Stable version

Patch 1.6.10

 

 


This patch aims to improve the overall stability of the mod, especially in space skirmish.
Most notably, a lot of sound file errors have been fixed which were suspected to crash the game occasionally.

Art
Models:
- Added new version of Map_Space_Building_AncientSensor.ALO with a build_00 animation and shadow
- Fixed hangar shields on all ancient stations
- Fixed shield mesh of Asuran_Space_Unit_Cruiser.ALO
- Reduced size of the shield bubble of Tauri_Land_Building_Shield_Generator.ALOTextures:
- Added Tok'ra ability icon for Selmak
- Add missing map textures w_8 and w_8_b from 1.3.1, create normalmap w_rivrock00_b (resolves #3129)

Effects:
- Scaled heavy Grace proj up and light proj down for better visual difference (issue #2906)
- Reduced Screenflash for Tauri orbital strike

Code
General:
- Updated shipname assignments to ships (resolves #3073)
- Fixed crash introduced by the latest Steam versions if more units can be built than there are buttons in the command bar.
- Fixed Barrage randomly stopping after a period of time
- Fixed Ashen cruiser HP naming (issue #2906)
- Fixed Grace ship select_box_scale
- Fixed duplicate hero clash "ObiWan_BobaFett"
- Fixed nonvalid abilities in GameConstants
- Fixed nonvalid starting planet of the Wraith Queen
- Fixed incorrect tags in Unit_Space_Tauri_O_Neill.xml, Unit_Space_Tauri_BC_304.xml, Unit_Space_Tauri_F_302.xml, Unit_Space_Tauri_B_302.xml, Unit_Space_Goauld_Anubis_Hatak.xml, Unit_Space_Wraith__Hero_Michael.xml, Unit_Space_Tauri_HB_302.xml
- Fixed unknown model or particle "Teltak_L.ALO"
- Fixed unknown model or particle "Goauld_Space_Projectile_Alkesh_Bomb.ALO"
- Removed unused text strings (#3126)
- Removed unused icon and radar icon names (#3126)
Goauld:
- Fixed code error in the Alkesh file
Tauri:
- Recoded all Tauri space units using the template (except for fighters)
- Fixed inhibitor having WEAPON behavior (assert error)

Scripting
- Pegasus Prelude: Fixed a script crash in the Wraith Envoy script
- Removed freestore requirement from PP story scripts

Sound
- Fixed unknown SFX event "Unit_Defeat_Wraith_Superhive"
- Fixed unknown SFX event "Unit_Defeat_Prometheus"
- Fixed unknown SFX event "Unit_Barrage_Genii_Space_Destroyer"
- Fixed unknown SFX event "Unit_Defeat_Envoy"
- Fixed unknown SFX event "Unit_Barrage_Rebel_Space_Station"
- Fixed unknown sound file "Data\Audio\Speech\Asgard_Beliskner\Asgard_Attack__ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Daedalus\Daedalus_Low_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\X304\X304_Critical_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\X304\X304_Low_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Michael\Michael_NoEngine_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Wraith_Zerstoerer\WZerstoerer_Critical_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Baal\Baal_Guard_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\General_Wraith\General_Critical_HP_ENG.wav"

Patch 1.6.9

 

 


The Wave Mode maps in skirmish can now finally be played in multiplayer without causing a synchronization error.

Sound:
- Removed X-Wing spin away death sound from X-301

Level Design:
- The Wave Mode maps no longer go out-of-sync when being played in multiplayer!
- On the Earth and Dakara WM maps, fog of war has been added

Patch 1.6.8

 

 


Hotfix to fix 'Chinese' ship names.

Art:
Models and Effects:
- Deleted unmegged shaders and updated shaders.meg

Code:
General:
- Added textual info which fighters are hyperspace-worthy and which are not (Resolves #0002463)
Goauld:
- Removed non-existing sound reference Unit_Defeat_BaalTauri:
- Replaced non-existing targeting priority SG_Infantry_AntiAll with SG_Infantry_AntiInfantry
- Added missing hardpoint to X-301 spaceWraith:
- Removed WEAPON behaviour from the Wraith Queen since she can't attack
- randomized Wraith fighter Squadron_Offsets

Level Design:
- Removed a ground map from stable that should not have been there

Text:

- Fixed some shipnames being displayed in unusual characters

Patch 1.6.4

 

 


The fix for the long standing bug with the Wraith Queen not spawning in the Pegasus Prelude tactical battles is included in this patch.
Furthermore it slightly improves the mods' performance, especially the load time on startup.
Lastly, as usual, we continue improving our description texts: Thanks to community member Boriss for all his work on the English texts, and AbkanST for his work on the Russian translation and darkyuri for his work on the Czech translation.

Art:
Models and Effects:
- Added new model for the Wraith Queen
- Added Iratus Bug model
- Added mortar grenade smoke trail
- Added TurnL and TURNR animations to Wraith_Land_Unit_Chimera.ALO
- Added PRS_INTERDICT_FX proxy to Goauld Artillery Hatak
- Increased the visibility of the Field Commander buff particle
- Improved idle animation of the Wraith_Land_Unit_Harvester.ALO
- Fixed Wraith bomber shadow
- Fixed Wraith_Land_Unit_Harvester.ALO  muzzle bones and attackidle animationIcons:
- Added Icon for Wraith Worshippers
- Added radar icon to offensive and defensive turrets
- Added new ability icons for Wraith Ghosts and Cruiser Bombardment
- Added unit icon for Iratus Bug as well as an ability icon with Iratus Bug for Michael
- Improved all ground building radar icons and gave them contours for better visibility
- Improved icon of  Wraith Soldier and Elite Soldier to be able to distinguish them more easily
- Adjusted scale factor for every ground building radar icon
- Changed Space hero Apophis to now having a different icon than the ground hero
- Replaced the of the Artillery Hatak with the new one used by the actual ship (resolves #3008)
- Implemented workaround for Projectile_Dirt_Collide being spawned with the field commander buff projectiles
- Fixed missing Regeneration Alcove icon

Code:
General:
- Made the game no longer load the vanilla config file to prevent it from loading a lot of un-needed stuff. This should give another performance boost
- Fixed invalid Fire_Cone_Height in HP_BAAL_F_SBH_00 and HP_Wraith_Rebel_Starbase_M_WP_00 making those hardpoints work properly again
- Removed LAND_OBSTACLE behaviour from transportation rings
- Unified land/space retreat messages, added custom messages for every faction

Pegasus Prelude:
- Fixed the Wraith Queen not showing up in tactical battles
- Fixed Wraith scout being buildable twice
- Fixed Wallus not spawning fightersSpace Skirmish:
- Made Unit_Space_Replicator_Cruiser use the correct template and re-added shields that accidentally got removed.
- Fixed Wraith Corvette ability not ignoring cloaked unitsGround Skirmish:Goauld:
- Increased fire rate for the Kull to make the unit appear more authentic. DPS untouched.

Tauri:
- Fixed the Shield Malps' shield not protecting properly from enemy fire
- Nerfed F-303
- Changed Ranged_Target_Z_Adjust of the Tau'ri Radar Station to 10 so it can be correctly hit now
- Fixed grenade ability errors
- Added an additional ability for reducing reinforcement time to Tau'ri Inhibitor

Wraith:
- Added new units: Wraith worthshippers and made them recruitable on the Indoctrination Camp structure available on the outpost buildpad
- Added less ugly ghost model to the queen.
- Added new ability Wraith_Cruiser_Bombardment to Wraith Queen
- Added new ability for spawning an Iratus Bug Nest to Michael
- Added TURRET behav to all walkers to enable TURN animations
- Added a tag for Wraith Jammer allowing it to prevent bombing runs in a certain radius
- The Harvester can now kill infantry by running over it
- Improved the handling of the Wraith stun bomb: Added new particle effect and added Recharge_Seconds to the ability which allows the timer "ticking back" if aborted
- Changed Mantis to use an in-code turret. This allows for all barrels to be used
- Switched Seeker to hover template/walk locomotor to improve the odd movement behaviour
- Improved Brutes walking into each other
- Increased Idle_Chase_Range to 350 for the Brute: as a melee unit, it wouldn't react to being attacked in some cases
- Increased Fire_Cone_Width for Harvester AI guns
- Coded harvester head as turret so it looks at enemies when firing
- Tweaked harvester movement animation rate to avoid moonwalking
- Fixed non-working ghost ability for the Wraith Queen

