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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Hello all. Once again I am on hand to produce the latest news on the mod. All things have gone well, and whilst a couple of suggestions fromt he forums have been taken on board only one has been implemented. The changes (which has been spoken about previously), have caused me very few problems, although I did have 6 hours of fighting with a hacker yesterday, and a serious problem with EaWfiles.com but all that aside, I am quite pleased that the mod remains completely crash free (at least on my system anyway).
The mod itself has been fully packaged but everyone who plays it will require one additional piece of software. The Mod Launcher from the aforementioned EaWfiles website. The reason for this is I've not found it to be the easiest way to run the game with a mod, so at last (as several people wanted) the mod is placed into the MODS folder. However, due to this I am not providing any further zipped versions (the mod uses an executable based installer), so this method should be the easiest available.
Anywho, I'm not waiting on the mods leader (who at this time isn't anywhere around :( ) to come online so I can pass over this version. Once testing (about 1 week) is complete then he will distribute it to sites he wishes it to go on, so stand by!!!
sorry i forgot to activate you i will now
will you add me to the new one plz.
- Colonial/Rebel side is around 90% of completion for v3.0
This mean that there is currently one major unit left to create and add for this side. The Trinity battlestar will be the most advanced unit there is, and its strictly the only one that "might be" capable of taking on Thrawns new flagship.
- Cylon/Imperial side around 75% of completion for v3.0
Currently there is still much testing but the planned chiss fighter has been implemented including a hero squadron version which is commanded by Jagged Fel (read the wookieepedia for the information).
- Zann Consortium side around 5% of completion for v3.0
With the mod solely being concentrated on for the Colonial, Cylon, Imperial and Rebel additions this side has been sorely neglected and currently means that the side is totally outmatched (in particular against the Imperil/Cylon side). Therefore, it has been decided that v4.0 will concentrate solely of the ZC and upgrade the side.
**Important**
I plan to replace many, if not all, of the stock capital ships. What this means currently is that the likes of the ISD and mon cal cruiser are in drastic need of additional wepaons emplacement and logically thinking this means that new replacements need to be added to the game. This was originally not going to be done, but because of the new venator, viceroy, ecliptic and other ships having more hardpoints than the stock it has been decided to increase the combat factor of the stock ships.
Okay so a new update. V3.0 is coming along well. The Talos and Valkyrie are both in game and the images for these can be found over on the forum. Aside from the BS Trinity the rest of the proposed rebel/colonial ships are in game. There are plenty of serious tweaks to be done, but for now, the mod is definately on target for its new release date.
opps...sorry. Lol
is this only for FoC????
It'd look cooler -.- unless its the original battlestar galactica ships which indeed did have lasers...
This mod is not about realism seeing as neither star wars or battlestar galactica are real things. If custom protectiles to make the BSG ships more canonitical to the series are added then the storyline will require re-write and considering that custom projectiles are not essential to the game or the mod then I see no reason why they are required until the end (or at all).
the mod folder is being made and tested this week