Today marks the 12th birthday of our project! Happy birthday Stargate Empire at War!

Hello dear community,

we again have to thank everyone involved in the testing of patch 2.1.1! We're getting closer and closer to a stable release of Pegasus Prelude with each patch! :)
Today we're happy to release patch 2.1.2 which includes:

- The galactic background has gone missing with the last patch...we added those again!
- We added a clarification to the text of the Wraith ambush mission that not all enemy ships needs to be destroyed
- There was a "Missing" in the headline of the objective window when the Ancients recapture Taranis
- The description of Pegasus Prelude now clearly states that you need to select Tau'ri in order to play as Ancients
- The Arthos Satellite destruction objective is now no longer an issue when you're owning Arthos already
- Added text to Gonta mission that suggests taking out the Delphi engines. Also prevented AI retreat for the first 120 seconds of the battle.

The full changelog can be found here (soon):

The Pegasus Prelude Balancing survey is still going! Please keep sharing your feedback with us. :)

Wird geladen...
 

We're more than happy to answer all your questions about our project! Feel free to get in touch via our forums, social media, discord or by putting more to the "Is there anything else you want to let us know? :)" section of the survey! :)

Yours,
SGMG


sgmg logo min

Join the Discussion now!

Hello dear community,

After releasing several much needed fixes for Pegasus Prelude, updates for our launcher and the re-launch of our website the team needed a small break to focus on other business (and probably some of us also enjoyed some sunny days).

While having some time away from code, models, etc. we still had a close eye on your feedback especially on Pegasus Prelude. Now that the temperatures outside are decreasing everyone is slowly getting back to their modding related work. The team is very happy about the results of the Pegasus Prelude stability survey and your feedback in general as it shows that the GC made great progress during its time in the open beta.
Our aim is now to incorporate the feedback in a new patch, deliver that one to the open beta and if our expectations hold true we plan to shift Pegasus Prelude to the stable branch of the mod.

It would help us lots if you could let us know if you experience any balancing or other issue with the GC after patch 2.1.0 by completing the below survey.

We will closely monitor your feedback for the next few weeks and then make the final decision by when Pegasus Prelude will come to the stable version.

The first step for the shift to the stable version is today’s release of patch 2.1.0 which includes the below major changes:

- Massive amount of AI changes and improvements 
We have improved the AI on various fronts, significantly improving its performance in GC and skirmish. This includes a re-balance of Pegasus Prelude and will also benefit all future GCs.
For Pegasus Prelude, we have also fixed the Asurans being nearly useless as they hardly killed any Wraith forces at all. Additionally, units use their special abilities more intelligent now.
Furthermore this patch incorporates various feedback by the community including numerous balance updates and several minor bug fixes and tweaks...and by numerous we mean a lot!

- Reworked bump and shadow meshs for all Tau'ri space units (except fighter/bombers)
After the Empire at War Remake team published information about a bump issue that was discovered by community member Enpremi we updated all of our Tau'ri space units to have a much more crisp and detailed bump map. Below you see the O'Neill class and the BC-304 as example (left old, right new version).

While being at it we also enabled shadows for all Tau'ri and Wraith units except fighter/bombers (to ensure performance).
Below you see the O'Neill and Daniel Jackson class as an example. The units of the other factions will be adjusted with one of the following patches.

The full changelog can be found on our new changelog page:

 
Once this period of focusing on Pegasus Prelude is over we will go back to the remaining GCs and of course the ground part with full force! However, we definitely weren't idle in that department during the last few weeks. ;)

(In case you wonder about the face...that's Martin the 3D artist who made this neat animation :) )

More of that in later news!
Yours,
SGMG


sgmg logo min

Join the Discussion now!

Hello dear community,

Thanks a ton for your vital feedback on patch 2.1.0! You helped us to identify some more issues which we're fixing today with patch 2.1.1. This includes:

- Wave mode maps are working again
- Hostile objects on space maps are working again
- Herak was missing from skirmish battles
- Save games for Pegasus Prelude are now working properly
- The shield HP of the Asuran fortress was hardly targetable
- The Asurans stations Superlaser was still active after the station was destroyed
- They Pride of Troy defend ability was slowing down shield generation instead of improving it
- English texts have been improved. Thanks to Boriss for that!

The full changelog can be found here (soon):

The Pegasus Prelude Balancing survey is still going! Please keep sharing your feedback with us. :)

 
Please see details of the survey results as of today in the below spoiler.

 

 

 
So far the feedback we got implies that we got the balancing quite right already from an overall perspective...but let's have a look at some more detailed aspects.
 
Ancients

For both easy and medium difficulty we apparently already hit the sweet spot in regards to the balancing.

One repeating point raised for this two difficult settings was:

"On easy and medium settings the AI is mainly using starting forces"
-> This was an intended change with the last patch to decrease the difficutly on those settings. We checked if we went to far with that and identified that the AI only used about 20% of its budget for new units on medium. We adjusted that to around 50%.

Hard seems to a bit too hard for some. Therefore we tweaked the AI a bit by decreasing its advantages  (reduced the multiplier for the amount of money gained and increased the buildtime multiplier). This will also balances the change of the spend budget as mentioned above.
We  still belive that the overall balancing is alright as it should be one of the toughest galactic conquest cenarios ever created.