Sound:
- Added new speech sounds for the Wraith Queen (English only)
- Added new authentic engine sound for the Goauld Probe
- Added new sounds: shields on/off
- Added (currently unused) Zat open sound
- Replaced vanilla Stealth SFX with Jumper stealth sound
- Removed vanilla retreat sound

Level Design:
- Added new land skirmish map: Yu's homeworld!
- Increased Anubis Homeworld lake height to prevent units from being hit while being in water
- (Re-)moved the hill on M4X-337 which would cause units to get stuck frequently on spawn
- Removed fire-obstructing hill on M4X-337
- Fixed missing "spawn garrison" on outpost markers on Tagrea and Othala
- Fixed units getting stuck in middle landing zone on Haktyl
- Fixed missing Othala space map preview in game due to "Othalla"-"Othala" filename inconsistencies
- Fixed skydomes being cut off on large ground maps

Text:
- Added improved English texts by community member Boriss
- Updated several mod translation files, especially Russian (Thanks to AbkanST!) and Czech (Thanks to darkyuri!)
- Fixed some issues in the English textfile
- Added text for Wraith ground unit Ghost and for Wraith Queen's ability Ghosts and Cruiser Bombardment
- Added custom retreat texts for every minor and major faction
- Adjusted description for Ancient Dreadnought and Moros' Flagship
- Rephrased some PP GC event texts

Patch 1.6.3

 

 

This patch adds new music tracks to the mod as well as new speech sounds and sound effects.
Additionally, it includes many gameplay improvements and fixes for the Pegasus Prelude GC (including all new planet ability icons!) along with a bunch of minor updates for skirmish such as infinite fighter respawn for all ships with hangar.

### ART ###

General:
- Added many new planet ability icons (Resolves #2902)
- Changed/Improved some icons for GC and Skirmish

Goa'uld:
- The Anubis Flash Satellite now uses the new Goa'uld textures to have a consistent look and feel

Tau'ri:
- Added special death clone for the Prometheus (Resolves #2752)
- Fixed shield of Tauri_Space_Unit_DanielJackson.ALO (#2830) and Tauri_Space_Unit_BC-304.ALO

Wraith:
- Fixed an issue with the Wraith starbase level 4 where some hardpoints wouldn't take damage if fired upon from a specific angle (Resolves #2832)

### CODE ###

General:
- Changed the fighter respawn of all ships with destroyable hangars to infinite where it wasn't already the case
- Tauri ships flight behavior improved: Updated rolling angle and turn rate for more realistic curves
- Fixed Thor being slower than regular O'Neill classes
- Added NotOpportunityTarget to AstroGun
- Fixed all Key-Value pair errors caused by wrong tags in special abilities except for upgrades increasing load time on startup (Resolves #0002503)
- Changed all instances of non-working defense bonus abilities to a health bonus
- Re-coded all Replicator space units using the template to improve stability
- Re-coded several Goa'uld units using the template to improve stability
- Removed some undesired sound files from faction xml and changed an inconsistency regrading base visibility

Pegasus Prelude:
- Added new planet ability icon names to many planets
- Fixed wrong text strings for some planet advantages
- Buffed Janus a little - he is a hero after all
- Since we don't use vanilla-style corruption we removed the hyperspace speed bonus the Ancients would get when travelling between corrupted planets
- Added a hangar bay HP to the Wraith Space Hangar to spawn Dart squadrons (resolves #2916)
- Adjusted hyperspace speed for Wraith to have a notable slowdown in hyperspace speed compared to the other factions (Resolves #0002938)
- Ancients: Fixed PP not ending in case the Asurans have not been researched
- Ancients: The Hippaforalkus can now longer randomly spawn on Taranis, which could result in immediately winning the mission (Resolves #0002831)
- Ancients: Added several fail-saves for other occasions the script could crash if the player played the events in an unexpected order (i.e. building the Doranda energy source after he already defeated the Wraith) (Resolves #0002947)
- Wraith: Enabled auto victory in PP Wraith Asteroid Field mission (resolves #2900)
- Wraith: Asteroid Field Mission: Wraith ships are now invulnerable during the intro cutscene. After the mission, the fleet now instantly moves back to Arcanus
- Wraith: Removed some newlines in the story log to avoid scrolling
- Wraith: Added a Scout to the starting forces so new playing don't waste their ships on Laros/Doranda that easily

### SCRIPTING ###

- The mod now uses compiled lua files hoping to improve stability and performance
- Removed local variables from ability handler scripts
- Removed some unwanted object scripts

### SOUND DESIGN ###

- Added new music tracks from the show to the game and improved the situational music playing in GC and skirmish
- Added more faction-unique tracks
- Added improved Helia sounds made by community member CommanderWarcraft
- Added new Daedalus attack sound from CommanderWarcraft
- Updated/Added Apollo sounds
- Varios minor sound updates made by CommanderWarcraft
- Fixed the Hatak engine sound being labelled incorrectly
- Added new Ori_Plasma.wav sound (Resolves #2508)
- Added new sound for all Goa'uld ships with deploy ability (i.e. Apophis)
- Added blank sounds for all sounds that have no English or German counterpart hoping to improve stability

### LEVEL DESIGN ###

- Rotated the special structure positions on Laros by 180 degrees
- Improved spawn position on Vedeena

### TEXT ###

- Various text improvements made in conjunction with community member Boriss (for example a shorter one for ZPM Hive)
- General text improvements and correction of spelling and grammar mistakes

Patch 1.6.2

 

 

Fixed an issue introduced in version 1.6.1 which prevented the skirmish maps from appearing in the selection menu.

Patch 1.6.1

 

 



This hotfix corrects two game-breaking issues that affected tactical missions in the Pegasus Prelude GC. It also replaces two ability icons and some minor changes.

### ART ###

- Added new ability icon "Spoiler Lock" for System Flagship and "Replenish Wingmen" to space hero Herak

### CODE ###

General:
- Disabled some auto-ability triggers for non-hero units

Pegasus Prelude:
- Ancient campaign: Fixed final Atlantis mission being stuck in cinematic
- Wraith campaign: Fixed an issue which prevent the shuttle from spawning in the Asteroid field mission

Tauri:
- Fixed BC-304 facing sideways when attacking
- Reduced inaccuracy of the Odin against capitals/starbases
- Added some missing speech sounds from Carter

Wraith:
- Reduced the ability countdown for Steve

Patch 1.6.0

 

 

This patch introduces a new galactic conquest - Pegasus Prelude- to the stable version of the mod.
Pegasus Prelude is a space-only GC that can be played as Ancients and Wraith 10.000 years before the Tau'ri first visited Pegasus. It depicts the rise of the Ancients, the war against the Wraith and, finally, their demise.
Furthermore, it greatly enhances the visuals of space battles: Not only are all ships and structures capable of casting shadows, we have also given our Goa'uld fleet a major overhaul by replacing nearly all of the existing models with new ones.
Lastly, some of our questionable English translations have been improved by community member Boriss for better readability and our AI got yet another big update allowing it to use the majority of unit abilities intelligently in battle.

### ART ###

- Added shadow meshes to ALL space units including the main factions, side factions starbases lvl 1-5, and space special structures (Resolves #2487)
- Replaced the biggest part of the Goa'uld fleet with new models and texture from the SGI team. Big thanks to them!
-- In particular, the following models have been replaced: Pyramid Ship, Old Hatak, New Hatak, System Flagship, Super Hatak
- Updated and improved the the textures for the Goa'uld starbase level 1-5, Artillery Hatak, the Anubisglider, Baal, and the Replicator Hatak
- Updated pause and battle-pending dialog
- Reduced font size on buttons of battle-pending dialog (I_ATTACK_MODE_CHOICE)
- Changed i_attack_mode_rollover to i_attack_mode_rollover_small in CommandbarComponents
- Added I_ATTACK_MODE_ROLLOVER_SMALL to Commandbar
- Added stun proxy to the Ancient Defense satellite so it has a visible stun effect when it is hit with the ion cannon of the Experimental Dart
- Updated icons for all new SGI Goa'uld ships including radar icons
- Improved icons for Selmak, Hammond and Caldwell
- Added updated Battle_summary.dds from community member White_Red_Dragons (Thanks!)
- Fixed planet name location in IDD_BATTLE_END_DIALOG and removed the two horizontal lines between heroes and units, as they are separated by the texture already
- Blackened the alpha channel of Wraith Dart normal map to reduce extreme light reflections

