Stargate - Empire at War: Pegasus Chronicles is a total conversion for the fantastic game Star Wars - Empire at War: Forces of corruption. This total conversion will replace every single Star Wars asset of the original game with Stargate assets. This includes units, buildings, icons, sounds, videos and so much more. Pegasus Chronicles offers 3 playable races, the Ta'uri (alliance between Earth and the Asgard), Anubis (a mighty systemlord) and the Wraith. Beside these 3 playable races, you will meet many non-playable ones like the Replicators, the Asurans, the systemlord alliance, the Aschen, the Ori and many more. Each faction will have several space and land units, well known from the series or completely new ones. Contrary to our first full version for the normal Empire at War, the next release will offer finished GC maps, in which you can play through the known Stargate storylines and experience a lot of never seen missions and adventures.

Report abuse Stargate Mod by Christ
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Aug 23rd, 2011
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This is the first mod from our campaign "Mods for the mod". Please read the details for install instructions and more information.


Kopiert den Ordner "GameData" einfach in euer Hauptverzeichnis von Empire at War (meist C/Programme/Lucas Arts/Star Wars Empire at War/) und überschreibt alle vorhandenen Dateien
eures Stargate-Mods mit diesen hier. Erfordert den Mod Stargate Empire at War mit Patch 1.3.

Schiffe haben nun nur noch sehr wenige Hüllenpunkte und keine zerstörbaren Hardpoints. Daher können einzelne Schiffe innerhalb weniger Sekunden zerstört werden, wenn man nicht aufpasst. Die Kämpfe werden auch durch stärkere Waffen deutlich kürzer sein als im normalen Stargate-EAW Mod.

F-302 schießt präziser
B-302 kann nun im Gefecht ab T4 und in der Story bei vorhandener Jägerforschung gebaut werden. Die Jumper können nun in der Antikerwerft und im Supergate gebaut werden.
X-303 schießt nun mit blauen Railguns, welche stark gegen Jäger, aber schwach gegen Schiffe sind.
BC-304 hat einen stark eingeschränkten Feuerwinkel für die Railguns, welche aber deutlich stärker sind. Zusätzlich erhöhte Schildstärke, Raketen feuern nur noch nach vorne. Railguns leicht überarbeitet grafisch.
Schaden der Asgard-Strahlenwaffen erhöht, können aber nciht mehr zur Seite feuern. Außerdem können bei allen Schiffen mit Asgard-Strahlenwaffen die Railguns nicht mehr nach vorne feuern.
Schaden der Atombombe erhöht, Cooldown verlängert.
Geschwindigkeit der X-303, BC-304 und entsprechender Heldenschiffe erhöht und stärkere Neigung hinzugefügt.
Einheitenlimit auf 20 herabgesetzt
Apollo: Fähigkeit Raketenangriff entfernt (war noch ein Relikt aus der 1.1).
The General Hammond: Railguns hinnzugefügt, selbstzerstörung sieht nun wie eine vergrößerte Atombombe aus.
Mitchell: Raketenschlag entfernt.
Schaden aller Asgard-Waffen erhöht.

Hüllenpunkte von Teltak und Alkesh verringert
Schaden vom Todesgleiter und Anubisgleiter erhöht.
Schaden der Goa'uld-Stabwaffen der Stufen 3-5 und Plasma erhöht.
Altes Hatak hat nur noch Stufe 3 Laser
Neues Hatak hat nur noch Stufe 4 Laser und nur noch 6 Hardpoints.
Anubis-Hatak hat nur noch Stufe 5 Laser und nur noch 6 Hardpoints.
Stabwaffensattelliten sind nun deutlich stärker.
Laserbatterien in Stabkanonenbatterien umbenannt
Einheitenlimit auf 25 herabgesetzt
Waffen wurden leicht überarbeitet grafisch
Zipacna: Da jeder Held etwas einzigartiges sein sollte, hab ich nun Zipacna das Bomben-Hatak gegeben. Heißt: Das Hatak hat nun 12 Bombenwerfer anstelle von Lasern.
Ba'al: Dauer des Protonenstrahls verringert.
Neue Einheit im Gefechtsmodus: Das Tarlock-Hatak ist das ultimative Hatak, im Supergate baubar.

