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Mod for Stargate Empire at War Version 1.3 by Patton.

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Mod Patch by Patton
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iDark
iDark - - 16 comments

Why no changelog? Would Patton rather pm it to everyone who asks? Oh, and if so, where can I send messages to him?

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Q-field_Theory
Q-field_Theory - - 82 comments

Does it say what the mod adds anywhere?

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p*a*t*t*o*n
p*a*t*t*o*n - - 690 comments

damn it, the changelog should have been in the folder. my bad everyone, i'll post it in news on my page and link it here as soon as it's authorized. until then anyone interested in seeing the changes pm me and i'll get it to you

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Jack_Hunter Author
Jack_Hunter - - 860 comments

@Patton: You can send us the changelog via PM like you has contacted us and then we can add it here.

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p*a*t*t*o*n
p*a*t*t*o*n - - 690 comments

sent it, thanks

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MapperLocutus
MapperLocutus - - 985 comments

Appended :)

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p*a*t*t*o*n
p*a*t*t*o*n - - 690 comments

Thanks, sorry for the snafu

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nitebones
nitebones - - 222 comments

I cant wait to try this, because I have always preferred the no hard points on ships better than the old system

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maurowhelan
maurowhelan - - 90 comments

ok got to play the new campaign, i miss usubg drones to break shield generators but so far i love this mod

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maurowhelan
maurowhelan - - 90 comments

found a small bug, the mod causes you to be unable to build space/ground jumpers on the ancient worlds, if anyone can help fix this please do. ill be trying to fix it myself but im very very noob to the coding.

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Jack_Hunter Author
Jack_Hunter - - 860 comments

If I have understood it right, you can no longer build Jumper. Look in the changelog above.

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p*a*t*t*o*n
p*a*t*t*o*n - - 690 comments

that is only in the skirmish, I didn't change any of the campaign data, at least not intentionally

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Rogeronfire
Rogeronfire - - 13 comments

How do I change the cost to dial other galaxies from giant stargate?

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AC-Suchti
AC-Suchti - - 158 comments

You need to find the xml file of the supergate and then you have to change for every addresse the skirmish build costs. If you havent any experience about EaW coding, just google for some tutorials.

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Leogracer171
Leogracer171 - - 35 comments

I have a problem where the GUIdialog.xml has syntax errors. I start every time with a fresh folder and copy the mod into it. What is wrong?

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K-ly
K-ly - - 11 comments

i have the same problem, did you fix it ?

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p*a*t*t*o*n
p*a*t*t*o*n - - 690 comments

I have not touched the guidialog file, any syntax issues there were carryovers

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kingofkings0809
kingofkings0809 - - 113 comments

if i understand this correctly you cant build normal 303's after tech 3? if thats so that would suck when the enemy is attacking and you only have enough time to build 303's because i go weak ships to attack strong because they can hold their own. and also is the Daedalus still available to build normally?

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p*a*t*t*o*n
p*a*t*t*o*n - - 690 comments

303s vs anything more than old hataks wont work in this mod, theyre too light and dont pack much of a punch. theyre an early game unit that get quickly phased out by newer designs.
the daedalus is still available to build normally, and upgraded with the beams it is extremely powerful

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Diego5194
Diego5194 - - 45 comments

Hi, I've tried your mod and when I'm playing "Universe Stargate" GC, some Goa'uld enemy AI fleets include Wraith ships, even Wraith hives. Is there any way to remove them from Goa'uld AI fleets?

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zepherreload
zepherreload - - 4 comments

Ive been trying to remove them myself and looked through the files and cant see why rhey get the ships, its really bugging me now. Someone has to know what im missing

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quest884
quest884 - - 3 comments

Having a bitof trouble installing this mod... Any advice?

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kingofkings0809
kingofkings0809 - - 113 comments

i love the mod but since it took away weaker ships even on the super leer maps which was kinda stupid because you can build everything on it at the start. but besides that its awesome because it mimics how the hull of ships are in the show and nice work on the drones they are truly like the ones in the show aswell.

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Guest - - 688,627 comments

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JackAttack117
JackAttack117 - - 3 comments

Is there anyway for this mod to work with "Campaign Mod by Aslena". Whenever I attempt to combine them I get an "exception" error. :)

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ColonialOne
ColonialOne - - 1 comments

Hello, it may be pretty out of date but as for feedback, it might help a little...
The submod itself is great, I have to say, big thank you :)
However, I was experiancing one bug(playing as Tau´ri) - during campaing (the Universe of Stargate) after I researched the tech, I was able to build BC-304, both the new and the old versions, but after a tactical battle THE OPTION to BUILD them DISSAPPEARED. I know that X-303 becomes unavailable after tech 3, but as far as I understood the channelog, BC -304 should be available.
The same thing happened with naquadah generators, I could build as many as I wanted, but after tactical battle, the possibility to build them disappeared.
Basicaly, I was stuck with the option to build just F-302s while being at Tech 4.(Which was a shame, as the submod is otherwise great)
Best Regards

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zepherreload
zepherreload - - 4 comments

Can someone please tell me how goa'uld are getting wraith ships? Ive checked tge affiliation and set them to pirates only but still they get the ships how?

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