### CODE ###

General:
- Adding a custom AI for Pegasus Prelude
- Added Selt_Destruct_SFXEvent_Start_Die to all units where it was missing
- Removed self-destruct behaviour from units that didn't need it
- Fixed scripts referring to units not existing
- Removed duplicate stub units from beta
- Fixed Underworld corruption effect and icon showing up in tactical battle

Pegasus Prelude
- Fixed a crash in the AFG function that prevented the GC from ending after the player captured all planets
- Fixed potential crash when loading a save
- Added new intro movies to PP
- Set nearly all PP starting forces as script spawn with AI usage being disabled: this fixes the problem with the player being attacked too heavily at the beginning of the GC
- Fixed an issue which would say that you have won the GC but still trigger the "lost" screen
- Locked all non-PP specific Wraith units in the STORY SCRIPT
- Made Ancient Defence Satellite buildable at Vedeena for PP
- Adjusted Ancient Starbase garrison spawns
- Removed Ancient Satellite from Gonta
- Ancient campaign: Added additional victory check in case the Asurans never turned hostile
- Ancient campaign: Minor increase of the starting credits on easy
- Ancient campaign: Made the final mission a little easier: Because you are supposed to lose the GC, not the mission^^
- Wraith campaign: Fixed Orakis mission not failing when you lost all your ships
- Wraith campaign: Added Branch_Finale_Orakis / Branch_Finale_Athos to more events, disable the whole branch if the respective planet gets taken instead of only disabling the tactical mission. In that case, also disabled the finale hint which mentions Athos and Orakis.
- Wraith campaign: Added text to Gonta mission that suggests taking out the Delphi engines and prevented AI retreat for the first 120 seconds of the battle
- Wraith campaign: Reduced playable area in Aesculetum mission
- Wraith campaign: Improvements for Athos mission
- Wraith campaign: Improvements for Orakis mission
- Wraith campaign: The last drawback problems ( Issue #2661)
-- Reduced delay between conquering of J, A or B and finale hint storylog triggering
-- Removed STORY_TEXT for the finale hint and instead made the story log pop up
-- Reduced delay between conquering all three planets and the Athos/Orakis story logs triggering
-- Changed Prereq of Athos Story Log to finale-root, so it doesn't break if the orakis log gets disabled.
-- Restructured the ending. Taking the three planets (Aesculetum, Jenev and Belkan) is now a separate mission, which can be failed by moving on to Orakis or Athos before completing the three other planets. Failing this will prevent the missions on Athos and Orakis to become available.
- Removed interdictors from escort plan and added corvettes; removed corvettes from scouting plan
- Updated Wraith AI PP budget and increased offensive budget: AI should build more ships and less space stations and defense structures
- Updated TaskForce: added variable MovementStatus
- Added PP heroes to freestore

Ancients/Asurans:
- Fixed Melia crashing PP
- Improved Melia: Fixed non-working radar icon and decreased the cooldown for her invulnerability ability
- Ancient warships now use their self destruct ability in certain situations
- Recoded the deploy satellite ability of Wallus to use POWER_TO_WEAPONS because of AI issues
- Updated Janus' holo ability so it no longer drains its shields. It now reduces his fire power instead.
- Change to Wallus' satellite ability so it has a visible cooldown
- Fixed Ancient Starbase Heavy Bomber garrison spawn issue
- Fixed SHIELD_REGEN_MULTIPLIER of Ancient_Hero_Pride_Of_Troy causing it to drain it's shields when it should strenghten them
- Fixed Ancient Station Laser malfunctioning
- Commented out unnecessary station laser upgrades and removed them from the station and fortress
- Renamed Ancient_Station_Level_6 to Ancient_Headquarters and moved it to Space_Buildings_Ancient.xml
- Changed every entry of Ancient_Station_Level_6 and coded an Asuran variant of Ancient Headquarters
- Set tech level and base level for Ancient_Headquarters and Ancient_Fortress to 99 and removed every upgrade and unit/hero from tactical buildable objects
- Added GUI bounds scale to Ancient starbases and the defense sat
- Added empty version of Helia_Attack_4 because it was missing in German

Goauld:
- AI now uses Anubis's flash weapon
- Heraks bomb can autofire and is used by AI now
- Aris Bochs bomb now autofires and is used by AI
- Recoded Herak and added a new ability, replenish wingmen
- Updated Herak space mp company to show the correct ability icons in preview. Also fixed some odd code.
- Fixed a hardpoint on the Super Hatak using the wrong muzzles
- Anubis does now unfold when being called into battle

Tauri:
- The Tau'ri AI uses the ability of the O'Neill class ships now way less frequent in inappropriate situations
- AI can use Prometheus weapon switch now
- AI now uses the Odyssey's Asgard lasers
- Shield Satellite's health bar is now closer
- Fixed missing speech sounds for Sol

Wraith:
- Made AI use the corrupt systems ability of the Hive
- Made the old hive script specific for Todd
- Added automatic activation of the Corrupt Systems ability to the Hive script
- Steve should now use his cluster bombs properly
- Increased threshold for corrupt systems ability activation
- AI now uses the kamikaze darts of the Wraith battlecruiser
- AI now uses regen ability of the Wraith commando
- All Wraith PP specific abilities can now be used by the AI
- Added "Structure" to Applicable_Unit_Categories for shield leech ability
- Added better fitting fleet move sound for the Wraith Cruiser

### SOUND DESIGN ###

- Added dummy sound effect Effect_Empty_Sound to prevent game errors in situations where we need to overwrite vanilla sounds or only one of the languages is

### LEVEL DESIGN ###

- Fixed Sagon starbase position
- Updated Asteroid Field map
- Moved Special Structure Markers on Asuras Space Map lighting update on Asuras Space Map, fixed some SS marker position
- Updated lighting on Thaltus skirmish map
- Updated Hoff map

### TEXT###

- Many English text improvements made by community member Boriss (Thank you buddy!)
- Made new droid advisor tooltip texts and deleted all vanilla ones
- Added missing strings to the Textfiles so that both languages are identical
- Fixed, changed and improved some of the PP texts
- Updated Creditfile and mentioned the music composer for PP intro music
- Adjusted text for Ancient Station garrison and added a description for the shield ability
- Added Asuran Retreat String to Textfile and Faction File
- General text improvements

### VIDEO DESIGN ###

- Added Pegasus Prelude intro movies

Patch 1.5.4

 

 

This patch comes with a variety of important changes: firstly, all Steam users will be happy to hear that we have fixed the problems that occurred when trying to play our custom TPC maps online. We have completely solved the issue so go online and battle your friends on your favourite TPC maps! Secondly, we have added a completely new AI to Pegasus Prelude. The new AI will be much more adaptive to player's actions, produces more units on its own and can construct all available resource buildings and starbase upgrades. In conjunction with the new AI we have also doubled the amount of ships the Wraith can spawn during a tactical battle (We halved their popcap-requirements). This should further add to the Wraith strategy of flooding the enemy with inferior ships as it was introduces in the Stargate Atlantis TV series. Furthermore we improved some events and minor problems to make Pegasus Prelude better than ever before. Last but not least we also fixed an issue in multiplayer which would cause the capture ability of SG-1 to not work properly.

Art

Models:
- Fixed incorrect button size for auto-resolve menu

Code

General:
- Updated hyperspace capabilities for several fighters

Asurans/Ancients:
- Removed incorrect weapon behaviour from Ancient_Space_Building_Satellite_Wallus
- Added missing Targeting_Max_Attack_Distance to Wallus' mini sat
- Removed some incorrect tags from the Asuran Heavy Transport

Tau'ri:
- Fixed an issue with SG-1 which would cause the capture ability to malfunction
- When selecting the Daedalus nuke beam ability, a selection circle now shows the explosion range of the nuke

Wraith:
- Removed health from non-targetable hardpoint HP_Wraith_SupplyDock_Dummy
- The Wraith Shipyard can now always be seen on the radar map even if under fog of war

Dakara [Wave Mode]:
- Replicators will no longer attack before the space station has been conquered
- Increased the reload time for the Goa'uld flash satellite
- Fixed an issue which caused player units to attack their own station once its attribution had shifted
- Increased the difficulty (more Repli ships!)


Scripting

AI Changes:
- Added a completely new AI specifically designed for PP!

Level Design

- Multiplayer maps now work again in Steam multiplayer!