Schaden der Stufe 3-4 Plasmabatterien erhöht
komplett neue Projektile
Regeneration hinzugefügt
Basisschiff ist nun etwas kleiner
Verstärktes Basischiff: Ist nun doppelt so groß wie das normale Basisschiff. Hat nur noch 4 Waffenhardpoints, die dafür enorm starke Projektile auf große Reichweite abfeuern können. Sehr starke regeneration.

Regeneration hinzugefügt

Drohnen müssen nun vom Spieler manuell per Rechtsklick abgefeuert werden (gilt nicht für den Jumper). Drohnen wurden optisch überarbeitet.
Asuraner-Gatesattellit feuert nun einen kontinuirlichen Laser ab, belibt dabei stehen. Er kann nun von schweren Waffen angegriffen werden. Ist nun im Supergate baubar.

Stärkerer Orilaser
etwas kleinere Kriegsschiffe

Basiert auf dem Stargate-EAW Mod. Danke an:
Stargate Modding Group




Extract the archive anywhere and copy the GameData folder into the root folder of your Star Wars Empire at War installation (usually C/programs/Lucas Arts/Star Wars Empire at War/)
and overwrite all existing files. Requires the Stargate Empire at War Mod with patch 1.3.

All Ships and station have invulnerable hardpoints, but all ships have a very weak hull (except wraith and replikators without shields)
Defense sattellites are much stronger. Lower space unit cap for all factions.

Inaccuracy of F-302 fighters reduced
New Unit: B-302, buildable in skimirsh at the space station lvl4.
X-303: New Railgun-Projectiles, effective against fighters, but weak against ships
BC-304: Stronger projectiles, but lower fire angles. Rockets can be only launched forward.
Asgard-beam weapons stronger, but they can only fire forward.
Speed of X-303, BC304 and hero units increased
Apollo: Missile Barrage ability deleted.
The General Hammond: Added railguns and rockets, self destruct looks now like a big nuke.
Mitchell: Special ability removed.
Damage of X-301 and F-302 fighters increased.

Hull Points of Teltak and Alkesh reduced.
Damage of Death Glider and Anubis GLider increased.
Damage of Goauld weapons lvl 3-5 and plasma increased.
Old Hatak: lvl 1 weapons replaced with lvl 3 weapons
New Hatak: lvl 2 weapons replaced with lvl 4 weapons, has 6 hardpoints now.
Anubis Hatak: Same as New Hatak, but with lvl5 weapons.
Better graphics for all weapons.
Zipacna: His Hatak has 12 bomb-launchers.
Ba'al: Duration of proton beam decreased

Damage of plasma batteries increased.
New Projectiles.
Added regeneration of hull.
scale factor of the hive-ships decreased.
Superhive has 4 hardpoints with great firepower and range. Superhive is very big now.

Added regeneration of hull.

Drones must be launched by the player manually with a right-click.
New graphics for drones.
Asuran Gate-Sattellite fires a continuos beam. can now be attacked with heavy weapons.
Jumpers can be build in supergate Pegasus-Galaxy.

Damage of superlaser increased.
scale factor of the warships decreased.

Original language is German.

Based on the Stargate-EAW Mod. Special thanks to:
Stargate Modding Group

Preview Image
Stargate Mod by Christ
Post comment Comments
Spinobreaker Aug 24 2011, 3:43am says:

sweeeeeeet i need a stargate fix :D

+1 vote     reply to comment
LanteanOmega Aug 24 2011, 10:58am says:


I come onto Moddb, saw I had 5 updates, thought someone had uploaded some cool new images, instead there was Stargate awesomesauce(!)

Now the 24 hour Stargate at War binge can begin! ;)

+1 vote     reply to comment
LanteanOmega Aug 24 2011, 1:30pm replied:

Ok, serious problem with either this mod, or the 1.3 patch.

Everytime I do a Pegasus (forgive my spelling) GC Map, if I try to run a land battle on Athos, the loading bar completes, when I click start, it returns to loading, I click on start, returns to loading. Ect. Ect. Ect.
Also, but not as important, John Sheppard doesnt appear on Atlantis when the text on top says he is avalible

Seeing as Athos is literally the first planet after Atlantis that is unlocked, this is a SERIOUS hinderence.

+2 votes     reply to comment
Baal3019 Aug 25 2011, 3:21pm replied:

Christ's Mod doesn't change anything there, try to reinstall the final 1.3.

