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If you can't run the default game (without mods) un-install the game. Then, navigate to C:\Program Files\LucasArts (default path) and delete everything in that folder manually, after that, re-install.
If it's only an issue with the mod, open the launcher -> settings -> reset mod. After that, hit the update button to install again.
The highest resolution I can display is 1920x1080 so unfortunately I can't conduct any experiments with ultra wide screen mode.
I took a look at the registry - when you changed your resolution did you adjust the WidescreenAspectRatio as well?
If you launch TPC you can open the launcher settings and tick the windowed mode checkbox - I still think that's the easiest way to achieve what you want.
I don't think anyone from the team got experience with that, I'm sorry.
I took a short look at the TacticalCamera.xml file but I don't think there is something in there that needs to be changed.
Take a look at this topic, maybe it can prove useful to you: Steamcommunity.com
(I mean the parameter to launching the game in windowed mode. When running the retail game create a shortcut of the exe and add the specified parameter to the target path)
If you find out anything useful please let us know so we can support people with a similar problem next time:)
The mod works on Steam without any problems:)
I don't know.
The CTD *could* be caused by the mod-mod as we never properly tested them.
I don't have the gog version but I assume the path should look similar to this: ...\Star Wars Empire at War\GameData\Mods\Stargate
To get started extract the 1.3 archive. Once extracted you should find a folder called "Stargate" which contains a folder called Data. Move the Stargate folder according to the path posted above.
If you don't have a Mods folder in GameData simply create one. The 1.3 should come with a ReadMe explaining this in more detail.
You can install the old mod and TPC simultaneously - there is no problem at all.
Hope your shoulder gets better soon:)
Simply follow this video for step-by-step instructions:
You can find the old final 1.3 and all mod-mods that were ever released in the download area on Stargate-eaw.de
It's a little less clustered than the downloads here.
There is no "total mod" from the mod-mods as some would overwrite each other and change different elements of the core mod.
Not quite,the actual path should be sth. like:
I don't think there is more to do.
Make sure each of your names is in a separate line in your text file.
In GameConstants.xml search for <ShipNameTextFiles> and add the path/name of your textfile with the ship names there.
We are still working on that - just be patient:)
Mhh, weird. Try it again and copy it from here:
If it doesn't work I'd recommend to reset the mod (you can find that command in the launchers settings) and then re-install it by clicking the Update button.
To run the mod, go in your game library in Steam and right-click on Star Wars Empire at War Forces of Corruption. Select Properties and add "swfoc MODPATH=Mods\Stargate" (without quotes) in launch options.
Can you play the default game without errors?
If the answer is no, try installing the ram-fix you can find here: Stargate-eaw.de
If it still doesn't work, un-install the game, manually delete the LucasArts folder (default path is: C:\Program Files (x86)\LucasArts) and re-install the game after that.
If the error is mod-only, reset the mod (in the launcher settings) and try to install again (by clicking the update button) while running the launcher as Administrator (right-click -> Run as Administrator). Also, try to start the mod as Administrator.
If you want help you need to provide further information about your (launcher related) problems.
Also, I must advise you to keep your language on a professional level or you will be reported.
What else could I possibly mean? :p
Post the contents of your file in spoiler tags in our forums on Stargate-eaw.de and we'll have a look.
Well, avoid syntax errors;)
Test your file here: Xmlvalidation.com
When exactly does the error occur?
Try to open the launcher settings and check the "generate error log" checkbox in Advanced Settings. Then make it throw the error and post the contents of the error log here. Also: Which operating system are you running? And have you tried running the launcher in admin mode (right-click -> Run as Administrator)?
I have experienced that the auto-spawn for bigger ships only works of you spawn the station via script. You can adjust hardpoint names and projectiles according to your liking, just scroll down in the file;)
There are already;)
Pay the Atlantis map a visit;)
That's kind of a good thing so people don't quote me on what I just said here:p
We usually don't skim though the older pages for new comments, so you have to post on the main page.
Well, to answer your question: I don't know what your problem could be. Just adding the ancient units name from the sensor to the star bases' build list should do the trick already. Are you sure you didn't apply anymore changes to the unit code or the model? A crash when trying to get the unit on the field is often model related. My recommendation: Reset the mod to get a clean version again, then add the units to the starbase. This should work. For the Aurora, make sure to remove the tech 4 tactical prereq from the unit code and change the build limit to -1. Change the faction from the ships to Underworld only.
Now you may ask "Hey, you still didn't say a single word about an estimate release!". Well, the reason we don't tell you anything is because we don't know it ourselves. Sometimes there are weeks in which we can make more progress than we did in the whole month before and then there are times where everyone is busy with that odd thing called 'real life' which tends to mess up mod things.
If you feel like you can contribute to this mod (and help things speed up) feel free to send us a short application: We are still looking for translators, sound guys (getting unit speech sounds other than German and English), mappers, modelers (for either complex things such as character models as well as simplistic map props), event scripters, etc, etc.
But even if you can't mod and wish to support us simply do so by staying active on this page or our forums. We really appreciate all the feedback you guys give us and sometimes even your craziest ideas can lead to cool, implementable features. All this gives us the motivation to continue the work on this project.
Hope this wall of text answered the original question;)
See you around.
Since this is a question that's bothering most of you and due to the lack of news lately I figured to give you a little more insight on where we stand. As you all know the regular GCs cannot function without the ground part of the game so in order to release any GC we need the ground part to be done completely.
We are making constant progress for the ground part but the progress is not as fast as we hoped for. What's taking the most time are all the models that need to be made. Building-wise we have achieved notable progress but a lot of units are still missing. We don't have many modelers in the team that know how to create complex yet poly-saving humanoid character meshes with proper textures and animations. We try to finish the main units first (especially the Wraith still need a ton of models but also Goa'uld and Tau'ri are missing a lot) and then we'll try to focus on the heroes.
Luckily the space part is mostly done. Most of the non-playable races got their complement of ships which are fully coded, too. Just "some" balancing and a bunch of minor issues left.
The GCs itself, well... As some of you might know we plan to release two types of GCs: Those in which the player will follow a story-line through several events and those that rather focus on playing freely and don't limit the players actions through events.
The story-less GCs are comparatively fast to make but still lack essentials in tech-progressing, some galactic buildings/"things" and the possibility to actually play them (kinda hard with the ground part being heavily WIP;)). Not every planet will get a custom map as there are simply too many that require a lot of custom models but we try to finish the most important ones.
The progress on the GCs that do have a story-line is mixed. Some short event chains can already be played considerably well but it is still a big work-in-progress and getting everything done will still take a fair amount of time.
For space? Yes, they'll be in a jumper. For ground? We'll have to see for the character models - currently it's not very far top on the priority list ... so expect them to have a jumper in ground combat as well.
Please take a look at section 5.8 of our FAQ: Stargate-eaw.de :)
Can you play the default game without errors?
Have you tried re-installing the game?
If the error is mod-only reset the mod (in the launcher settings) try to install again while running the launcher as Administrator (right-click -> Run as Administrator).
Those are deprecated tags from the vanilla. It seems as if the devs once planned an energy based system for the weapons and shields but either never got around implementing it or removed it.
You can ignore all energy related tags.
At this point I'd like to add that a lot of the models used in the old 1.x are from Dave and KDealts Stargate ship pack for Bridge Commander.
Once your mod has reached a certain playable state feel free to write us a Private Message regarding the use of our models and we may talk about the model usage again.