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 replaces 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 owns several space and land units and buildings, either well known from the series or completely new ones, invented by us.

Many new missions and adventures in the Stargate universe are waiting for you...

Logo

Space Skirmish: Released 16th December, 2012
Next Step: TBA
SG EaW: TPC-Patch 1.1.0 [Launcher]

German FAQ
English FAQ


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Website migration gog.com version Happy new year
Blog RSS Feed Report abuse Latest News: Project Progress

12 comments by Klon116 on Feb 22nd, 2015

Dear community,

It's time for a more or less text driven news! We want to talk about the progress of the project, pin down some frequent questions, ask you for help again, say sorry for the missing christmas present, make all our lifes easier...oh and our website will be down for a few days. (Hopefully only days...)

So first of all...some words from Locutus about the general progress of our project.

About the progress of the galactic conquest

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.

About the next release date

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.

Have a look at the open jobs here: Ow.ly

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.

See you around.

- Locutus

We hope that this wall of text had some of your questions covered! :)

While talking about helping...since a few days you can help us by watching Stargate episodes! Help us to identify old speech files from the EaW versions so we can localize them for other languages: Ow.ly

To make the search easier we uploaded the speech files to soundcloud. ;)

The "Christmas" present

You might want to know when the Sleipnir and its map will be released. Unfortunately we ran into a problem regarding some shaders we were unable to fix yet shortly before we wanted to release it... We're very sorry that you have to wait longer than expected and will try hard to release the Sleipnir as soon as possible.

Installation videos

You read that headline correctly...after many years there are finally official installation videos! So far there is only some text to explain but maybe we will do a voice over in the future. ;) If you have any feedback regarding the videos please give us a hint!

We have a video for the Retail version, Steam version and GOG.com version. We will prepare a video for the retail gold pack as soon as Klon get's his hands on that version.

One last important point:

Our website www.stargate-eaw.de will be down soon as we will migrate to a new host. Don't be surprised if you see this image for a few days:

Website migration

Follow us on our social channels for updates!

Yours,

sgmg logo

Media RSS Feed Latest Video
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Czech translation

Czech translation

Oct 26, 2014 Other 3 comments

Czech translation by Armin for Stargate - Empire at War: Pegasus Chronicles. !Please note that our support will remain English/German only!

Russian translation

Russian translation

Oct 26, 2014 Other 9 comments

Russian translation by stargate2010 for Stargate - Empire at War: Pegasus Chronicles. !Please note that our support will remain English/German only!

French translation

French translation

Oct 26, 2014 Other 4 comments

French translation by Leie Sistal for Stargate - Empire at War: Pegasus Chronicles. !Please note that our support will remain English/German only!

Spanish translation

Spanish translation

Oct 26, 2014 Other 0 comments

Spanish translation by qfeoeres for Stargate - Empire at War: Pegasus Chronicles. !Please note that our support will remain English/German only!

TPC Mod Launcher 1.2.9 - Tunngle Update

TPC Mod Launcher 1.2.9 - Tunngle Update

Jun 1, 2014 Installer Tool 17 comments

The mod launcher serves to download and keep "Stargate - Empire at War: The Pegasus Chronicles" up to date at all times. If there are any updates available...

SG EaW: TPC-Hotfix 1.2.1 [Manual Installation]

SG EaW: TPC-Hotfix 1.2.1 [Manual Installation]

Dec 23, 2013 Patch 15 comments

IMPORTANT: This patch is available as an update for the launcher. Do ONLY install this, if you can't get the launcher to work. It fixes the following...

Post comment Comments  (60 - 70 of 22,064)
longshot1058
longshot1058 Feb 5 2015, 10:19pm says:

Dont know if this is the proper place for this but, i run the updater for the launcher (to update to 1.2.2) and it gets all the way done and then it says "An unknown error occured:3". Can someone point me in the right direction.

+1 vote     reply to comment
MapperLocutus Creator
MapperLocutus Feb 7 2015, 9:30am replied:

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)?

