Post news Report RSS January News 2013

Hello dear Community, and welcome to the January News of 2013! First of all a late Happy New Year to all of you!

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Hello dear Community, and welcome to the January News of 2013!
First of all a late Happy New Year to all of you!

As we stated in the small news post posted a few days ago we are working on three time consuming things at the moment:

- the launcher
- the installer
- the first patch

As not as many new bug reports were made after the launcher update last week as before, we think that we are getting closer and closer to a more stable build.

The new installer is already done but has to be further tested internally within the team.
It will probably be released together with the first patch for the mod.

The first patch will contain some bugfixes as well as some new stuff we will talk about in another news post.

Apart from these three topics we have been worked on another one: ourselves.

We would like to present to you with this news post, an up to date overview of the team as it is now:

SGMG

After the release of the space skirmish version we got some interesting candidacies from people willing to help us out!

Sadly, there is still a gap in our team on a very important spot that needs to be filled: The 3D Art Team is still understaffed which slows down progress of the ground part.

Anyone who is reading this and is willing to help us or knows someone who might be able to help us is invited to read the job offer at our forum:


Job offer: 3D Artist

The last heavy hitter in this news post is the following:
We are really happy to announce that some of our beta testers are now helping us as Community Managers!
They will help you with anything related to the mod and will help us by collecting your feedback.
Also they will keep Google+ and Twitter up to date from now on.

Our Community Managers are:

AC-Suchti (responsible for Moddb as AC-Suchti and Google+)
Colonel Steven Caldwell (responsible for Moddb as rahm_kota and Twitter)
Todesgleiter (responsible for our forum)
General Stefan (responsible for our forum)
christ (responsible for our forum)

Last but not least, the instruction on how to get the launcher to work with Steam:

1. Steam Version

1. Steam Version

First of all you have to tick the "Steam Version" box in options.

2. Steam

2. Steam

Now click "Start" in the launcher. Your Steam library will appear and redirect you to Star Wars Empire at War Gold within your game collection automatically.

3. Properties

3. Properties

Right-click on Star Wars Empire at War Gold and then click on properties.

4. Launch Options

4. Launch Options

Click on "Launch Options"

5. Insert command

5. Insert command

In the pop-up window you have to add this line for the game to launch the mod:
-swfoc MODPATH=Mods\Stargate

6. Start

6. Start

Now, as you start Star Wars Empire at War Gold and choose Forces of Corruption the mod should launch correctly!

That's it for this time folks.

See you next time!

Sincerely yours,
the SGMG

Post comment Comments
zck2020
zck2020 - - 354 comments

Heh, wish I had Gold Edition. I'm still stuck with the original separate games.

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[SGMG]McKay
[SGMG]McKay - - 465 comments

As long as they work ;)

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The-Art-of-War
The-Art-of-War - - 610 comments

So are most people in the team, personally I don't think I'm "stuck" with it but rather lucky as it is more stable.

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Guest
Guest - - 689,164 comments

There is a slight bug with the update: the AI of all species do not build any space station upgrades at all while in skirmish mode. yea...

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MapperLocutus
MapperLocutus - - 985 comments

The update does not affect the mod itself but only the launcher.
The AI works very well in TPC. If you have trouble with the AI being inactive as you described this might help you:
Stargate-eaw.de (chapter 5.8)

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JediGuardian23
JediGuardian23 - - 15 comments

Hey all,
Downloaded the MOD yesterday and its awesome!
Just one question,sorry if its been asked before or not. In the 1st game,there were supergates where you could choose the Pegasus galaxy and get to use Ancient ships.So far I am only seeing aschen ships etc in supergates...Is that not available in this game as yet?? I love using Ancient ships...

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Spinobreaker
Spinobreaker - - 5,875 comments

i added that, its not part of the new game sorry

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JediGuardian23
JediGuardian23 - - 15 comments

awwww, no drones.... :(
Oh well,I will make the best of the situation.
Still love the game and all the work thats been into it.
:)

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MapperLocutus
MapperLocutus - - 985 comments

There are different variants of supergates and other structures available in which you can build "non-player" ships. Take a look at the FAQ (chapter 5.7) for further information: Stargate-eaw.de :)

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The-Art-of-War
The-Art-of-War - - 610 comments

As Suchti said, and check out the Ancient Sensor.

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AC-Suchti
AC-Suchti - - 158 comments

As far as I am up to date, there are 3 different kinds of ancient ships in the mod ^^

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JediGuardian23
JediGuardian23 - - 15 comments

Thanks guys, I read the FAQ and saw the locations. Already played some matches. Love the feeling of destroying wraith ships with drones. :D

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redsquadron
redsquadron - - 11 comments

when are the Asguard beams going to work on all BC-304's (or the mark II's if there ever will be any)? its sort of annoying having to sit over the odyssey, waiting for 3 minutes to shoot a single shot.

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AC-Suchti
AC-Suchti - - 158 comments

As the Asgard Beams where extremely over powered in the series, many people would be very sad when they are dealing almost no damage ;) They really dont fit into the balancing concept ^^
However, you could implement them yourself ;)

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redsquadron
redsquadron - - 11 comments

i'll get back to you on that... in a year or two, when i have figured it out, if ever...

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AC-Suchti
AC-Suchti - - 158 comments

Actually, that isnt complicated ;)

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Guest
Guest - - 689,164 comments

(Redsquadron) Too lazy to log in; how would I be able to change it? I'm not very familiar with code, and I have no idea what StargateEAW is programmed with. lol

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AC-Suchti
AC-Suchti - - 158 comments

All units etc are coded in eXtensible Markup Language(XML), it's similiar to HTML. Just take a look at the TPC's data/xml folder. In theorie you need to recode the hardpoint of the asgard beam, so that it fires automatically and not as an ability. Then you enable it in the normal 304s. The rest and espacilly how you do all that, you'll have to figure out by yourself(there are several tutorials out in there...I like Jedi_Lu's most, just google it)

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Guest
Guest - - 689,164 comments

how do i get rid of them artillery units ? i find them horrible

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AC-Suchti
AC-Suchti - - 158 comments

Are you familiar with XML codes of EaW?

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Guest
Guest - - 689,164 comments

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Guest
Guest - - 689,164 comments

well a realy realy realy tiny bit

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AC-Suchti
AC-Suchti - - 158 comments

Alright, go to the mod's XML folder and open Starbase_Goauld and Starbase_Wraith. Search in both for "<Tactical_Buildable_Objects_Multiplayer>" under skirmish starbases(need to scroll down a bit) for each starbase lvl. Then delete the following lines: "Hyperspace_Broadside_Class_Cruiser," for wraith and "Hyperspace_Marauder_Missile_Cruiser," for goauld.

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Guest
Guest - - 689,164 comments

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Fox83
Fox83 - - 7 comments

Will there be some news? It is almost two month since last update. Just being courius.

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AC-Suchti
AC-Suchti - - 158 comments

The team is currently undergoing some changes in teamstructure and they are still working on release patch 1. There will be further information on that, just stay tuned :)

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