Face off against both the Rebel Alliance and the Galactic Empire. As Tyber Zann, you'll stop at nothing as you seek to become the most notorious criminal leader since Jabba the Hutt. With all new tactics like piracy, kidnapping, racketeering and bribery, you can control the shadowy forces of corruption in your attempt to rule the Star Wars underworld.

The Rebels have just destroyed the death star, and the galaxy is in turmoil. In other words, it's just the time that you, and your Zann Consortium, have been waiting for. Quench your thirst for power as you build and lead your own forces of scum and villainy. Spread corruption throughout the galaxy using new strategic gameplay elements to influence other factions, steal their funds, slow their production, spy on them, and more.

Exciting new land-tactical options like advanced base layout and guerrilla warfare allow for innovative battlefield tactics. Take command of and confront new fighting units for all factions (Rebel B-wings, Imperial TIE Interceptors, Super Star Destroyers and more). Take down anyone who stands in your way of ruling the underworld, be the new battlefield heroes like Luke Skywalker and Yoda, or even your worst bitter rival - Jabba the Hutt.

The ultimate prize awaits: an immense Super Star Destroyer known as The Eclipse. Spanning the length of nearly all of the Star Destroyers seen in the original Empire At War, the deadliest capital ship in the galaxy comes equipped with a superlaser rivaling that of the death star. With it under your control, no one will remember the name Jabba the Hutt - Tyber Zann will be the most feared crime lord the underworld has ever seen...

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Let's dig! Open beta patch 3.1.0

Image by afanickton

Hi everyone! Today we're updating the open beta to version 3.1.0 which comes with major changes to the "Stargate Galaxies"-GC.
Besides the following three major changes there are many more tweaks and adjustments done. We encourage you to dig for some gems in the full changelog.

Speaking about digging ... we are excited to show off the new prototype system we have been working on in the background – Dig Sites.

We feel that to make planets more interesting and special, having specific events, such as those involving spawning heroes, or special items like ZPMs, makes the game more exciting and enjoyable. One thing missing from this is randomness, not knowing exactly what you are going to get, as once you know the spawns of the heroes, then there is nothing left to discover.
Enter the dig site. Specific worlds will have unique dig site “research” options, which are somewhat costly, and take time to complete. Once they do however you will randomly be given a special reward, this could be credits, a special ship, or something more interesting.
We have implemented six new dig sites spread across the Milky Way and Pegasus galaxies (currently just for the Tauri) initially. Balancing may be required and you may see some placeholders until we are fully satisfied with the system. Feedback is greatly appreciated; you can help shape this feature!
There is a probability of specific rewards that can be given upon completion of the dig site. Currently this is a fixed probability, with the modifier that increases the chance of a better reward as you complete more digs, so as not to make it impossible to achieve the higher rewards. Once the “grand prize” of a site has been given, then the dig site becomes depleted and you can no longer dig.
five of the sites are more standard, with a subset of two more special ones in that group. We have one very special dig site which we will let you discover by yourselves.

Those new activities need to happen somewhere. Therefore, we added 30+ planets to the "Stargate Galaxies"-GC as part of a major planet layout adjustment.
Due to this change your save games will (most likely) not work after the update.

Let's dig! Open beta patch 3.1.0

While it might be possible to load the save you will most likely experience lots of bugs. Please make sure to only report bugs based on new save games!
There are more things to come to "Stargate Galaxies"-GC in future updates while we're in open beta: This includes but is not limited to a starting forces overhaul and the two minor galaxies will get a small expansion as well.

Also with this patch we're excited to introduce a custom ground map for our very home planet Earth!

Earth ground mapEarth ground mapEarth ground mapEarth ground map

We hereby declare McBaal's open! Feel free to roam around and let us know on [Discord](https://discord.com/invite/vyMQ6Cq) what you think about the new map.

Full patch content below:

Art
Textures:
- Improved galactic icon for Corruption, Revolution and Bounty ((resolves #3531)
- Created new icon for combat armour used for all factions
- Added building and radar icon for Asuran Barracks and Asuran Command Center
- New radar icon for Genii Fighter Land
- Improved some upgrade icons such like ZPM Hive research or Adria research
- Added unit icon for Naquadah Generator MK2
- Added unit icon for BC-304 Refit
- Improved some upgrade icons such like Atlantis research, Anubis Flagship research, Moros Dreadnought upgrade

Level Design:
- Added custom map to Earth
- Fixed a typo in Kohal space map causing a crash
- Added planet prop to Map_GC_Space_Vanir_Homeworld
- Removed placeholder ground maps for Pegasus planets. Using some SW maps for now.
- Add a crashed capturable Dart to M4F_788

Audio:
- Added new Daniel move speech
- Tealc/Daniel move speech minor fixes
- Added eleven new speech sounds to Aris Boch (attack, move, select, low HP, critical HP)
- Added Goauld weapon sounds provided by Dantius