+1 vote     reply to comment
Baal3019 Aug 27 2011, 5:57am replied:

look in Star Wars Empire at War\GameData\Mods\Stargate\DATA\ART\Maps if there is a _LAND_PLANET_ATHOS.ted file.

+1 vote     reply to comment
silence1212 Nov 22 2011, 9:29pm replied:

as in bacthy (sorry bad spelling if you didnt relize thats a saying from cornol onell when he first meats baal :D)

+1 vote     reply to comment
lortsith Aug 25 2011, 9:42am says:

i cant go to midway station in in qvest midway station i cant go on it

+1 vote     reply to comment
Baal3019 Aug 25 2011, 3:18pm replied:

look here:
Christ's Mod doesn't change anything there

+1 vote     reply to comment
MerlinGalgotta Aug 25 2011, 9:43am says:

Christ, the creator of the mod will care about it.

+1 vote     reply to comment
christ2010 Aug 26 2011, 5:35am says:

I have no idea about the Athos-bug. As Baal said, i changed nothing at the GCs or the ground part of the mod. I know you are not the only one with this bug, but i can't reproduce the bug at my test version on my computer. I don't know where the bug is so i can't help you. Sorry.

+1 vote     reply to comment
Chrivs Aug 27 2011, 11:58am says:

Bah "Lower space unit cap for all factions" its sux we only can have 20 on Tauri and many of the ships need 8-12 is not fair and not good for the game,
Can you guys not make it to 40 ? and not 20 ?

+2 votes     reply to comment
TodTheWraith Aug 28 2011, 5:04am says:

Yea, lowering the space cap was a HORRIBLE idea, one of the reasons why the stargate mod is so good is because it has a higher unit cap so your battles are boring as hell...anyways can anyone tell me if its possible to uninstall this without doing a complete reinstall?

+2 votes     reply to comment
TodTheWraith Aug 28 2011, 5:30am says:

Also, the old drones were much better, these ones, if they miss once, can't come around for even a second pass, which we ALL know they could in the show, not to mention now they don't go through shields...thats my opinion anyways

+2 votes     reply to comment
jan302 Aug 28 2011, 11:28am replied:

But the destruction of ships, railguns of the x-303. The speed of the ships of earth or much better

+1 vote     reply to comment
TodTheWraith Aug 28 2011, 11:28pm replied:

Idk man, being able to blow up hardpoints was one of the most tactical things about this game, takin that out really just makes it dull, im my opinion.

+1 vote     reply to comment
jan302 Aug 29 2011, 3:31am replied:

I agree that the drones should be the ones from the original patch. And the unit cap should be higher. But the unit cap is easy to fix.

+1 vote     reply to comment
jan302 Aug 30 2011, 2:29am replied:

But about the hard points, maybe there should be a few. Because if baal or anubis fires their proton beam they destroy the entire ship

+1 vote     reply to comment
jan302 Aug 28 2011, 3:13pm says:

Does anyone know in wich xml file you can adjust the unit cap

+3 votes     reply to comment
Lantea Aug 28 2011, 11:48pm says:

i think its the faction xml

+1 vote     reply to comment
jan302 Aug 29 2011, 3:29am replied:

Thanks, I found it

+1 vote     reply to comment
Jason_seagrave Aug 30 2011, 4:18pm says:

Is there a way to move the old Drone file into the new one?

+1 vote     reply to comment
aerial_ace Sep 14 2011, 8:28am says:

Is there any way to remove the no hardpoints bit, that one of my most favorite parts of this game

+1 vote     reply to comment
ChrPunx Sep 18 2011, 3:07am says:

Man, the X303 weapons-Projectiles design, like the weapons used to defend atlantis in the "Siege, part 2", and the new continuous firing mode is awesome...But the rest should stay like it was before...

And the B302 its just an X302, but with more demage...I'm waiting for the DropShip, the HB302...And the others ships...

Great job

+1 vote     reply to comment
ChrPunx Sep 18 2011, 12:01pm says:

There is some way to use the new firing mode and projectiles of the X303 without the rest?

+1 vote     reply to comment
Crashdown25 Sep 18 2011, 2:59pm says:

i´m missing the Apollo in skirmish, i already upgraded the asgard technology but the apollo doesn´t show up in neither in the Ida Galaxy nor the Pegasus Galaxy Gates ... what am i doing wrong ?!

