Mod for Stargate Empire at War Version 1.3 by Patton.
Patton's Mod for the Mod Stargate Empire at War Version 1.3
Installation:
Extract the archive, copy the Data folder and paste it in "Lucas Arts/Star Wars Empire At War/GameData/Mods"
SGEAW 1.3 Tweak
Spinobreaker and contains a model by IceViperLat. All of the hard work goes to these people, I only tweaked what they built.>
Changelog:
-Humvee replaced with M2 Bradley IFV. It is armed with a 25mm chain gun and TOW missiles. While expensive to
deploy and only available in limited numbers, it is a very powerful addition to your arsenal. Just make sure you
use them wisely as you can only deploy a few at a time, and once they're gone, they're gone!
(Model by IceViperLat)
-Ground weapons have been tweaked so that weapons are close to being as damaging as in the TV show. Staff weapons
kill within just a few hits, and Jaffa die with a burst of automatic weapons fire.
-Ships have been tweaked to better represent their demonstrated capabilities on the show, at least with as much
consistancy as possible.
-Hardpoints have been removed so that powerful weapons such as the Ori and Asgard superlasers will now kill ships
as quickly (or near enough) as in the show. For example, the Ori superlaser will now kill a Ha'tak mothership
in a single shot. Hardpoints on the space stations remain.
-Space heroes health reduced so they're not ridiculously impossible to kill.
-All ships (with the exception of the Wraith and Replicators) have had their armor changed so that when shields drop the hull is destroyed fairly quickly.
-Wraith armour increased and takes significantly less damage from all weapon types.
-Replicator armour increased for the ships made up of Replicator blocks. They now take reduced damage from energy weapons but increased damage from impact weapons like railguns.
-Tauri missiles do significantly less damage to shielded opponents but are decently powerful vs. unshielded enemies while their railguns are slightly more powerful vs shields and are devastating to fighters that get too close.
-All ships have had their shields reworked so that shields are now significantly more powerful than they were in the vanilla mod. There are 4 types of shielding now in the mod: Ancient, Asgard, Goauld, and Tauri. Ancient shields exist on the Lantean and Ori vessels, Asgard on Asgard, Replicator, and upgraded Tauri ships, Goauld on Goauld, Grace, and Aschen ships, and Tauri on early Tauri defense satellites and ships. This was done to simplify things and to give a best approximate fit for the relative shield technology of the various races.
-Asgard, Ori, and Lantean ships have been made far more powerful, but are far more limited in their use than
before. For example, as a Tauri player in skirmish you are only allowed to field a small number of Beliskners or
Daniel Jacksons at a time, and just a single Oneill. This is to reflect on the lack of influence the Asgard had on
the events in the Milky Way due to the limited resources available to them in the war with the Replicators.
-Tauri vessels have been changed pretty dramatically from vanilla and must be played differently as a result. The X301 has been removed from their arsenal altogether, and the X303 becomes unavailable after Tech 3 when it has
been replaced by the BC-304. Early Tauri vessels are pretty light and don't dish out much damage to shielded
opponents. As you upgrade your fleet from 303s to 304s you will be able to dish out as well as recieve more
damage.
-The BC-304 becomes available at Tech 2 in its most basic version, sporting limited Asgard shielding and its basic
loadout of missiles and railguns. At Tech 3 that version is replaced by an upgraded model with better shields and
a loadout which includes nuclear warheads. A properly managed 304 in this configuration should be able to fight an
Anubis upgraded Hatak on pretty even terms, although the Hatak will be cheaper.
-Nukes are probably the biggest change to the Tauri faction, as they allow for crippling blows against enemy
vessels when their shields are down. They are slow to fire and do little damage against a shielded opponent, but
are devastating to unshielded vessels (with the exception to the Wraith and the Replicators, who are more protected). These weapons are carried by Prometheus and Tauri BC-304s starting at Tech 3.
-The Apollo carries the Horizon Weapon System which fires extremely slowly and only at selected targets, but if it
lands on an unshielded opponent will to terrible damage.
-Lantean drone weapons have had their damage dealt increased significantly, and will tear apart ships quickly. The
model has been changed for the drone model from Pegasus Chronicles which looks better and lags less.
-The Puddle Jumper has been reomved from the Tauri in skirmish mode as a regular unit. If you want to build them you will need to construct a Supergate and dial Pegasus.
-Goauld Hataks have had their prices reduced so as to reflect greater availability than their Tauri counterparts.
-Old Hatak becomes unavailable at Tech 2 as it is replaced by the Pyramid Ship.
-Anubis Hatak has been buffed and by Tech 4 completely replaces the regular Hatak.
-Deployed Anubis Mothership now has a fast-firing and damaging energy weapon more like in the show.
-In general, the Tauri have good fighters but very poor early-game units as their X-303s are just not effective at
killing their Goauld counterparts. Mid-game they finally have good ships in the BC-304 but must use good tactics
in order to get the most out of them, as they possess powerful shields but low firepower. When late game rolls
around the Asgard ships and Asgard-upgraded hero ships start rolling out and you have a significant advantage
over your Goauld opponent, but your ships are still far more rare and expensive than his.
-On the other hand, the Goauld have numbers and production capacity. They can roll out large numbers of ships very
quickly and swarm a Tauri opponent. In the early game they actually out-tech the Tauri, and even mid-game have
superior firepower. In the late-game they will lose out to the superior Asgard vessels but can easily use their
numerical advantage to ensure victory, and even though their vessels are less advanced their late-game ships
are still quite powerful.
-Extra races like the Wraith, Asgard, Replicators, Lanteans, and Ori are extremely powerful but very rare as well.
They will turn the tide of battles but are expensive to field.
There are several other minor tweaks, some cosmetic, some not, designed to hopefully make the gameplay a little
more faithful to the capabilities of the various factions as shown in the show. I hope I've been successful in
making this game a little more like the TV show. Please enjoy, feedback is appreciated!
Why no changelog? Would Patton rather pm it to everyone who asks? Oh, and if so, where can I send messages to him?
Does it say what the mod adds anywhere?
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
@Patton: You can send us the changelog via PM like you has contacted us and then we can add it here.
sent it, thanks
Appended :)
Thanks, sorry for the snafu
I cant wait to try this, because I have always preferred the no hard points on ships better than the old system
ok got to play the new campaign, i miss usubg drones to break shield generators but so far i love this mod
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.
If I have understood it right, you can no longer build Jumper. Look in the changelog above.
that is only in the skirmish, I didn't change any of the campaign data, at least not intentionally
How do I change the cost to dial other galaxies from giant stargate?
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.
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?
i have the same problem, did you fix it ?
I have not touched the guidialog file, any syntax issues there were carryovers
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?
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
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?
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
Having a bitof trouble installing this mod... Any advice?
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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Is there anyway for this mod to work with "Campaign Mod by Aslena". Whenever I attempt to combine them I get an "exception" error. :)
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
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?