Patch 1.5.3

 

 


This patch incorporates a massive rework of our xml structure. We heavily worked on increasing the stability and load time of the mod by fixing countless errors that have accumulated over the last years of constant TPC development.
Not all crashes have been fixed but there is a noticeable performance and stability boost with many fixing enhancing the general gameplay.
Most important fixes in this patch encompass a game crash when playing with more than 6 players/AIs.
For Steam users, we were also able to fix non-working shaders which caused many planet backgrounds on tactical maps to appear in bright green.
Furthermore, the Dakara Wave Mode map received a major balancing update.

Art
Models:
- Re-exported Map_Texture_Loader_Ancients_Wraith.ALO to remove no longer existing textures
- Re-exported Tauri_Space_Hero_SG1.alo to fix a hardpoint issue
- Re-exported Map_Planet_UnknownSector.ALO to add a missing starbase marker
- Fixed Replicator_Space_Unit_Beliskner_D.ALO broken animation
- Added Othala space structure that was missing in the stable version

Icons:
- Added Jumper radar icon

Effects:
- Replaced several non-existing explosions with a newly created explosion
- Fixed countless incorrect shield hit effects

Shaders:
- Added shaders that were part of the last official Steam patch to the mod so non-Steam users can benefit from the changes as well
- Added our custom shaders to a meg file so they will be recognized by the game (this fixes all green planet backgrounds!)

Coding
General:
- Removed files listed in the GOF that don't exist
- Deleted some Star Wars units that referenced to a non-existing variant
- Removed a lot of un-needed vanilla files that were still loaded through our GOF. This resulted in further deletions and changes in the GroundUnitsStarWars.xml
- Added missing vanilla units whose absence cause script errors
- Removed non-existing entries for ShipNameTextFiles in the GameConstants.xml
- Added Damage_Default, Armor_Default, and Shield_Default to GameConstants.xml
- Fixed incorrect Traveler text ID
- Replaced several instances of the non-existing Text_ID NONE with TEXT_NONE
- Replaced all instances of LEERSTRING and -PLAIN with TEXT_NONE
- Fixed XML bad comments in in Markers.xml and Wave_Objects.xml
- Fixed a syntax error in Particles.xml (random "z")
- Fixed non-allowed characters in Props_Stargate.xml, Props_Stargate_Space.xml, Test_Ships.xml, Test_Units_Ground.xml, Unit_Space_Neutral_GC_Dummies.xml
- Removed non-existing Targeting_Priority_Set for Wave_Aurora_Star_Base_1, Unit_Space_Asurans_Aurora.xml, Unit_Space_Asurans_Puddlejumper.xml
- Removed non-existing Space_Layer 'fighter' from all fighters that had it
- Removed all damage types from the vanilla projectiles
- Fixed several non-existing armor and damage types
- Fixed an issue regarding some of our damage types not working
- Fixed all entities in which damage was set to 0     
- Fixed BuildReqGroundBaseLevel for various space units
- Removed Wave_Asteroid_Void from the main menu map
- Fixed FogOfWar grid size error in the main menu
- Replaced non-existing units Goauld_Hero_Anubis_GC, Alliance_Assault_Frigate
- Removed several Corruption_X_Success_Unlock_Unit_Type rewards
- Fixed some incorrect Targeting_Priority_Sets
- Fixed some projectiles not having a XML category mask assigned to it
- Removed a ton of non-existing entities, way too numerous to list them here
- Fixed more stuff that we don't want to spend more time on writing down than on fixing it

Upgrades:
- Fixed incorrect naming for various Combat_Bonus_Ability used by upgrade objects
- Removed US_Cloaking_Generator_L1_Upgrade and US_Cloaking_Generator_L2_Upgrade from the game
- Fixed invalid values for the US_Magnetically_Sealed_Armor_*_Upgrade, US_Reinforced_Structure_*_Upgrade, and RS_Reinforced_Armor_*_Upgrade upgrade objects

Factions:
- We have reworked our faction code (order, files, number of factions, maps, ...)
- If placed in different files, Steam and retail versions of the game read the factions from units pre-placed on a map in a different order
- It is important that the ORDER of the factions does not change, otherwise faction attribution in the map editor will break
- Adding more factions as this will result in multiplayer crashes with too many players; we had to delete some factions to fix everything
- This fixes major Issue #0002150 (7+ player crash) and major Issue #0002191 (Tactical missions in PP broken in Steam)
- The Genii are now named "Pirates" in the code (The game didn't like the pirates removed)
- Removed some left-over references to no longer existing factions

Starbases
- Added a tag for all five levels of the Tau'ri starbase to activate the loop idle animation
- Fixed an error that prevented the Supply_Dock_Income_Bonus being applied to Goa'uld and Wraith starbases (Tauri was working fine)
- Fixed Aschen starbase radar ability not working
- Fixed incorrect shield armor type for the Tauri level 5 starbase
- Fixed an error caused by none of our starbases having a damage value

Hardpoints
- Moved all hardpoints into separate files
- Deleted some non-existing hardpoints
- Removed non-existing HP_E_EMITDAMAGE
- Fixed some hardpoint errors
- Fixed last remaining hardpoint errors caused by fake HPs
- Fixed all HP entities regarding damage decal and damage particle bone
- Removed Model_To_Attach entries from hardpoints that should not have them
- Deleted invalid HARD_POINT_GOAULD_STAFF from GameConstants    
- Created Hardpoint_None for unit variants that should not have hardpoints

Satellites:
- Replaced non-existing armor type "Armor_Capital" with "Armor_Normal" for several satellites
- Removed invalid Targeting_Priority_Sets for various satellite hardpoints
- Deleted various un-used satellite hardpoints from the 1.3

Aschen:
- Fixed incorrect attachment bone for HP_Aschen_Corvette_Shield

Asurans/Ancients:
- Fixed incorrect affiliation of the Asuran_Laser_Satellite

Genii:
- Fixed invalid value in Fire_Cone_Width for Kolya

Goa'uld:
- Renamed duplicate entry Proj_Goauld_Station_Laser_Artillery
- Removed un-needed LURE behavior from the Anubis Glider
- Removed non-existing target bone from the Old Hatak
- Fixed invalid value in Fire_Cone_Width for Baal

Ori:
- Fixed spelling error in one of the Ori ship's behaviors

Replicators:
- Fixed incorrect death clone of the Repli Hatak (Issue #0002236)

Tau'ri:
- After all these years the HB-302 can now finally fire its anti-fighter missiles
- Fixed incorrect fire bone A named MuzzleA_06 for hard point HP_BELISKNER_FL_ICS

Tobins:
- Fixed missing fire bones error for Tobin_Mine

Wraith:
- Removed non-existing HP_WRAITH_F_WPH_00_PLACEHOLDER1 from several Wraith units
- Removed non-existing HP_WRAITH_BATTLECRUISER_HANGAR_KAMIKAZE from Wraith Battlecruiser
- Fixed invalid value in Wraith_Hero_General_PP_Reflective_Hull
- Fixed spelling error for the armor type of Wraith_Replicator_Fighter_SK
- Fixed an issue with the PP Commando Wraith
- Added Base_Position 'Orbital' to the Wraith_Hangar

Pegasus Prelude:
- Fixed a major issue in AFG which could cause the fleet to choose the wrong target planet after the original target was captured. This should heavily impact PP during late- and midgame and keep the Wraith threat high!
- Fixed an issue with the Taranis attack fleet might arriving too late
- Fixed wrong event (Hippaforalkus) being fired as emergency trigger for the final mission
- The Asurans-turn-hostile event should now work properly
- Updated Arcturus event so it can also trigger if the player re-conquers Doranda if he had lost the planet before
- Updated Atlantis mission map that had units placed with wrong faction attribution
- Re-wrote the Upgrade-Moros-Dreadnought event. Moros will no longer automatically despawn - only when you construct the upgrade
- Removed StoryModeService and put conquer victory check in a separate function that only becomes active once the Wraith Homeworld has been conquered (a lot better on resources!)
- Enabled automatic GC victory in case of a script hiccup
- Fixed incorrect order of texts if the player conquered Gonta early on
- Lowered the build cost for Ancient drone and fighter units to make up for their research cost
- Fixed Gonta event chain triggering too early
- Project Arcturus will now be removed from the active log as soon as the player has paid for its research
- The player no longer gets any constant money flow (so no more money while the game is paused)
- Fixed Melia not being a major hero
- Fixed missing event PPM_Objective_Convoy_Ships_Survived_5_AI_NOTIFICATION in event PPM_Objective_Convoy_Must_Survive_Complete
- Fixed an issue where Ancient starbase would always spawn with level 1 in battle regardless of the actual GC level
- Adjusted the max speed for some Wraith and Ancient ships
- Specifically locked the Odin for the AI in the helper plot files
- Added a message for the start log telling the player he can open the log at any time to get more information about the current mission (Issue 0002271)
- Added wraith_Defense_Satellite_ANTIFIGHTER_SS back to PP because it works now
- Removed the (unused) Rebel AI from PP

Dakara [Wave Mode]:
- Replicators will no longer attack before the space station has been conquered
- Increased the reload time for the Goa'uld flash satellite
- Fixed an issue which caused player units to attack their own station once its attribution had shifted
- Increased the difficulty (more Repli ships!)