Code
General:
- Fixes to ZPM transport and slight balance to defence bonus
- Fixed issue where ZPM would not be removed by wraith ZPM hive project
- More balancing of the ZPM defence - may need to nerf more specifically for wraith due to their regeneration
- Resized the SGC from 0.9 to 0.7
- Increased assassination cost modifier for Ashrak/Tokra
- Naquadah generator MK1 and MK2 implemented and use the same system as ZPM load in
- Fixed bug where items could be multiloaded into the same ship. Slightly modified naquadah generator unit

Stargate Galaxies:
- Added prototype of dig site system
- Major change to the planet layout. New and more planets added.
-- Integrated Icarus Base
-- Integrated Pegasus Black Hole
-- Integrated Dar Eshkalon
-- Integrated P3R_118
-- Integrated P3X_474
-- Integrated P9C_882
-- Integrated New_Athos
-- Integrated Lucian Base
-- Integrated M35_117
-- Integrated Manaria
-- Integrated P3M_736
-- Integrated Rasputin
-- Integrated Alpha Base (Pegasus)
-- Integrated Belkan
-- Integrated Sagon
-- Integrated Vadena
-- Integrated Asteroid Field (Pegasus)
-- Integrated Basis Ford
-- Integrated Cloister
-- Integrated Laros
-- Integrated M1K_177
-- Integrated M2R_441
-- Integrated M2S_445
-- Integrated M5V_801
-- Integrated M65_PL8
-- Integrated M6R_214
-- Integrated M6R_867
-- Integrated M8G_352
-- Integrated M56_768
-- Integrated Moonbase
-- Integrated Vanir
-- Integrated Kohal
-- Integrated Hanka
-- Integrated KS7_535
-- Integrated P5R_357
-- Integrated P8X_412
-- Update old (German or misspelled) planet names
-- Swap P3X_439 and P8X_412 to get a mining planet closer to Anubis HW
-- Make Vanir the new connection point to Ida
-- Remove some traderoutes around Taonas to discourage moving along the galaxy edge
-- Minor position adjustment for M1K_177
- Added missing planets to the Wraith Large Shipyard
- Reduce planet scale by .2
- Removed starbase stealth from some space-only planets (Adara, Tobin, Thaltus ect.) but also added it to others like Black Hole, Nebula or Maelstrom
- Added Orilla to Asgard Shipyard
- Added Replicator and Ori wake up code for Wraith AI as Goauld
- Fixed bug where supergate would not spawn in Tauri GC if you defeat the Ori quickly
- Adria and Ori AI chain modified slightly. No more duplicate Adrias.
- Adria implantation will now take control of all Ori forces and planets when research complete. Have increased cost and duration of upgrade given that this could give you a big chunk of the galaxy. Also made it so Ori Ai activates if you take SSG before AI normally wakes.
- Added and fixed some Ori AI activation events in both Goauld and Wraith event chains
- Added Wraith AI activation in event of Ori or Replicators becoming active
- Removed Adria spawn from Supergate - now done via script
- Fixed potential bug where you could destroy Ori and not get the supergate
- Made the Goauld Eyes, and Wraith Bioreactor compatible with new ZPM loading system
- Fixed wrong zoomed terrain image for Iratus Bestiola
- Wraith Rebel Heroes must die before Wraith get theirs
- Langara can now build standard mines
- Disable gate raid to Earth (Iris)
- Created a combat armour upgrade used for all factions and added it to Vadena
- Balanced defence of items more
- Added the MK2 naquadah generator as a limited buildable unit on Earth
- Naquadah generator MK2 is now required to get the sol/sleipnir. A MK2 to spawned, and then buildable up to a max of 2 when you conquer orban, lantea and have the daedalus.
- Fixed Indoctrination Camp does not increase income (resolves #3605)
- Set star- and ground base levels for moon base
- Disable spy network ability on M6R_867 and reduce Raspun structure slots
- Allow asteroid mine in asteroid field
- Make SG teams buildable on all human off-world bases in Galaxies
- Fix Missing ground and space structure slots on Rhenus
- Updated victory conditions for all three factions (issue #3606)

Goauld:
- Anubis has had a host of heroes added to his roster via event spawn. Before a hero can be recruited from their spawn world, said hero must be dead first. This has now been solved - no more multiple baal, for now ;)
- Fixed lack of shielding on Stealth Hatak

