Add download Report content Mod Patch by Patton
Filename
Pattons_Mod.rar
Category
Patch
Uploader
Jack_Hunter
Date
Size
11.44mb (11,993,368 bytes)
Downloads
4,742 (1 today)
MD5 Hash
288a2265bb7c90ec59919f6e2c52e64b
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Description

Mod for Stargate Empire at War Version 1.3 by Patton.

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Mod Patch by Patton
Comments
iDark
iDark

Why no changelog? Would Patton rather pm it to everyone who asks? Oh, and if so, where can I send messages to him?

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Q-field_Theory
Q-field_Theory

Does it say what the mod adds anywhere?

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p*a*t*t*o*n
p*a*t*t*o*n

damn it, the changelog should have been in the folder. my bad everyone, i'll post it in news on my page and link it here as soon as it's authorized. until then anyone interested in seeing the changes pm me and i'll get it to you

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Jack_Hunter Author
Jack_Hunter

@Patton: You can send us the changelog via PM like you has contacted us and then we can add it here.

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p*a*t*t*o*n
p*a*t*t*o*n

sent it, thanks

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MapperLocutus
MapperLocutus

Appended :)

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p*a*t*t*o*n
p*a*t*t*o*n

Thanks, sorry for the snafu

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nitebones
nitebones

I cant wait to try this, because I have always preferred the no hard points on ships better than the old system

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maurowhelan
maurowhelan

ok got to play the new campaign, i miss usubg drones to break shield generators but so far i love this mod

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maurowhelan
maurowhelan

found a small bug, the mod causes you to be unable to build space/ground jumpers on the ancient worlds, if anyone can help fix this please do. ill be trying to fix it myself but im very very noob to the coding.

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Jack_Hunter Author
Jack_Hunter

If I have understood it right, you can no longer build Jumper. Look in the changelog above.

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p*a*t*t*o*n
p*a*t*t*o*n

that is only in the skirmish, I didn't change any of the campaign data, at least not intentionally

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Rogeronfire
Rogeronfire

How do I change the cost to dial other galaxies from giant stargate?

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AC-Suchti
AC-Suchti

You need to find the xml file of the supergate and then you have to change for every addresse the skirmish build costs. If you havent any experience about EaW coding, just google for some tutorials.

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Leogracer171
Leogracer171

I have a problem where the GUIdialog.xml has syntax errors. I start every time with a fresh folder and copy the mod into it. What is wrong?

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K-ly
K-ly

i have the same problem, did you fix it ?

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p*a*t*t*o*n
p*a*t*t*o*n

I have not touched the guidialog file, any syntax issues there were carryovers

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kingofkings0809
kingofkings0809

if i understand this correctly you cant build normal 303's after tech 3? if thats so that would suck when the enemy is attacking and you only have enough time to build 303's because i go weak ships to attack strong because they can hold their own. and also is the Daedalus still available to build normally?

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p*a*t*t*o*n
p*a*t*t*o*n

303s vs anything more than old hataks wont work in this mod, theyre too light and dont pack much of a punch. theyre an early game unit that get quickly phased out by newer designs.
the daedalus is still available to build normally, and upgraded with the beams it is extremely powerful

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Diego5194
Diego5194

Hi, I've tried your mod and when I'm playing "Universe Stargate" GC, some Goa'uld enemy AI fleets include Wraith ships, even Wraith hives. Is there any way to remove them from Goa'uld AI fleets?

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quest884
quest884

Having a bitof trouble installing this mod... Any advice?

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kingofkings0809
kingofkings0809

i love the mod but since it took away weaker ships even on the super leer maps which was kinda stupid because you can build everything on it at the start. but besides that its awesome because it mimics how the hull of ships are in the show and nice work on the drones they are truly like the ones in the show aswell.

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JackAttack117
JackAttack117

Is there anyway for this mod to work with "Campaign Mod by Aslena". Whenever I attempt to combine them I get an "exception" error. :)

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