+1 vote   reply to comment
Saroulemale
Saroulemale Feb 3 2015, 11:39am says:

I guess my reply to a question (wich is another question) on page 5 hasn't be seen, so shall i put it here, on first page? It's 2000 characters lenght so that's why i can't just add it here, must make a double post if i do.

+1 vote     reply to comment
MapperLocutus Creator
MapperLocutus Feb 3 2015, 11:51am replied:

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.

+2 votes   reply to comment
Saroulemale
Saroulemale Feb 4 2015, 8:58am replied:

Well, I reinstalled the mod but i only installed version 1.2.0
Now it works perfectly, i comment every tauri units and can bring in the field jumpers, corvettes and aurora like i want, even the "asuran drones" wich i wasnt aware of there existance. Now i just have to fix some balance issues :p

I don't know if the bugs i encountered before were related to the 1.2.2 version, but i hadn't the asuran_aurora.xml file, nore every tauri versions of it.

Can you give me and advice on how to change the starbase auto spawn units? i changed the Starting_Spawned_Units_Tech_0 etc lines but no changes in skirmish, i think thoose lines are for GC.
And also, is it possible to change the hardpoints just with the xml values? I mean not change the appearance or the places, but just the name and projectile fired. I guess it's possible but if you tell me its not, it will save me lot of time trying so when i can't.

+1 vote     reply to comment
MapperLocutus Creator
MapperLocutus Feb 4 2015, 10:47am replied:

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;)

+1 vote   reply to comment
Saroulemale
Saroulemale Feb 5 2015, 9:42am replied:

Well, I did all the changes, it worked... Partially. All the laser turrets are on the same points, and all the drones launcher on another spot (For the base station).

And regarding auto spawn units, i modified every lines in order to get ONLY jumpers / assuran drones depending on the station level, but i still get tauri fighters. So i guess its coded somewhere else?

+1 vote     reply to comment
MapperLocutus Creator
MapperLocutus Feb 5 2015, 11:31am replied:

Factions.xml, Space_Skirmish_AI_Default_Forces.

+1 vote   reply to comment
Saroulemale
Saroulemale Feb 9 2015, 7:02am replied:

I found what I did wrong about hardpoints of the starbase, but about reinforcements, I dont find the Space_Skirmish_AI_Default_Forces. It's suppose to be in the XML files too, correct?
Anyway, thanks a lot for your time, I hope I don't bother you too much ;)

EDIT: Ooow I guess i found what you meant. It's in faction.xml files, the <Space_Skirmish_AI_Default_Forces>.
Ok then, I think I understand why i wasn't able to find that damn file :p

+1 vote     reply to comment
Saroulemale
Saroulemale Feb 3 2015, 2:07pm replied:

I'll try this and come back later to say if it worked. Anyway, no i didn't change anything in the models, so i don't think this is the cause.
Thanks for you answer, you are quick ;)

+1 vote     reply to comment
Guest
Guest Feb 3 2015, 9:22am says:

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MapperLocutus Creator
MapperLocutus Feb 3 2015, 11:26am replied:

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.

+2 votes   reply to comment
Guest
Guest Feb 4 2015, 7:53am replied:

thank you for your quick reply and has answered alot of questions and hope to see the game soon but understand such a game takes time with the alotted talent at your disposal wish you all the best and just one more question will there be ancient ships callable from the supergate for any of the factions in skirmish mode

+1 vote     reply to comment
MapperLocutus Creator
MapperLocutus Feb 4 2015, 8:00am replied:

There are already;)
Pay the Atlantis map a visit;)

+1 vote   reply to comment
MapperLocutus Creator
MapperLocutus Feb 3 2015, 11:26am replied:

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.

~Locutus

+2 votes   reply to comment
Saroulemale
Saroulemale Feb 3 2015, 2:11pm replied:

Well that's a complete answer, at least we are fixed :)
Maybe you can post it as a new, that way people wont keep on asking when this message will get to low in the forum.

+1 vote     reply to comment
MapperLocutus Creator
MapperLocutus Feb 3 2015, 2:36pm replied:

That's kind of a good thing so people don't quote me on what I just said here:p

+1 vote   reply to comment
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