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I hope so.
With the version 5 update from Tunngle we had some trouble lately and I think we need a little time to sort this out. But it's been a long while since the last community event, I'll propose to plan a new one in the internal forums. I like them a lot, too:)
Arne Becker asked:
Ich weiß nicht ob das nicht schon geplant ist...Aber könntet ihr den Wraith Bodentruppen die
Lebensentzug Fähigkeit geben? Als Nahkampf Fähigkeit vielleicht. ^^
Wir müssen noch testen, wie sich das im Spiel auswirkt (insbesondere, da das als Squadron-Fähigkeit Probleme machen kann - stell dir vor, 10 Wraith stehen vor einem Tau'ri-Soldaten und wollen den alle gleichzeitig aussaugen) aber generell ist das geplant.
Arne Becker asked:
I don't know if it's planned or not but could you give the Wraith ground forces a "life drain" ability? Maybe for close combat.^^
We still need to test whether this can be implemented without a problem or not. Imagine 10 Wraith trying to drain life from a single Tau'ri solider - that could cause problems. But in general that's indeed planned.
More answers will be send out next Sunday…stay tuned!
I have another question if I can still ask them, you mentioned the tobin mission. does that mean he galactic conquest will fallow the stargate series from the start instead of beginning from season 6 like in the previous game?
Please see the question above.
Still, for the Tau'ri we mainly start later in the series because it is necessary for them to have developed to a certain state to make use of starships, so the earliest entry-point story-wise for the Tau'ri is the construction of the Prometheus.
For the Wraith and Goa'uld story line however we aren't bound to these events so let us surprise you:)
Christian Lønsgren asked:
Will it be possible to build Ori motherships and Aurora class ships in Galactic Concuest?
Answer: No. You will never be able to build ships that don't belong to your faction. However, there
are a bunch of events that grant the player the possibility to get his hands on certain "non-playable" ships. Note that, if these ships are lost in battle, you will not be able to get them back.
2. Why on Odyssey it is ability, not one of weapons? It's rate of fire much lower then we saw in show.
In the series the beam was a powerful weapon. Keeping it that way in themod requires a fairly long reload time for such a weapon to balance it out. If the weapon were set as a regular hardpoint you would not be able to specify a target for it. Imagine the Odyssey would be under attack from several Hives and a small Corvette and instead of attack the Hives the Asgard laser shot goes waste on the Corvette - you wouldn't be very pleased, would you? Making the Asgard laser grants you the ability to be chose your target.
[Addition from Klon]: Also please keep in mind that we’re not doing a 1:1 copy of the series. In our mind it won’t be fun if the Tau'ri would be able to shoot down everything in a few seconds.
Will Ta'uri ground units be only humans or will there be special Asgard units? I know there is no
cannon regarding Asgard ground stuff but I can see them having bad ***, remote contoled hover tanks.
For now, there aren't any plans on doing so. The Asgard never appeared as the strong infantry type and it wouldn't fit well in the majorly infantry based concept we have planned. With their wide spread of infantry and air types the Tau'ri have a major arsenal to deal with their enemies. (The Asgard would have just sent a ship and beamed the opponents away but that doesn't really sound like fun and variety.) But never say never...
How often do you actually get to play your own creation?
Not often, really. Of course that depends on each team member but generally, we just run the mod to test things and to see if bugs were fixed. Personally, it's been a while since I played the mod "just for fun". If I remember correctly my last match dates back to the community events which took place shortly after the release of the 1.2.0 patch for TPC . I think it was released in December
2013 (Dang, I can't believe it's nearly one year already...).
#3 Will there be one huge GC with all races or several smaller ones with set races?
We have plans for both. We are working on GCs that only deal with a smaller time frame (and thus a smaller universe) taht are supposed to get a bunch of story events so that you can actually play what you know from the TV show. But we've also plans for a huge GC which includes Milkayway, the Pegasus Galaxy, Ida (Asgard) Galaxy and the Ori Galaxy where you can play more freely and where you can encounter a lot of factions.
1. Would you create more ships with Asgard plasma beam weapons? Daedalus was upgraded with them, and Apollo too. Tau'ri need something adequate for destroing wraith hiveships and battlecruisers.