Scripting
General:
- Removed reference to non-existing file HW_Blue1.lua
- Added None.lua dummy to remove object scripts from variants
- Removed non-existing lua script from the Tauri starbase
- Removed even more non-existing scripts
- Fixed a syntax error in the HW Huge script
- Fixed ObjectScript_Remove_Starbase_PP trying to use nil value
- Removed several unused buildings from our scripts whose existence cause script errors
- Removed non-existing pirate units from PGCommands.lua

AI Changes:
- Deleted cantina from AI plans
- Restructured some of the basic base build plans
- Moved starbases in the GOF further up to avoid a bug where the Rebel AI has trouble building starbases most of the time
- Stopped Empire AI from saving money for an imaginary Death Star
- Added new hint sets, telling the AI on which planets shipyards can be built
- Some small changes to the AI's perceptions
- Updated AI_Combat_Power for Goauld space units
- Added new tech behavior for BasicRebel and AI_Player_Underworld, all factions should be able to fully tech now
- Completed capital shipyard hints

Sound
- Fixed several errors caused by the min volume for a sound being bigger than the max value
- Replaced the following non-existing sounds with existing, fitting ones: Unit_Goauld_Ship_Laser_Fire, Unit_Heavy_Turbo_Laser_Fire, Unit_Rebel_Ship_Superlaser_Fire, Unit_Goauld_Ship_Laser_1_Fire, Unit_Heavy_Turbo_Laser_Fire, Weapon_Drone2_Ancient, Weapon_Middle_Missel_Tauri, Weapon_Heavy_Missel_Tauri
- Removed countless non-existing vanilla sound references
- Added missing SFXEventsEngines.xml to SFX events files (this fixes quite a lot of issues)
- Removed all R/U/E-HD sound effects
- Fixed localize flag for Unit_Dart_Kamikaze_Attack
- Removed some more non-existing sounds
- Added missing SFX_Weapon_Hit.xml to SFX event files
- Changed Envelope_Hit_Medium.wav to a mono sound so it can actually be heard
- Removed empty SFXEvent_Attack_Hardpoint and SFXEvent_Hardpoint_Destroyed
- Fixed all SFX events using Explosion_Med1.wav incorrectly labeled as localized sample
- Added SFXEventsDeaths.xml to the mod which re-adds vanilla building explosion sounds
- Added some missing speech sounds for Apophis
- Created non-existing Unit_Torpedo_Fire fire sound (Weapon_Torpedo_Fire)
- Replaced non-existing Weapon_Railgun_Tauri with Weapon_Railgun_Tauri_Small
- Fixed an error with Data\Audio\Engine\Hive.wav not found
- Fixed labeling errors for SFX speech events Zelenka, SG1, Atlantis and Super Hatak
- Fixed several sounds, heroes mostly, especially a lot of engine sounds (Sol, Odin, Korellev, Hunter, ...)
- Fixed incorrectly labeled Goauld Pyramid select sounds

Level Design
The Might of the Asgard:
- The upgrade satellites are now available again

Dakara [Wave Mode]:
- Moved the planet Dakara further in the background

Text
- General text improvements
- Updated the description text for Dakara Wave Mode
- Updated several text strings

Patch 1.5.2

 

 


This patch adds a new wave mode map for skirmish in which you can fight the Replicators over Dakara.
Furthermore it includes some obligatory fixes (including a fix for missing Asgard props on the Othala skirmish map) and balancing updates, especially for the fighter heroes.

Art
Models:
- Added the Replicator Beliskner
- Added the Replicator Hatak  

Icons:
- Various minor icon updates
</art>

Coding
General:
- Fixed Asgard support station missing on the Othala space map  
- Fixed an issue with a marker refering to an non-existing model
- Deleted duplicate Othala skydome
- Deleted AlamoEngine.fxh and BumpColorize.fxh because there was no difference to the vanilla file
- Added Grass.fxo, Meshshadowvolume.fxo, and Rskinheat.fxo from Petro's patch so non-Steam users benefit from the updates as well
- Various updates, fixes and improvements

Goa'uld:
- Fixed Herak incorrect armor type
- Slightly increased health of Osiris
- Changed Goauld_Hero_Anubis_Space to Home_One
- Reduced PopCap of Baal

Ori:
- Fixed select box scale of the Ori ship

Replicators:
- Added the Replicator Beliskner
- Added the Replicator Hatak    

Tau'ri:
- Fixed an issue with SG-1 not being buildable
- Increased recharge time of Mitchells lucky shot
- Fixed an issue with a duplicate entry for Weapon_Heavy_Missile_Tauri
- Slightly decreased X-303 damage
- Fixed Odin using an outdated hyperspace script

Wraith:
- Increased power of the Wraith Hunter's stun ability
- Increased damage of the Wraith Hunter
- Increased health of the Commando Wraith
- The Wraith scout is no longer visible on enemy radar

Scripting
- Added Get_Game_Mode() checks to all scripts where they were missing to prevent them from triggering when not needed

Sound
- Added Deathglider engine sound and added it to all to Goa'uld fighters
- Added Goa'uld Alkesh engine sounds
- Fixed Herak not having speech sounds
- Added new small missile sound
- Added F302 engine sounds and added that sound to all Tau'ri fighters
- Fixed non working engine sound of the Wraith Scout

Level Design
- Added new Dakara Wave Mode map

Texts
- Fixed several spelling mistakes
- Minor adjustments

Patch 1.5.0

 

 

This patch adds several balancing changes to skirmish. Overall, the Tau'ri are now less overpowered.
Fighters and bombers have significantly decreased build costs and construction times making them much more viable.
Additonally, the game has been polished and many aspects, such as new build animations for all satellites, have been reworked.
Furthermore it contains the usual bug fixes to issues reported by our beloved community.

Art
Models:
- Updated space turret build pad so it doesn't need custom shaders
- Updated the Goa'uld jamming satellite model
- Added new build animations for all skirmish satellites

Icons:
- Added general satellite radar icon name for all satellites
- Added new icon for the Kamikaze Dart
- Upgrade icon for charging Goauld planetary staff cannon in space skirmish updated
- Various minor icon updates

Coding
General:
- Fighter rebalance: Signifcantly changed the build costs and construction times for all fighters. Fighter and bomber rushes are a thing now if you have no Corvettes to counter!
- Removed chat, groups and unused buttons from MP lobby and redesigned layout to fit the background better
- Increased the stregth of all ground to space weapons
- Removed 'Spotted' SFX from faction files
- Fixed incorrect category mask of several space units
- Removed Stealth reveal capabilties of some dummy spawn objects that should not possess them
- Various code updates, fixes, and tweaks

Ancients/Asurans:
- Adjusted tactical health of the Aurora class to prevent simultaneous hardpoint blow-up

Goa'uld:
- Changed HP string names of all Goa'uld heavy staff weapons turrets (space buildings only)
- Added shields to the Goa'uld Alkesh increasing its survivability
- The Alkesh will now shoot visible bombs
- Slightly increased the shield strength of the System Flagship
- Increased the damage of the Super Hatak
- Increased the shield strength of Anubis and slightly increased his damage and HP health of shield, engines and his special weapon
- Fixed an incorrect speech sound for Osiris

Tau'ri:
- Increased the build time of Mitchell and SG-1
- Increased the production cost of the Tau'ri X-303 and the BC-304 in multiplayer
- Set Base_Income_Value from 350 to 35 and Income_Additive_Value from 250 to 25 of Tau'ri skirmish starbase lvl 2
- Fixed incorrect Targeting_Max_Attack_Distance of the Korolev and the Daedalus
- Completely re-wrote the script for SG-1's hijacking ability fixing all of the abilities' remaining issues. You can also clearly select a traget now
- Fixed an issue with the B-302 where the wrong ability icon was displayed in the tooltip

