This is the first mod from our campaign "Mods for the mod". Please read the details for install instructions and more information.
Deutsch
Installation:
Kopiert den Ordner "GameData" einfach in euer Hauptverzeichnis von Empire at War (meist C/Programme/Lucas Arts/Star Wars Empire at War/) und überschreibt alle vorhandenen Dateien
eures Stargate-Mods mit diesen hier. Erfordert den Mod Stargate Empire at War mit Patch 1.3.
Allgemein:
Schiffe haben nun nur noch sehr wenige Hüllenpunkte und keine zerstörbaren Hardpoints. Daher können einzelne Schiffe innerhalb weniger Sekunden zerstört werden, wenn man nicht aufpasst. Die Kämpfe werden auch durch stärkere Waffen deutlich kürzer sein als im normalen Stargate-EAW Mod.
Tau'ri:
F-302 schießt präziser
B-302 kann nun im Gefecht ab T4 und in der Story bei vorhandener Jägerforschung gebaut werden. Die Jumper können nun in der Antikerwerft und im Supergate gebaut werden.
X-303 schießt nun mit blauen Railguns, welche stark gegen Jäger, aber schwach gegen Schiffe sind.
BC-304 hat einen stark eingeschränkten Feuerwinkel für die Railguns, welche aber deutlich stärker sind. Zusätzlich erhöhte Schildstärke, Raketen feuern nur noch nach vorne. Railguns leicht überarbeitet grafisch.
Schaden der Asgard-Strahlenwaffen erhöht, können aber nciht mehr zur Seite feuern. Außerdem können bei allen Schiffen mit Asgard-Strahlenwaffen die Railguns nicht mehr nach vorne feuern.
Schaden der Atombombe erhöht, Cooldown verlängert.
Geschwindigkeit der X-303, BC-304 und entsprechender Heldenschiffe erhöht und stärkere Neigung hinzugefügt.
Einheitenlimit auf 20 herabgesetzt
Apollo: Fähigkeit Raketenangriff entfernt (war noch ein Relikt aus der 1.1).
The General Hammond: Railguns hinnzugefügt, selbstzerstörung sieht nun wie eine vergrößerte Atombombe aus.
Mitchell: Raketenschlag entfernt.
Schaden aller Asgard-Waffen erhöht.
Goa'uld
Hüllenpunkte von Teltak und Alkesh verringert
Schaden vom Todesgleiter und Anubisgleiter erhöht.
Schaden der Goa'uld-Stabwaffen der Stufen 3-5 und Plasma erhöht.
Altes Hatak hat nur noch Stufe 3 Laser
Neues Hatak hat nur noch Stufe 4 Laser und nur noch 6 Hardpoints.
Anubis-Hatak hat nur noch Stufe 5 Laser und nur noch 6 Hardpoints.
Stabwaffensattelliten sind nun deutlich stärker.
Laserbatterien in Stabkanonenbatterien umbenannt
Einheitenlimit auf 25 herabgesetzt
Waffen wurden leicht überarbeitet grafisch
Zipacna: Da jeder Held etwas einzigartiges sein sollte, hab ich nun Zipacna das Bomben-Hatak gegeben. Heißt: Das Hatak hat nun 12 Bombenwerfer anstelle von Lasern.
Ba'al: Dauer des Protonenstrahls verringert.
Neue Einheit im Gefechtsmodus: Das Tarlock-Hatak ist das ultimative Hatak, im Supergate baubar.
Wraith:
Schaden der Stufe 3-4 Plasmabatterien erhöht
komplett neue Projektile
Regeneration hinzugefügt
Basisschiff ist nun etwas kleiner
Verstärktes Basischiff: Ist nun doppelt so groß wie das normale Basisschiff. Hat nur noch 4 Waffenhardpoints, die dafür enorm starke Projektile auf große Reichweite abfeuern können. Sehr starke regeneration.
Replikatoren:
Regeneration hinzugefügt
Asuraner/Antiker:
Drohnen müssen nun vom Spieler manuell per Rechtsklick abgefeuert werden (gilt nicht für den Jumper). Drohnen wurden optisch überarbeitet.
Asuraner-Gatesattellit feuert nun einen kontinuirlichen Laser ab, belibt dabei stehen. Er kann nun von schweren Waffen angegriffen werden. Ist nun im Supergate baubar.
Ori:
Stärkerer Orilaser
etwas kleinere Kriegsschiffe
Basiert auf dem Stargate-EAW Mod. Danke an:
Stargate Modding Group
English
Installation:
Extract the archive anywhere and copy the GameData folder into the root folder of your Star Wars Empire at War installation (usually C/programs/Lucas Arts/Star Wars Empire at War/)
and overwrite all existing files. Requires the Stargate Empire at War Mod with patch 1.3.
