISSINGMISSILES, SHIPNAMES, NEUTRON, RANGEEDIT, MISSDEF, NOFOOD, UPDATESCHED, DEMANDUPDATE, ORBIT, FALLOUT, SAIL, ALLYHARBOR, and fixed many bugs. Other contributers were: Yaser Doleh Robert Forsman Doug Hay Alex Shatsky 198? Merc Empire ?.?, ?? Fixed many bugs and removed loans, added grind, starvation, and prod. 1992 Chainsaw Empire 1.0, Thomas Ruschak Added land units, SUPER_BARS, EASY_BRIDGES, SLOW_WAR. 1992 Chainsaw Empire 2.0, Thomas Ruschak Added trade ships, fuel, semi-land ships, ASW planes, payoff, wire, SNEAK_ATTACK retreat paths, sweep planes, budget. Tom thanks the following people for helping him with ideas and play-testing: Jorge Diaz (Ansalon) Tom Tedrick (Afrika Korps) Keith Graham (DreamLands), Dave Nye (Evil_Empire) Sasha Mikheev (Dolgopa) Baldric Elsinore Brett Reid (Resvon) Sam Tetherow (Kazzad'ur) Tharkadia Yikes 1993 Chainsaw Empire 3.0, Thomas Ruschak Added land units, missions, bestpath, people take less damage from shelling, +1 range bonus for 60% forts, cede, neweff, starva, forts interdict ships, mountain caps, RES_POP, NEW_STARVE, NEW_WORK, uncrewed ship decay, anonymous sub-launched missiles, stop & start, bdes. 1995 Empire 2.0, Dave Pare emp_player, emp_tm, and emp_update, were consolidated into one program called emp_server. A threads package called "lwp threads" was used to manage the player threads. Many options were made standard. Kevin Klemmick added HIDDEN and NEWPAF options. Many options were made standard. These are the people who submitted patches for Empire 2.0: Chad Zabel (3 letter abbrev's, & autonav) Ken Huisman Scott Ferguson (Linux port) Kevin Klemmick Doug Hay (threads debugging) Bill Canning (AIX port) Julian Onions 1995 Empire 2.1 beta, Ken Stevens Organized info pages, wrote a "configure" script, made minor improvements to many commands, rewrote missile, navigation, and march code. Consolidated launch/bomb and missile/plane interdiction so that hit chance and damage is the same whether it's a mission or done "by hand". Added collateral damage, interdiction nuke detonation, "friendly" trade relations, BIG_CITY, ATT_INTERDICT, Consolidated sail, navi, and order. Added toggle, flash, wall, shutdown, strength. Other contributers: Chad Zabel (ship anti-missile defense) Julian Onions (runtime configuration) Sasha Mikheev (Linux port) 1995 Empire 2.2 beta, Ken Stevens Completely rewrote attack, assault, board, and paradrop. Added "players", "skywatch", "disarm", tend land units. Other contributers: Craig Leres Janjaap van Velthooven (IRIX port) Ken Huisman (RCS source managemant) 1995 Empire 2.3, Ken Stevens After running a series of play-test games, Ken fixed all known bugs in the server, organized and rewrote a lot of documentation (including this info page) and released the Empire2 server out of beta. 1995 Empire 3.0, Ken Stevens Empire 3.0 implemented the C_SYNC RFC, a powerful platform independent client-server protocol for synchronizing the client database with the server database. The Empire 3.0 server was released with the Empire Toolkit written by Kevin Morgan, a portable C library which parses the C_SYNC messages from the server into a database for the client. Thus, clients can link with the Empire Toolkit and be confident that when the server gets upgraded, their client will still work. Note that the C_SYNC protocol is asynchronous so, in particular, players will be able to watch their neighbors sail ships past their coast etc... 1996 Empire 4.0, Wolfpack <http://www.wolfpackempire.com/> A group of people got together to form a new server project. This project is a new project, and is a complete takeoff from the Empire 3.0 server project. There are many additions and some subtractions from the 3.0 code base. The Wolfpack is headed up by Steve McClure and consists of the following people: Mark Ballinger Geoff Cashman Bill Frolick William S. Kaster Pat Loney Steve McClure Richard Moss Walter Smith Sam Tetherow Yannick Trembley John Yockey 1998 Empire 4.2, Wolfpack The above authors (Dave Pare, Jeff Bailey, Thomas Ruschack, Ken Stevens and Steve McClure) agreed to re-release the source code under the GNU GPL. The source was already freely released to the public, but any copyright issues (such as gaining permission from Phil Lapsley for the A* code and removing any other copyrighted code which would violate the GPL) were cleared up, and the licensing information was put in place to keep the server source free forever. Yee-haw! In addition, the server was made run-time configurable (yes, including WORLD_X and WORLD_Y) so that you didn't have to re-build an entire server each time you changed an option (you just have to rebuild the world sometimes. ;-) ) 2006 Empire 4.3, Wolfpack Markus Armbruster took over technical leadership in 2004. The code was put under version control, first CVS, then Git. Countless bugs got squashed. Significant effort went into improved maintainability and portability. Thanks to Ron Koenderink, this includes Windows. Server and client support IPv6 and UTF-8. New tools for the deity include crash dumps, extensive logging, automatic backups, game export to and import from portable text files, even more game customization without recompile, and flexible update schedule configuration. New configuration choices include AUTO_POWER, RAILWAYS and rollover_avail. Options SHOWPLANE, SHIPNAMES, NEWPOWER, NEW_STARVE, NEW_WORK, ORBIT and PLANENAMES are no longer configurable. Options NUKEFAILDETONATE, SLOW_WAR, SNEAK_ATTACK, FUEL, GRAB_THINGS and SHIP_DECAY are gone. Options PINPOINTMISSILE, DEMANDUPDATE, UPDATESCHED, DRNUKE, TRADESHIPS, NONUKES, NEUTRON, BIG_CITY, DEFENSE_INFRA, LANDSPIES, NO_LCMS, NO_HCMS and NO_OIL got replaced by more flexible configuration. The xdump command lets client writers access more game more easily. Changes affecting players include extended start/stop commands (replacing budget priorities), radically reduced bridge population, somewhat reduced land unit penetration depth, fusing of interception with air defense, and limiting nukes to strategic roles again.
See also : Server