Traveler:
- Traveler Frigates now have less shields and hull points and do slightly less damage
- Fixed incorrect good/bad against description for the Traveler Frigate

Wraith:
- Removed the negative side effects of Todd's power to weapons ability and changed the icon accordingly
- Disabled autofire for the Wraith Scout's beacon ability
- Increased health of the Hive's forward hardpoints
- Slightly increased health of the Wraith Cruiser's frontal HP
- Added Wraith Dart engine sound to (heavy) Dart and Bomber and the Exp. Dart
- Added new fire sound for the Kamikaze Dart ability of the Battlecruiser
- Removed the pop cap of the Kamikaze Dart
- Rewrote the Kamikaze ability of the Dart so it can be targeted. Comes with improved visuals since the Darts now actually impact on the target
- Increased the firing arc of some of the Hive's weapons

Sound
- Added sounds with applied filter for the Apollo
- Added Wraith Dart and Puddlejumper engine sound

Texts
- Adjusted encyclopedia class strings for satellites to better clarify their role
- Updated various texts to fit gameplay changes
- Fixed several spelling mistakes
- Minor adjustments

Patch 1.4.1

 

 


This patch adds another Wave Mode map: Fight for Aurora. Play as the Ancients and defend the Ancient Battleship against incoming Wraith fleets.

Art
Models:
- Added several new Ancient ship models including Destroyer, Cruiser, Frigate, Heavy Fighter, Heavy Bomber and the Battle Drone

Coding
General:
- Added Wave mode relevant objects
      
Ancients:
- Made all Ancient ships and fighters available in the Aurora &quot;starbase&quot;
    
Tau'ri:
- Fixed a minor issue with SG-1 causing them to be draggable on the battlefield even after the population capacity was reached

Wraith:
- Added new Wraith heroes that spawn as enemies in certain waves

Scripting
- Added necessary scripts for the new Wave Mode map

Level Design
- Added Fight for Aurora map

Texts
- Added new description texts
- Updated Wave Mode rule descriptions
- Fixed incorrect description of the ISS

Patch 1.4.0

 

 

 This patch adds the new map type Wave Mode &quot;Battle over Antarctica&quot; to your custom maps selection.

Art
    - Added ISS model
    - Added AG-3 model

Coding
    General:
    - Added Wave mode relevant objects
      
    Tau'ri:
    - Added new ISS heroes:
      - Selmak
      - Apollo
      - Bratac
    - Added new AG-3 build pad option

Scripting
    - Added necessary scripts for Wave Mode

Level Design
    - Added Battle Over Antarctica map

Texts
    - Updated text file

Patch 1.3.2

 

 


    This patch fixes the non-working capture ability of SG1 (for real this time) and adds missing texture for the Goa'uld Supergate hero Apophis.

Art
      Textures:
      - Added missing texture for Apophis
      
      Effects:
      - The smoke trail of the Genii Fighters is not visible through solid models any more

Coding
      Tau'ri:
      - Fixed SG1's non working capture ability
      
      Wraith:
      - Removed incorrect speech sound that could be heard by the Goa'uld when a Wraith Cruiser was spotted

Patch 1.3.1

 

 


    This patch fixes a critical bug that could cause the game to crash if the Tau'ri were involved and an issue with SG-1 not appearing in the build menu any more.
    Next to some more bug fixes new engine sounds for nearly all ships were to the game.

Art
      Effects:
      - The smoke trail of the Aschen Fighters is not visible through solid models any more

Coding
      General:
      - The Ancient defense satellite on "The Siege of Atlantis" is attacking enemies again
      
      Tauri:
      - Fixed a critical crash that was caused by the "Additional Fighters" upgrade in the Tau'ri starbase
      - The size of the Beliskner model was increased
      - The death animations of BC-304 heroes (Odyssey and Daedalus) disappear again
      - SG1 is buildable again
      - The Sleipnir has a selection circle now    

Scripting
      - Fixed an issue which made SG-1 capable of capturing certain non-player stations on several maps
      - Further improved the stability of SG1's capture ability

Sounds
      - Added new engine sounds for nearly all ships

Level Design
      - The ground to space weapons are now working on the new map "The Might of the Asgard"

Patch 1.3.0

 

 

This patch adds a new skirmish map: The Might of the Asgard. On this map you can fight in the Atmosphere of Othala for control over the Asgard control facility - a huge station which enables you to build the mighty Sleipnir.
Additionally, the patch comes with various fixes and tweaks, such as an improved Lantia background, a completely new modeled and textured Beliskner class starship, improved pathfinding, a build-up animation for the Supergate, new unit abilities (such as the Hives being able to launch a Dart that can perform a Kamikaze attack) and a fixed auto-attack of the Tau'ri F-302 squadrons.
Furthermore, a complete Italian translation of the mod has been added.

Art
      Models:
      - Added new Supergate build animation
      - Added Sleipnir unit model and deathclone
      - Fixed wrong diffuse texture of the New Hatak (fixed their extremely dark appearance on some maps)
      - Added various new props for the Othala map (several buildings, water tiles, harbour, a mountain, primary and secondary skydome)
      - Added new unique resource mine for the Othala map
      - Reworked the Lantia planet background model to emulate real water
      - Replaced the old Beliskner model with a much better one
      - Fixed broken texture of the Kamikaze Dart shot by the Wraith Battlecruiser       
      
      Textures:
      - Improved multiplayer lan screen
           
      Icons:
      - Improved several icons (Cyborg Mothership, Wraith Repair Satellite, Wraith AF Satellite, Wraith Space Station Level 1-5, Wraith Battlecruiser, Wraith Hive, Ori Mothership, Wraith plasma canon upgrade, Beliskner)
      - Added new unit icons (Asgard Spacedock, Sleipnir)

Coding
      General:
      - Changed global hardpoint icon size to be smaller
      - Adjusted radar icon size for several ships
      - Added hardpoint to Ancient Defense Satellite to fix targeting bug
      - Updated the space layers and z-adjust of all ships to prevent unit collision and improve pathfinding
      - Reduced the build cost for the Supergate from 3000 to 1500
      
      Aschen:
      - Fixed an issue which prevented the lower turret of the Aschen Battleship to turn and fire
      
      Tauri:
      - Fixed a rare issue causing the Sol not being buildable
      - Fixed SG-1 is not buildable anymore when Allow Heroes in the game options is unchecked
      - Fixed wrong AI Combat Power values which prevented the AI from building Beliskner class ships in skirmish
      - Fixed F302 not automatically attacking enemies
      - Fixed wrong radar icon of F-302 and related heroes
      - Added new Sleipnir ship code
      
      Wraith:
      - Added Spawn Kamikaze Dart ability to Hive and Todd
      - Made the Wraith Scout reveal ability more useful by increasing FOW reveal radius and active time
      - Disabled auto-ability use for the Wraith Hunter and the Battlecruiser

Scripting
      - Added new scripts for special abilities
      - Various minor performance and stability improvements

Sounds
      - Added Herak speech sounds
      - Added Aurora speech sounds

Level Design
      - Added Othala atmospheric multiplayer battle map

Texts
      General:
      - General text improvements
      - Various text color improvements
      - New texts for the Sleipnir and related structures (description, special abilities, etc)
      - Every skirmish map now has a planet name
      
      Translations:
      - Added Italian translation

Patch 1.2.2

 

 

Texts
      The following languages have been added:
      - Spanish
      - French
      - Russian
      - Czech
      Note: The translations are not complete yet

Patch 1.2.1

 

 

Coding
        General:
        - Supergates can now also be built on vanilla EaW maps

        Tau'ri:
        - Fixed Mitchell not being buildable while any F-302 is active

Patch 1.2.0

 

 

This patch fixes the indestructible Supergate bug and several minor bugs that where reported.
It also changes Heraks ability to disable the weapons of several enemy ships at once and adds two new skirmish maps:
Play on Arcanus and deal with hostile Wraith Rebels and try to make your way alive through the Minefield!
The balancing is improved once again and the resource mines got new build-up animations.

