Stargate Empire at War
#41
Posted 29 December 2006 - 11:46 AM

Halo Wars > Star Craft 2 > UAW.
z3r0 says:
i mean im starting to think he uses a speech to text tool
z3r0 says:
if you asked him if it was raining outside he would respond with a 900 page discertation on the rain and its molecules and how its affecting the **** beetle in kenya
#42
Posted 29 December 2006 - 12:12 PM
Ok,you have to see,that we try to make the mod balanced,that's why Caldwell is stronger. He is the counterpart to the Prime of Anubis. If we would make everything "realistic",the Goa'uld wouldn't have any chance against the Asgard beside their battlecruiser! So,please don't take everything to seriously,it has to remain playable!
The idea with the ZPM is cool,i will tell it to the leader,let's see,what can be done!
#43
Posted 29 December 2006 - 12:56 PM

Halo Wars > Star Craft 2 > UAW.
z3r0 says:
i mean im starting to think he uses a speech to text tool
z3r0 says:
if you asked him if it was raining outside he would respond with a 900 page discertation on the rain and its molecules and how its affecting the **** beetle in kenya
#44
Posted 29 December 2006 - 01:20 PM
also there is no way they could have tampered with the Asgard tech because there was Asgard enginner on board to supervise the Taruis use of there tech so it could not be used as a weapon
Answer to Mayjor Paynes question
Edited by Admiral_Antilles, 29 December 2006 - 01:21 PM.
#45
Posted 29 December 2006 - 03:50 PM
#46
Posted 29 December 2006 - 05:55 PM
I think my point is that the Daedalus didn't require a ZPM, it just benefited from one.
That said, a good idea might to make a planet which would provide a Tau'ri player with ZPMs - in other words, give a boost to all Daedalus-class ships. It'd make for an important control point.
Klarin
#48
Posted 30 December 2006 - 05:02 AM
When we make a galactic conquest map,we will implement the idea of the ZPM. That's cool!
#49
Posted 08 January 2007 - 01:31 PM
Downloadlink
The latest version of the Stargate Empire at War Mod.
What is new?
New Sounds
New balancing
New Specialweapon
New Ships for the Pirates
New Tauri Starbase
and many more
You find Bugs? Post them in the Mod Forum on www.stargateeaw.de
Your Stargate Empire at War Modding Group
Another downloadlink at ModDB: http://mods.moddb.co...-war/downloads/
For all who are interested in,the first 3 groundunits are ingame,have a look here,
Click on the blue "Bodenpatch" word in the first post to download it! Just extract the archive and copy the folder into your gamedata directory. You should be asked if you want to overwrite existing files. Click on "yes to all". Try it out!
Edited by MerlinGalgotta, 15 January 2007 - 06:26 PM.
#50
Posted 21 January 2007 - 03:09 PM
Goa'uld:
-Groundunits
+elite Jaffa with snake helmet
+Prime(replaces Fieldcommander)
+Osiris becomes Hero unit in space
+Alkesh as alandingcraft
+Anubis' Kull Warriors
+Ashrak replaces Boba Fett
+Support Jaffa with big staffcannon(4 normal Jaffa as guards and one with the big gun)
+Jaffa staffcannon towers
-general changes
+Jaffa animation changed
Ta'uri:
-Groundunits
+HumVee(replaces repulsorlift tank)
+X-303 as landing craft
+Tokra(replaces infiltrators)
+SG1(replaces Mon Mothma)
+Bratak(replaces Obi Wan)
+SG-teams(4 people with MP5)
+SG-snipers(2 people with SR25)
+SG-support(1 medic,1 M60 soldier,2 M136 rocket launchers)
+Major with 4 guards(replaces Fieldcommander)
+UAV scout
+MALP with .50 caliber weapon
-general changes
+new icon for plex soldiers
NO(!!) new race!!
Some little surprises!;-)
That's our roadmap for the next weeks!
#51
Posted 21 January 2007 - 08:55 PM
Also the BC-304s can carry up to 16 fighters. Any plans to give them hangers?
Edited by RiceFarmerXD, 21 January 2007 - 09:11 PM.
#52
Posted 21 January 2007 - 11:03 PM
the only reason the Asgard Scientist on board allowed it was that it was the only way to destroy the warith hive ship!
#53
Posted 21 January 2007 - 11:36 PM
#54
Posted 22 January 2007 - 11:34 AM
The BC304 is strong enough,beside that it isn't possible to implement such an effekt,because Empire at war has no similar option,and to program a totally new ability isn't possible!
Every ship with fighter bays will spawn fighters and/or bombers in the next version except the Ori warship,because the model isn't done so far.
#55
Posted 22 January 2007 - 07:37 PM
ps. You could replace Mon Mothma with Dr. Wier.
#56
Posted 22 January 2007 - 11:38 PM
#57
Posted 23 January 2007 - 08:18 AM
We have two possibilities for the hypervelocity gun,either it will be taken completely out of the game. That would be the case,if we make the Ori satellite buildable on the weapon platforms in space,or it will be the Ori satellite(as an upgrade),but then without model!
The same with the ion cannon,it will become buildable on the platforms as the ancients satelite,or as an upgrade.
We aren't sure at the moment.
Those two satellites would certainly have a reload(firing) time about 2 minutes(if buildable) or more,because they will become very strong,in one way or the other.
Some screens of the groundunits and builings,have a look!
http://img116.images...02hangar5ab.jpg
http://img267.images...47/jaffa0lc.jpg
http://img253.images...3/sgteam1un.jpg
http://img253.images...stargate7xi.jpg
http://mods.moddb.co...ry/image/55640/
http://mods.moddb.co...ry/image/55639/
Edited by MerlinGalgotta, 23 January 2007 - 06:17 PM.
#58
Posted 24 January 2007 - 11:01 PM
#60
Posted 25 January 2007 - 08:16 AM
Watch it here:
http://video.google.....35584584740874
or for best quality download it here:
http://files.filefro...;/fileinfo.html
http://www.wikiuploa...ge.php?id=65283
http://rapidshare.co....A_TRAILER2.wmv
Edited by MerlinGalgotta, 29 January 2007 - 12:38 PM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users
