+1 vote     reply to comment
lo_shane_ol Sep 18 2011, 3:14pm says:

is the event based Galactic Conquest fixed???
(the one that starts from season 6)
please if any one knows let me know

+1 vote     reply to comment
ChrPunx Sep 18 2011, 3:18pm says:

Hey, I find a bug, the Ha'tak can't fire against figthers...I destroy 4 Ha'taks( new Ha'tak ) with 2 F-302 and 2 X-301 squads...

+1 vote     reply to comment
christ2010 Sep 19 2011, 10:21am replied:

the hatak can't fire against fighters. it is not a bug. It believe every ship must have a weakpoint. It is like star destroyer vs bomber squadron in original eaw.

But i am sorry for the apollo bug. The button was bugged so i removed it. I try to find a solution.

+1 vote     reply to comment
ChrPunx Sep 19 2011, 4:09pm replied:

The Goa'uld Ha'tak is an Multirole ship, can fire against everything...

+1 vote     reply to comment
RoBeat Apr 2 2012, 4:50am replied:

you can change it in the xml´s ;))

+1 vote     reply to comment
ChrPunx Sep 18 2011, 3:21pm says:

(But the Al'kesh kick my ***)

+1 vote     reply to comment
lo_shane_ol Sep 19 2011, 9:30am says:

ok on the event based Galactic Conquest (the one that starts from season 6) i have got to the point where the rebel jaffa want to take Dakara and i have took it and now have their fleet above the planet but nothing else is happening.
do i need to wait longer or what???

+1 vote     reply to comment
Lubophis May 1 2012, 4:07pm replied:

I have the same problem. Can someone help?

+1 vote     reply to comment
ChrPunx Sep 19 2011, 4:11pm says:

untill you have 70 years old....kkkk

+1 vote     reply to comment
ChrPunx Sep 20 2011, 1:19am says:

Hey, you guys from the modding group use some software to define weapon's locations and life in the ships, or is all manualy?

+1 vote     reply to comment
ChrPunx Sep 20 2011, 2:43am says:

If someone want to use this mod with the hard points watch this video, I post at 03h 42min (BR)

+1 vote     reply to comment
The-Art-of-War Oct 5 2011, 9:12am replied:

Might have been me but it seems as if after this is done it ***** up the health system for fighters, perhaps I changed something I shouldn't have..

+1 vote     reply to comment
Mishi Dec 6 2012, 3:29am replied:

Fighters have hidden untargetable hardpoints is why the health system goes werid. The change all makes them targetable which they weren't designed for.

+1 vote     reply to comment
jan302 Oct 9 2011, 11:47am says:

Does anyone know where and what you have to change so that the drones follow the target in stead of flying by

+1 vote     reply to comment
stargateSG1 Oct 12 2011, 8:02am says:

where the hell i can change how match damage asgard beam weapon was easy .but after i installed this mod..i cant find it anymore-.-

+1 vote     reply to comment
RoBeat Apr 2 2012, 4:49am replied:

you must go to the xml´s in the stargate mod folder and search for the SG_Projectiles.xml(or something like that) then you must search and search... and after a time you find the Asgard plasmabeam ! then you can change the firepower :D I would do a copy of the original on your desktop !

+1 vote     reply to comment
lejanmeswt Nov 30 2011, 6:11pm says:

Can't we play this in FOC?

+1 vote     reply to comment
canshow Dec 11 2011, 9:21pm says:

Is it just me, or are crashes in land battles more occurring?

+1 vote     reply to comment
RoBeat Apr 2 2012, 4:44am says:

Love the Mod :D
with a few Changes in the Xml´s ;)

+1 vote     reply to comment
apophis_kree May 29 2012, 8:54am says:

how to change he space capacity?, i found the xml "faction"....but i don't know how to change it
thank you!

+1 vote     reply to comment
Mishi Dec 6 2012, 3:15am replied:

Probably already figured it out or something but better late then never.


Change it to 40 for the original number :)

Just make sure you only mess with Tauri (Rebels) and Goa'uld (Empire) otherwise you'll have things like the Ori throwing massive amounts of ships at you :)

+1 vote     reply to comment
apophis_kree Dec 8 2012, 6:57am replied:

thanks, that was helpfull ^^

+1 vote     reply to comment
DanielEsp Mar 21 2013, 11:11pm says:

Nice mod and great job guys, just one question. I have my game in spanish, can I do something to put the mod in spanish? Or do I need to look for the game in English?

+1 vote     reply to comment
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