Art
        Models:
        - New Wraith Shipyard model
        - New Wraith Ion Mine model
        - New mine model used on the minefield map
        - New skydomes
        - Build-up animation added for all resource mines

        Textures:
        - Added a higher resolution texture for the Aurora class warship
        - Fixed high-res texture for the Aurora class warship

        Icons:
        - Changed the icon for the Dart to the new model that came with patch 1.1

        Effects:
        - New explosion effect for the ice asteroids on the Hebridan map
        - Fixed an issue with the Asgard Superlaser where the effect could be visible behind an intact shield
        - New projectile for the Pegasus Cyborg ship
        - Revised glow effect for the Genii Destroyer
        - Altered the appearance of missiles shot by Genii ships

Coding
        General:
        - Fighter Heroes and bombers take less damage when being hit by bigger ships and starbases
        - Corvette class ships deal less damage against starbases

        Buildings:
        - Fixed the Supergate bug causing a completed Supergate to be indestructible
        - Fixed skirmish Asteroid Mines' under construction model transformation
        - Added a skirmish version of the Wraith Rebels Shipyard
        - Wraith Stun Mine added that stuns nearby ships
        - CoT mines added that follow enemy ships and explode on contact

        Goauld:
        - Changed Heraks ability. He now drops a bomb that disables the weapon systems of all nearby ships for a short time
        - Removed the vanilla sound of the barrage ability from the Artillery Hatak
        - Increased health, damage, shields and projectile speed of Aris Boch and Osiris making them much more useful
        - Increased shields and shield refresh of Apophis and the System Hatak
        - Increased damage and regeneration time of Anubis&apos; special ability

        Replicators:
        - Frigate: Projectile damage reduced to 60 (was 70), projectile speed reduced to 22 (was 25), build limit set to 4

        Wraith:
        - Increased Fog of War reveal of the Scout
        - Changed the Beacon ability of the Scout to reveal stealth units
        - Increased damage, armor and price of the Super Hive. Also the model is slightly upscaled
        - Slightly increased the move speed of the Hive and the Manta Artillery

Scripting
        - New script for the Wraith Rebel Shipyard to move the spawned ships over the map
        - New script required for the Ion Mine to work
        - New script for Herak&apos;s stun bomb ability

Level Design
        - New Map: Escape out of the Mine Field
        - New Map: The Secret of Arcanus
        - Fixed an issue on Hebridan (The Loop of Kon Garat) where the asteroids killed the upper mines too quickly.
        Additionally, the asteroids now show a &quot;snowball&quot; effect when exploding and are easier to kill.

Texts
        - General text improvements
        - New skirmish map descriptions for every map
        - New planet descriptions added for Arcanus and the Minefield
        - Changed description and name of Herak&apos;s ability

Patch 1.1.1

 

 

This Hotfix solves a problem with the Multiplayer mode which started occurring lately.

Patch 1.1.0

 

 

This patch fixes the Tauri AI causing a crash and several minor bugs that where reported.
It also fixes the bug with the O&apos;Neill time dilation field ability and adds three new maps for space skirmish.
Furthermore, a new SSG dial up system has been added and a new ship as well: The Pegasus Cyborg ship from The Daedalus Variations.

Art
        Models:
        - 7 new racers and several new props for the Space Race map
        - Sol: overworked rig for hangar light
        - Pegasus Cyborg mothership and fighter added
        - New F302 fighter model
        - New Wraith Dart model

        Textures:
        - Wraith Destroyer: added alpha layer to tech texture

        Icons:
        - Some icons improved: ESF SOL, Goauld Jamming Satellite
        - New icon for the Supergate variants (Milkyway and Pegasus galaxy) and the Pegasus Cyborg ship

        Effects:
        - P_Death_Explosion_XX removed smoke from deathclones (all variants)
        - Aschen_Particle_Fighter_Engine.ALO added
        - Ancient_Projectile_Satellite_Laser.ALO modified for more &quot;OOOMPH&quot;
        - Replicator_Projectile_Laser.ALO added (for the cruiser, currently supergate-unit only)
        - Hangarlight blink effects for Sol

Coding
        General:
        - T5 ships now better against starbases compared to lower-tech ships
        - Space Race racers code added

        Aschen:
        - Increased the firepower and shields of the Aschen Battleship
        - Aschen Cruiser and its ability balanced

        Buildings:
        - Completely revamped Supergate system, different Supergate versions (galaxies) now available from one base gate -
        New text strings for UC variants
        - Ancient Corvette now buildable for all factions in the Ancient Sensor - Created an MP variant of the corvette for tech 2
        - The Goa&apos;uld station turrets can now fire in a wider angle

        Goauld:
        - Changed the Superlaser ability of the Goauld version of the Ori Mothership. Target acquisition now available
        - Changed the space layer of the Anubis Battlecruiser
        - added the speech sounds for the Goa&apos;uld hero Osiris
        - Aris Boch Star Wars sounds (ability) removed
        - Changed the ability of Herak (Skirmish). He now boasts a special version of the Ion-Shot ability
        - The AI should build more New Hataks and Pyramid Ships and less Artillery Hataks now

        Pegasus Cyborgs:
        - Pegasus Cyborg battleship added! Can now be built for Wraith players in every Pegasus Supergate

        Replicators:
        - New beam projectiles added to the Replicator Frigate
        - Replicator Frigate rebalanced

        Tau&apos;ri:
        - Balanced the Prometheus&apos; missile ability
        - Balanced the Tau&apos;ri Traveller Frigate
        - Balanced Thor
        - Swapped the good/weak against text strings for the Beliskner and the Daniel Jackson class ships
        - Mitchell not being buildable fixed
        - Balanced the SOL
        - Ranged_Target_Z_Adjust for the F-302 adjusted so they hit other fighters while chasing them
        - The Tau&apos;ri Traveller Frigate is now capturable by SG-1

        Wraith:
        - Iratus Battlecruiser: Star Wars sound is not being played anymore when the Shield Leech ability is activated
        - Balanced the regeneration rate of Wraith satellites

Scripting
        - New Space Race scripts
        - New script for self-destruct of Astro Gun asteroids
        - Fixed the ONeill time dilation ability
        - AI unit build list updated: The AI can now use every ship from the SSG, Ancient Sensor and Aschen Station
        - AI construction build lists updated: It can now build the new SSGs

Level Design
        - New Map: Hebridan - The Loop of Kon Garat
        - New Map: Wraith Homeworld - The Awakening of the Wraith
        - New Map: P3Y-229 - Decision at the Supergate
        - The Aschen Ruse: Fixed an issue where one of the resource mines didn&apos;t match with the asteroid
        - Battle for Abydos: Moved starbases slightly so that Wraith players cannot use the Manta Artillery to fire from their
        station to their opponent

Texts
        - General text improvements
        - Spelling and grammar checked, planet descriptions rewritten
        - New planet descriptions added: Hebridan, P3Y-229, Wraith Homeworld
        - Changed ability name and ability description from Herak
        - Some MISSINGS fixed

Patch 1.0.0

 

 


        Star Wars Empire at War: Forces of Corruption
        Stargate: Empire at War - Pegasus Chronicles


        ================================================================
             Table of Contents
        ================================================================

        1. Preface

        2. About The Pegasus Chronicles

        3. Installation

        4. Known Problems

        5. FAQ (Troubleshooting)

        6. Credits

        7. Disclaimer



        ================================================================
             1. Preface
        ================================================================

        We thank you for downloading the mod &quot;Stargate Empire at War- The Pegasus Chronicles&quot; and we hope you&apos;ll have
        fun playing it.

        This version is a space-only version, meaning it only enables space combats as of now.
        However, the mod is under constant development and will be updated regularly thanks to the enclosed modlauncher.

        Feel free to visit us on the internet:

        URL=http://www.stargate-eaw.de/


        We gladly receive your new-found bugs, criticism and ideas at the site&apos;s forum.



        ================================================================
             2. About Stargate Empire at War - The Pegasus Chronicles
        ================================================================

        The SGMG hereby introduces its latest mod-project. &quot;Stargate Empire at War -
        The Pegasus Chronicles&quot; is a total conversion of the popular &quot;Star Wars Empire at War: Forces of Corruption&quot;.
        All currently available factions will be replaced by other factions of the Stargate-universe.

        The mod encompasses:
        - 3 playable species: The Tau&apos;ri, the Goa&apos;uld and for the first time the Wraith
        - Lots of other, independent species like the Replicators, the Asurans, the Aschen, the Grace and many more
        - Countless new ships and planets
        - New and completely reworked sounds, animations and effects
        - Numerous new and unique multiplayer maps
        - Completely reworked AI


        ================================================================
             3. Installation
        ================================================================

        1. Execute &quot;SGTPCSetup.exe&quot; and follow the instructions. The mod will be installed automatically.

        2. To launch the mod, simply click on the modlauncher shortcut from your desktop and press &quot;Start&quot;.
        Alternatively, navigate to the root directory of &quot;Empire at War Forces of Corruption&quot;.