In TPC, the Asgard fulfill this role. Unlike other mods, we try to avoid letting the player use „hero fleets“ to win a skirmish or GC battle. But don’t fear that the Apollo is too weak, I already created a pretty neat ability for that ship;)
Also, uh, there *might* be another (new) ships that uses Asgard lasers, hehe...
I don't know, you'll have to try.
But typically any files in your mod folder should not be affected by uninstalling the game.
If you have no sound in the vanilla you most likely installed FoC in a different language than EaW.
Uninstall both and reinstall with the same language.
Your assumption is correct: If the vanilla game starts the mod path is wrong. The following path must exist: ...\Star Wars Empire at War Forces of Corruption\Mods\Stargate\Data\Xml
My recommendation: Open the launcher -> Settings -> Reset Mod -> Let the launcher reinstall.
I know :DD
1) Patch FoC to 1.1
2) FoC can't address more than 3GB or Ram and will crash if you have more so make sure to install the Ram-Fix
You can find both files on our HP: Stargate-eaw.de
Hope this helps:)
In this case I think Klon meant to say "answers" instead of "questions".
We have been collecting all the questions that have been asked here, in our forums, on facebook etc over the last weeks and on the upcoming weekend I'll pick a bunch and answer them. After that, someone else from our team will answer some and so on.
Installing the mod is really easy: Simply grab the launcher (which is linked at the top description on this page) and run it. It will install the mod and all available updates automatically into the right directory.
If you still need installing tips take a look at our FAQ, section 3: Stargate-eaw.de
There is no ground part yet;)
We are currently working on it (as well as on the GCs) and want to release both as soon as they are ready.
Thanks for the info, we'll investigate this.
Since the MP severs are shut down you need some kind of lan simulation for online mp, Tunngle turned out to be one of the bet working solutions for EaW.
Yes, for every patch provided trough the launcher we also make a manual installation available - hence the confusing download section^^
On our page it's better organized; take a look:
At least in TPC nearly all names are in proper English (except for a few unit string names).
That has nothing to do with Win 8/8.1.
Whenever you have the UAC enabled (which it is by default in Vista/7/8) the launcher requires elevated rights to download mod updates.
There is no way around this, simply right click on the exe and select "Run as Administrator" when you want to update.
If you have the old version and want to update to V2 simply run the installer - it will overwrite the old files.
If you want to "uninstall" the mod simply delete the "SG1" folder from your Addon folder in your SWBF2 directory.
Yes, we introduced the mod on gametoast too.
Me too :D
This mod is made by one former and one current member of the TPC crew but both modding projects are independend form each other.
For both mods I can say: We're working on it;)
Thanks for reporting that bug!
Usually you'll exit at the correct platform but there can be a bug if you switch to side B after you have died in a frigate from team A. Will be fixed in the next version! :)
Yes, the map works well with AI.
We'd love to - but it depends on whether we can get our hands on some infantry models or find someone to support us in this area.
And thanks! :D
GCs are in the works and so is the ground part.
Busy as usual, I guess :p
Most likely another mod is conflicting with ours.
If you have installed AotR 2.5 go to "Foc\Data\Xml\Ai" and rename the folder "PERCEPTUALEQUATIONS".
In some cases it may also help if you rename or delete the folder "GoalFunctions" in "...Star Wars Empire at War Forces of Corruption\Mods\Stargate\Data\Xml\AI".
Other than that you can try to rename the complete AI folder.
If nothing of the suggested helped, uninstall FOC, manually delete the FoC folder and a reinstall in order to solve this problem.
If the AI is working but seems to act very weak try different maps. There can be huge differences in terms of difficulty depending on the map. For example, the AI seems to be pretty weak on maps like "The Loop of Kon Garat" but it should give you a pretty hard time on maps like "Doranda".
Unfortunately this would contradict the complete tech system that we implemented - everything would be buggy without significant changes.
We are making progress but not all of it is news-worthy.
We've finished all space ships that will appear in the GCs and are now working on the ground part. Sadly, creating all the animations takes pretty long... GCs are being worked on as well, though without a finished ground part they are pretty unplayable.
We're currently finishing the last bits to release the next demo:)
Wirf mal einen Blick auf Kapitel 5.8 :)