Battlestar Galactica Colonial Wars v2.1
Jul 27, 2007 Full Version 0 commentsThe Patch for Version 2, this patch corrects the problem with the Empire Space Station which was spawning Colonial it know spawns Cylons
Battlestar Galactica Colonial Wars is a mod for Star Wars Empire at War Forces of Corruption. The mod changes and adds in new units to all factions within the game, the Empire and the Cylons ally with eachother so do the Rebels And the Colonials leaving the Zann Consortium to their own devices and for Zann to contentrate on his desire.
THIS MOD IS NOW COMPLETE, NO MORE FUTURE RELEASES WILL BE MADE TO THE MOD!
THE V5 BUG FIX HAS BEEN RELEASED NO MORE VERSION LEFT TO BE CREATED, MOD COMPLETE
Battlestar Galactica Colonial Wars V5 Has been Release, visit the Download page to download your version today.
Battlestar Galactica The Awakening is a mod which will be based on Star Wars Empire at War Forces of Corruption but this time it is a total conversion everything will change all the units and all the factions, the game mod will turn SW EAW into Battlestar Galactica Univerese of Terror, the mod name is BSG the Awkening and it will focus on adding in the Cylons and the Colonial As an independent faction in their own universe, this will be a good mod for anyone who is a fan of BSG.
United Modding the creators of Battlestar Galactica Colonial Wars would like to thank everyone who has supported them over the period of a year since this mod has been under construction, we have had our highs and lows throughout the modding year and it has been tough with many things turning problems we sorted them and managed to release mods so that the public could enjoy, i would like to thank the following people for their outstanding service and gratitude towards the mod team and the affiliated modding group (United Modding )
Major a Payne- For all of his hard efforts with the coding modelling and anything else which is in the mod.
Mrtom- For being a Dedicated member in the Moderation Department.
Without the above people this mod would not have been possible the mod has come its released but now its time has come to go, while we will be releasing the last version this does not meen the end of us, we will be back with better mods to come i hope to release another 4 mods hopefully for EAW and FOC before i perhaps move to mod a different game, at this moment in time i will stay with EAW and FOC.
On Behalf of the Staff at United Modding i would like to thank everyone for their hardwork, a new webpage and a permanant webpage will be put in place in the next couple of months so that this will showcase the final version of our mod and allow you to see the up to date versions and information needed on this page.
New Site at : Unitedmodding.com
New Forums at : Unitedmodding.com
Thanks for everything
United Modding and its affiliates
Byron
Manager
0 comments by DarthByron1 on Jun 9th, 2007 digg this super bookmark
Hello
We have not yet updated the webpage recently, we would like to inform all players of the game star wars Empire at Wars Forces of Corruption, that our mini mod is complete, the mod is undergoing testing and other major changes over the next week, we hope to bring you a file which is bug free and Brilliant in about 3 weeks so sit tight and wait for the mod, in the mean time why not checkout the forums for more information on, http:/bsgmod.21.forumer.com, to get updates here.
Byron
Mod Leader
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The Patch for Version 2, this patch corrects the problem with the Empire Space Station which was spawning Colonial it know spawns Cylons
The Second installment of the mods created by Battlestar Galactica Colonial Wars modding community. This install is packed as an executable (EXE).
The Second installment of the mods created by Battlestar Galactica Colonial Wars modding community. This install is packed as a zip file. Any Bugs and...
Battlestar Galactica Colonial Wars first mini mod release for the game Star Wars Empire at War Forces of Corruption
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hoping* lol not hopping :P ill do that if you win lol...
So far im happy and have nothing to complain about besides hopping you get mod of the year :)
and people no more complaining or i'll kill myself
Okay so after 24 hours to have a good long think I have passed on the present version to Byron for Beta testing and final check over. v4.0 will not contain custom projectiles, or the second custom GC. These will, hopefully, be included with v5.0 as the time it would require will be at least two months. This is likely to be my final news bite on v4. A new listing of proposed additions and changes will be sent to Byron in the next few weeks, and posted formally on the website soon after than when its more or less finalised.
Payne out.
Because, Afanickton, thats not the way I personally work. You look over ANY of my big scale mod releases and you'll see that I do not rely on many after-released patches.
Release*
Why not relase it then work on a patch that adds the probjectiles later on?
This is because of all your moning so it won't be a christmas release after all
Right then. I've been testing a new projectile sound that was donated by another modding friend of mine. After some comparisons with the new series actual KeW sounds for the MKII Viper and they are very close. The sound is also very clear and I've done several good, solid tests with it. Be warned, that in the consistant request for this, it will mean that in remodding ALL the colonial weapons to reflect this (including testing) will nodoubt set back the next release of the mod (perhaps 1-2 months)
I shall search for people to forfill your needs! I must have this mod shine! For it shall be magnificent!
SO SAY WE ALL!