General:
All Ships and station have invulnerable hardpoints, but all ships have a very weak hull (except wraith and replikators without shields)
Defense sattellites are much stronger. Lower space unit cap for all factions.
Tauri:
Inaccuracy of F-302 fighters reduced
New Unit: B-302, buildable in skimirsh at the space station lvl4.
X-303: New Railgun-Projectiles, effective against fighters, but weak against ships
BC-304: Stronger projectiles, but lower fire angles. Rockets can be only launched forward.
Asgard-beam weapons stronger, but they can only fire forward.
Speed of X-303, BC304 and hero units increased
Apollo: Missile Barrage ability deleted.
The General Hammond: Added railguns and rockets, self destruct looks now like a big nuke.
Mitchell: Special ability removed.
Damage of X-301 and F-302 fighters increased.
Goa'uld
Hull Points of Teltak and Alkesh reduced.
Damage of Death Glider and Anubis GLider increased.
Damage of Goauld weapons lvl 3-5 and plasma increased.
Old Hatak: lvl 1 weapons replaced with lvl 3 weapons
New Hatak: lvl 2 weapons replaced with lvl 4 weapons, has 6 hardpoints now.
Anubis Hatak: Same as New Hatak, but with lvl5 weapons.
Better graphics for all weapons.
Zipacna: His Hatak has 12 bomb-launchers.
Ba'al: Duration of proton beam decreased
Wraith:
Damage of plasma batteries increased.
New Projectiles.
Added regeneration of hull.
scale factor of the hive-ships decreased.
Superhive has 4 hardpoints with great firepower and range. Superhive is very big now.
Replicators:
Added regeneration of hull.
Asurans/Ancients
Drones must be launched by the player manually with a right-click.
New graphics for drones.
Asuran Gate-Sattellite fires a continuos beam. can now be attacked with heavy weapons.
Jumpers can be build in supergate Pegasus-Galaxy.
Ori:
Damage of superlaser increased.
scale factor of the warships decreased.
Original language is German.
Based on the Stargate-EAW Mod. Special thanks to:
Stargate Modding Group
sweeeeeeet i need a stargate fix :D
O.O
I come onto Moddb, saw I had 5 updates, thought someone had uploaded some cool new images, instead there was Stargate awesomesauce(!)
Now the 24 hour Stargate at War binge can begin! ;)
Ok, serious problem with either this mod, or the 1.3 patch.
Everytime I do a Pegasus (forgive my spelling) GC Map, if I try to run a land battle on Athos, the loading bar completes, when I click start, it returns to loading, I click on start, returns to loading. Ect. Ect. Ect.
Also, but not as important, John Sheppard doesnt appear on Atlantis when the text on top says he is avalible
Seeing as Athos is literally the first planet after Atlantis that is unlocked, this is a SERIOUS hinderence.
Christ's Mod doesn't change anything there, try to reinstall the final 1.3.
look in Star Wars Empire at War\GameData\Mods\Stargate\DATA\ART\Maps if there is a _LAND_PLANET_ATHOS.ted file.
as in bacthy (sorry bad spelling if you didnt relize thats a saying from cornol onell when he first meats baal :D)
This loading loop happens if there is no valid planet .ted written in the planets.xml in the code of Athos
i cant go to midway station in in qvest 6.build midway station i cant go on it
look here: Moddb.com
Christ's Mod doesn't change anything there
Christ, the creator of the mod will care about it.
I have no idea about the Athos-bug. As Baal said, i changed nothing at the GCs or the ground part of the mod. I know you are not the only one with this bug, but i can't reproduce the bug at my test version on my computer. I don't know where the bug is so i can't help you. Sorry.
Bah "Lower space unit cap for all factions" its sux we only can have 20 on Tauri and many of the ships need 8-12 is not fair and not good for the game,
Can you guys not make it to 40 ? and not 20 ?
Yea, lowering the space cap was a HORRIBLE idea, one of the reasons why the stargate mod is so good is because it has a higher unit cap so your battles are boring as hell...anyways can anyone tell me if its possible to uninstall this without doing a complete reinstall?
Also, the old drones were much better, these ones, if they miss once, can't come around for even a second pass, which we ALL know they could in the show, not to mention now they don't go through shields...thats my opinion anyways
But the destruction of ships, railguns of the x-303. The speed of the ships of earth or much better
Idk man, being able to blow up hardpoints was one of the most tactical things about this game, takin that out really just makes it dull, im my opinion.