 
Wraith

The feedback on the Wraith difficulty is a bit different. While a majority agrees with the existing settings there are more people having a different view.

We think that this might be due to the fact that the beginning of the story is rather hard. However overall the GC performs well from what we saw in our internal tests.

We have a few changes in mind to help players at the beginning but would love to have some direct feedback on it before implementing anything that could affect the overall good performance.

Due to that we're currently looking for GC testers that will get access to an internal version to help us out.
Please get in touch with This email address is being protected from spambots. You need JavaScript enabled to view it.

 

Besides we asked about possible improvements and other issues unrelated to the balancing of Pegasus Prelude and would like to talk about some of your feedback:

 

 

- "A open end version of Pegasus Prelude" -> A less story driven version of Pegasus Prelude is indeed planned and will be developed at some point.
 
- "English texts need improvements" -> We're very aware of that and working on it with several people of the community. If you would like to help as well get in touch with This email address is being protected from spambots. You need JavaScript enabled to view it.
 
- "The AI is not doing anything in skirmish" -> Please make sure you use a clean installation of the latest mod version. Please let us know in our forums in more detail about the issue if it persists.

Also we would like to answer to a few queries raised in the "Is there anything else you want to let us know? :)" section of the survey:

 

 

- "Atlantis for skirmish battles" -> As we belive that Atlantis was never designed as a battleship we will not add it for skrimish battles however you can play with some of it's sisterships like the "Pride of Troy" in Pegasus Prelude
 
- "Skrimish map with the ancients" -> Ancients are currently not planned to be a fully functional faction. However you can get some of their units on specific skirmish maps like "Fight for Aurora".
 
- "Where have you been the last few month?" -> After releasing several much needed fixes for Pegasus Prelude, updates for our launcher and the re-launch of our website the team needed a small break to focus on other business (and probably some of us also enjoyed some sunny days). We're sorry that we went dark for the entire time without annoucement!
 
- "More GCs with Tau'ri, Goa'uld, Wraith, Ori, etc." -> Those are of course planned and will be released once we finish the ground part as pre-requirement.
 
- "Playable Ori and Ancient ships" -> This is already included. Try to capture the supergate or the ancient sensor on some of the skirmish maps.
 
- "Asgard weapons for the BC-304s" -> In order to guarantee a competitive multiplayer balance it was decided to limit Asgard lasers to specific heroes.
 
- "Switch the Anubis and Apophis ship abilities" -> We will have a look into that but we're quite happy with the current balancing. Also...you might want to check those bite marks. We sense a Goa'uld influence here. ;)
 
- "Can you translate the mod to language X?" -> Currently the team can only support German and English but if you're willing to help us with a translation feel free to get in touch with us!

If you want to let us know more ideas or questions feel free to get in touch via our forums, social media, discord or by putting more to the "Is there anything else you want to let us know? :)" section of the survey!
Lastly thanks a lot for all the kind words! It was quite encouraging to read how much you appreciate our project. :)
 

Yours,
SGMG


sgmg logo min

Join the Discussion now!

Update 25.06.2018

After a little delay, user registration has now been enabled. If you want to join out new shiny forum, you'll find the link to create an account either on the login page in the top menu, or in the dropdown menu in the forum header bar:

 

Original Article:

Hello dear community!

First of all we would like to welcome you on our new website!

For many of you, this website is the first point of contact if you would like to find out about or exchange information about our project. After several issues with the old website, a few months ago, we decided to take the website offline and rebuild it from scratch. The new website is now state of the art. From now on we use a design which looks good on every device and is also usable. Also, we now use a more modern forum platform, which reacts faster and is optimized especially for mobile devices. It was particularly important to us that the forum with all posts and users could be completely moved over, which was also one of the reasons why it took a relatively long time. All the content that you have appreciated on the old website is also available here. Overall, it was

  • 996 User Accounts
  • 82698 Forumposts
  • 350 Articles (Wiki, News, etc.)
  • 6328 PM's
  • And dozens of smaller things like images and downloads
Just take a look around and tell us what you think in the forum (use the Join the Discussion button or this Link ). We hope you like it!
 

But that's not all! With the site offline, we noticed that the launcher was still trying to load data about updates and changelogs from our website that were a remnant of the past and are no longer needed. So we decided to optimize the launcher code and can now proudly announce that updates are loaded more reliably (non-steam versions, we have no control over the steam update process) and the mod-launch now works more reliably, especially for Steam users (The Launcher will now make sure that Steam is fully loaded before starting the mod when you want to launch the mod).

Since the LAN multiplayer service Tunngle had to cease operation due to the new EU data protection regulation, we removed the Tunngle integration from the launcher. For the Steam version, this results in no limitation, since the multiplayer there is operated by steam itself. If you do not own the Steam version and still want to enjoy the multiplayer, we recommend the Tunngle alternatives Hamachi or Evolve . These should in principle work with Empire at War, but we can not guarantee anything.

Those who are now worried that the development of the mod has come up short during all these things, we can assure you that this is not the case. Over the last 3 months, we have continued to work hard on the ground combat and incorporated your feedback on the balancing of the Pegasus Prelude GC. Thanks to the comeback of our AI expert Commander Cody, you can expect improvements in this area as well in the future :) Things have changed a lot and we can not wait to share the next patch with you!
 

See you soon, yours SGMG


sgmg logo min

Join the Discussion now!