Tauri:
- Tauri Lantean satelite now fires 3x as fast with increased damage
- Balanced the BC-304 MK2 a bit more, and added it to the speed boost planet ability
- Balanced the MK2 upgrade - it worked out more expensive than the Oneill, and took too long to build.
- lighly buffed railguns for MK2, and replaced power to engines with a divert power to beam weapons ability. This takes power from rail guns, missiles, engines, and defences, and buffs the beams. Beams have been slightly modified in accordance with the new ability.
- Sleipnir is now slighty better balanced for the GC. Weapons have been increased to 80% the power of Oneill, and shield buff ability reduces weapon power further and regen is decreased more to reflect the 80% power reduction
- Slightly pimped Jumpers (land)
- Updated good/bad of SG-Team and Special Forces
- Fixed issue with Aretmis full power to weapons where it would fire 3x slower, but deal 3x damage, meaning ability had a net result of 0.
- BC304 refit added, which will deploy F302s. Requires Replicators to be active, an asgard shipyard, and an upgrade to an existing BC304 to be completed.
- Additional balancing for the BC304 refit and MK2. The X301 launching version will be discontinued once the MK2 becomes buildable, older ships can still be upgraded to the refit, meaning the main version becomes the refit, which can still be upgraded to the MK2 as before.

Wraith:
- Made ZPM Hive an upgrade unit like the MK2 and modified event structure accordingly. Now requires a hive ship, large shipyard, and ZPM in orbit. ZPM and Hive are removed after upgrade

Replicators:
- Re-add accidentally removed hangar hardpoints to repli starbase
- Replicator infobox now fires when invading Sateda
- Fifth now got the nanite missile as ability
- Replicator nanite missiles now correctly convert smaller ships, frigates and corvettes, and other replicator ships will stop firing on them. Heroes, and larger vessels will only be stunned by the missiles for a short period.
- Increase Replicator_Space_Projectile_Missile.alo collision mesh size
- Fixed an issue with nanite missile SFX and particles

Ancients:
- Fix Ancient_Satellite_Death_Clone scale
- Set max build limit per planet to 1 for Ancient weapons platform

Jaffa Rebels:
- Coded Jaffa Rebels Ground Building Barracks (with placeholder model)

Genii:
- Fix Genii Gatling turret
- Coded Genii Fighter Land
- Added ground unit spawns to the Genii ground buildings

Ori:
- Updated Adria code

Text:
- Adjusted the texts for the GTSWs and mentioned the regular ones have a build limit of two while the special ones can only be built once (resolves #3578)
- Added new spawn and defeat texts for Goa'uld heroes (resolves #3572) plus Adria event (resolves #3587)
- Changed text of Naquadah Generator and Biomatter Reactor so the player know it can be loaded into a choosen ship and what it can improve there (resolves #3583)
- Fixed the issue Ori Space Station had the wrong description (resolves #3562)
- Added text for BC-304 MK2 shield boost ability (resolves #3566)
- Added texts for Naquadah Generator MK2 and adjusted the MK1 desctription as well as the spawn text (resolves #3586)
- Adjusted some texts and fixed typos
- Changed name of Vanir Homeworld to Vanaheim plus every text that refering to it
- Added texts for BC-304 MK2's new ability Power to Beam Weapons (resolves #3594)
- Added texts for BC-304 Refit (resolves #3607)
- Deleted unused strings (resolves #3608)
- Many new texts for the dig site events, including unit/item descriptions as well as upgrade and event texts (issue #3612)
- Updated victory conditions for all three factions for Galaxies GC (resolves #3606)
- General text improvements and typo corrections I found

See you next time!
Your SGMG

sgmg logo min


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Post comment Comments  (0 - 10 of 677)
Warper243
Warper243

EAW Needs more anime

Reply Good karma Bad karma-1 votes
Zombietrooper
Zombietrooper

As always. Happy May 4th everyone. Hope you have a great day.

Reply Good karma Bad karma+3 votes
Guest
Guest

u too

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AvianLord5678
AvianLord5678

Hello all,
So recently I've started playing this game again after a while. I play on Windows 10 x64, I have the CD version of the game. Whenever I try to launch the game, it does nothing for at least 30 minutes. The game would launch about at least a half hour after I launched it. The exception error has happened as well. Especially when I try to play the 'Republic at War' mod. I set the compatibility settings to Windows XP (Service Pack 3), I still run into the same issue yet again. This game has worked before. What are some other possible solutions?
Thanks!

Reply Good karma Bad karma+1 vote
Some_other_guy
Some_other_guy

on sales is like 5 dollars on steam

Reply Good karma Bad karma+1 vote
NekoChan123
NekoChan123

Roll back to Windows 7

Reply Good karma Bad karma+2 votes
scorpcrack
scorpcrack

a question or request that could be made a mod of knights of the old republic??

Reply Good karma Bad karma+1 vote
Guest
Guest

There was an old one from 10 years ago, but it was abandoned.

Reply Good karma Bad karma+2 votes
Jevuner
Jevuner

Any mods playable in multiplayer galactic conquest ?

Reply Good karma Bad karma+1 vote
Zombietrooper
Zombietrooper

May the 4th be with you everybody

Reply Good karma Bad karma+5 votes
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