I agree that the drones should be the ones from the original patch. And the unit cap should be higher. But the unit cap is easy to fix.
But about the hard points, maybe there should be a few. Because if baal or anubis fires their proton beam they destroy the entire ship
Does anyone know in wich xml file you can adjust the unit cap
i think its the faction xml
Thanks, I found it
Is there a way to move the old Drone file into the new one?
Is there any way to remove the no hardpoints bit, that one of my most favorite parts of this game
Sure, just edit all of these tags in Hardpoints.xml or the .xml wich contains the Hardpoints of desired units:
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
Man, the X303 weapons-Projectiles design, like the weapons used to defend atlantis in the "Siege, part 2", and the new continuous firing mode is awesome...But the rest should stay like it was before...
And the B302 its just an X302, but with more demage...I'm waiting for the DropShip, the HB302...And the others ships...
Great job
There is some way to use the new firing mode and projectiles of the X303 without the rest?
i´m missing the Apollo in skirmish, i already upgraded the asgard technology but the apollo doesn´t show up in neither in the Ida Galaxy nor the Pegasus Galaxy Gates ... what am i doing wrong ?!
Overpowered as hell anyway
is the event based Galactic Conquest fixed???
(the one that starts from season 6)
please if any one knows let me know
Hey, I find a bug, the Ha'tak can't fire against figthers...I destroy 4 Ha'taks( new Ha'tak ) with 2 F-302 and 2 X-301 squads...
the hatak can't fire against fighters. it is not a bug. It believe every ship must have a weakpoint. It is like star destroyer vs bomber squadron in original eaw.
But i am sorry for the apollo bug. The button was bugged so i removed it. I try to find a solution.
The Goa'uld Ha'tak is an Multirole ship, can fire against everything...
you can change it in the xml´s ;))
(But the Al'kesh kick my ***)
ok on the event based Galactic Conquest (the one that starts from season 6) i have got to the point where the rebel jaffa want to take Dakara and i have took it and now have their fleet above the planet but nothing else is happening.
do i need to wait longer or what???
I have the same problem. Can someone help?
untill you have 70 years old....kkkk
Hey, you guys from the modding group use some software to define weapon's locations and life in the ships, or is all manualy?
All Manually, but Im working on a easy to use program that allows rebalancing of Units for everyone.
If someone want to use this mod with the hard points watch this video, I post at 03h 42min (BR)
Might have been me but it seems as if after this is done it ***** up the health system for fighters, perhaps I changed something I shouldn't have..
Fighters have hidden untargetable hardpoints is why the health system goes werid. The change all makes them targetable which they weren't designed for.
Does anyone know where and what you have to change so that the drones follow the target in stead of flying by
The Projectile needs to be declared as Missle, you can use this template and replace the models for the drone with the right one:
<Projectile Name="Projectile_Drone">
<Text_ID>TEXT_NONE</Text_ID>
<Land_Model_Name>Tauri_Projectile_Drone.ALO</Land_Model_Name>
<Space_Model_Name>Tauri_Projectile_Drone.ALO</Space_Model_Name>
<Damage_Type> Damage_Proton_Torp </Damage_Type>
<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>
<Scale_Factor>0.07</Scale_Factor>
<Max_Speed>15</Max_Speed>
<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
<Projectile_Category>MISSILE</Projectile_Category>
<Projectile_Max_Flight_Distance>6000.0</Projectile_Max_Flight_Distance>
<Projectile_Max_Scan_Range>1000.0</Projectile_Max_Scan_Range>
<Projectile_Damage>13</Projectile_Damage>
<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
<Projectile_Object_Detonation_Particle>Particle_General_Hit_Small</Projectile_Object_Detonation_Particle>
<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
<Projectile_Ground_Detonation_Particle/>
<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
<Projectile_Absorbed_By_Shields_Particle>Particle_Tauri_Railgun_Shield_Hit</Projectile_Absorbed_By_Shields_Particle>
<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Proton_Torpedo_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
<AI_Combat_Power>90</AI_Combat_Power>
</Projectile>
where the hell i can change how match damage asgard beam weapon do..it was easy .but after i installed this mod..i cant find it anymore-.-
you must go to the xml´s in the stargate mod folder and search for the SG_Projectiles.xml(or something like that) then you must search and search... and after a time you find the Asgard plasmabeam ! then you can change the firepower :D I would do a copy of the original on your desktop !
Can't we play this in FOC?
Is it just me, or are crashes in land battles more occurring?
Probably because they never finished the land mode
Love the Mod :D
with a few Changes in the Xml´s ;)