        The directory should look like this by default:
        C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption
        or:
        D:\Games\LucasArts\Star Wars Empire at War Forces of Corruption

        Now run the modlauncher: &quot;SGTPCLauncher.exe&quot;.

        The modlauncher serves the purpose of keeping &quot;The Pegasus Chronicles&quot; up to date at all times.
        Should there be any updates available you will be given notice.

        Finally click on &quot;Start&quot; to launch the mod.


        ================================================================
             4. Known Problems
        ================================================================

        1) Hopefully, there are none ;)


        ================================================================
             5. FAQ (Troubleshooting)
        ================================================================

        1) When clicking on &quot;Stargate.bat&quot;, nothing happens. What next?

        Possible Reasons:

        I. Your game is not up to date.
        Make sure you have installed the FOC Patch 1.1!
        (http://empireatwar.filefront.com/file/Forces_of_Corruption_Patch_Update;73651)

        II. The mod has been installed incorrectly. Go to the root directory of Star Wars Empire at War Forces of
        Corruption and check the &quot;Mod&quot;-folder for a folder named &quot;Stargate&quot;.
        If such a folder doesn&apos;t exist, the mod has been installed incorrectly.
        Download and install the mod once again.

        III. If you&apos;re running Windows Vista or Windows 7 and are using more than 3 GB RAM, the RAM-fix could possibly
        solve your problem.
        (http://empireatwar.filefront.com/file/Forces_of_Corruption_RAM_fix;107025)

        IV. You&apos;re using an older version of Microsoft .NET Framework 3.5. or are lacking it entirely.
        Install a current version.
        (http://www.microsoft.com/downloads/de-de/details.aspx?FamilyID=333325fd-ae52-4e35-b531-508d977d32a6)



        2) Will I be able to play &quot;The Pegasus Chronicles&quot; without the add-on &quot;Forces of Corruption&quot;?

        No, the add-on is obligatory.



        3) I&apos;ve found a bug, where can I report it?

        At our forum: http://www.stargate-eaw.de/index.php?option=com_agora&amp;Itemid



        4) I&apos;m unable to download updates via the modlauncher.

        You have to run the modlauncher with admin-rights (right-click -&gt; Run as Admin). Make sure you possess the
        necessary admin-rights.



        5) The FAQ doesn&apos;t solve my problems. Where can I find help?

        We&apos;ll gladly help you with any problems at our forum:
        http://www.stargate-eaw.de/index.php?option=com_agora




        ================================================================
             6. Credits
        ================================================================

        The SGMG:

        André "MerlinGalgotta" Johannes - Project Lead, 3D Artist, Rigger, Animator, Community Manager
        Andreas "Kozuke Kamizu" Burbach - Coder, Sound Artist
        Bastian "maroon83" Schorm - Translator, 2D Artist
        Benedikt "McKay" Hug - Special Feature Coding, Video Artist, Effects
        Christian "Locutus" Baulig - Level Designer, Coder
        David "Dave 93" Aberl - Modlauncher, Installer
        Eric "Duke auf Dune" Nitzschkea - 3D Artist
        Filip "The Art of War" Hörnsten - Coder
        Jan "Hugussi" Schlottbom - Event Coder, Scripter, Event Texter
        Marius "Klon" Meierhöfer - Co-Lead, Level Designer, Community Manager
        Ron "Jack Hunter" Reinhardt - Texter, Planet Coder
        Rudolf "wolf" - 3D Artist
        Sascha "Origin" Heßler - Coder, Scripter
        Thore "Commander Cody"Andresen - Event Scripter


        Beta testers:

        AC-Suchti
        Baal
        christ
        General Stefan
        icer
        Spinobreaker
        Todesgleiter
        ZionandGaz


        A big &quot;thank you&quot; to our former members, supporters and everyone who deserves praise:

        Attractor (Effects), Colnol Emerson (Level Design), Cuntar (Coder), Cratch (3D Artist),
        Daniel Jackson (Sound Designer), Genesis (Level Design), Hermiod (Sound Artist), Hok&apos;ta (Coder),
        John Bello (2D Artist), Kane (2D Artist), Larkis (3D/2D Artist), Nostrum (Coder),
        ONeillJack (Coder), Orlin (Coder), pifroggi (Video Design), prshakrey (3D Artist), Rex (Coder),
        Selmak (Texter), Sylar (GFX Designer), Thor (Sound Design), xenon82 (Website)

        Baal (2D Support), Fregge (Support), Jedi Lu (Pointers on event coding), $leeper (Eagle 5), Toth (Ship names)


        Special thanks go out to:

        - Dave 975 and Dkealt for providing a series of source models and textures we&apos;re still using
        - xxdabtxx for providing the source model of the ZPM Hive
        - Jeff for providing the planet texture-pack
        - Capt. Ford, Captain Elgy and Dr_McCoy1701A for providing the background fog and the star fields
        - The Celestia Motherlode for providing planet and nebulae textures
        - Sidious Invader for providing the Twin Moons skydome which we&apos;ve modified
        - IG11 for providing his prop pack
        - CCP for providing the Asteroids from EVE
        - Yuuzhan Vong at War Modding Group for providing nebulae and planet textures
        - Rommel2K, the founder of the Stargate mod for EaW
        - Once again our beta testers which where of great help


        Finally, we want to thank all those who weren&apos;t explicitly mentioned here, but who were nevertheless aiding
        this project&apos;s realization in some way or another.


        ================================================================
             7. Disclaimer
        ================================================================


        Stargate and all other copyright material is property of MGM or their respective owners.
        &quot;Stargate: Empire at war - The Pegasus Chronicles&quot; is a non-commercial modification of &quot;Star Wars Empire at
        War: Forces of Corruption&quot; and does not make use of any other content other than the one of the &quot;Stargate
        Modding Group&quot;(SGMG).
        A commercial background does not exist.

        The material used in this mod MUST NEITHER BE REIMPORTED, nor REDEVELOPED, nor USED IN ANY OTHER WAY.
        The rights concerning models, textures, designs and other material are subject to the regulations of
        their respective owners or creators.

        THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS,
        A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM
        &amp; (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
        Neither LucasArts nor the SGMG assume liability or responsibility for eventual damage.

        Visit our homepage to contact us:
        http://www.stargate-eaw.de/


        Have fun!
        - the SGMG

Open beta version

Patch 2.3.9

 

 

This patch aims to improve the overall stability of the mod, especially in space skirmish.
Most notably, a lot of sound file errors have been fixed which were suspected to crash the game occasionally.
Meanwhile ground skirmish gets fleshed out with new particle effects and a bunch of QoL updates.

Art
Models:
- Added new version of Map_Space_Building_AncientSensor.ALO with a build_00 animation and shadow
- Fixed hangar shields on all ancient stations
- Fixed shield mesh of Asuran_Space_Unit_Cruiser.ALO
- Reduced size of the shield bubble of Tauri_Land_Building_Shield_Generator.ALOTextures:
- Added Tok'ra ability icon for Selmak
- Add missing map textures w_8 and w_8_b from 1.3.1, create normalmap w_rivrock00_b (resolves #3129)

Effects:
- Added new Field Commander buff effects for all factions
- Added new model and particle file for Wraith Queens Ghost ability
- Added new Intimidation effect for Anubis
- Scaled heavy Grace proj up and light proj down for better visual difference (issue #2906)
- Reduced Screenflash for Tauri orbital strike

Code
General:
- Updated FormationOrder for all ground units where it made sense
- Updated shipname assignments to ships (resolves #3073)
- Improved wraith and tauri fighter flight behavior/targeting (issue #2925)
- Adjusted Secondary_Mining_Facility to stargate mine
- Fixed crash introcued by the latest Steam versions if more units can be built than there are buttons in the command bar.
- Fixed Barrage randomly stopping after a period of time
- Fixed Ashen cruiser HP naming (issue #2906)
- Fixed Grace ship select_box_scale
- Fixed duplicate hero clash "ObiWan_BobaFett"
- Fixed nonvalid abilities in GameConstants
- Fixed nonvalid starting planet of the Wraith Queen
- Fixed incorrect tags in Unit_Space_Tauri_O_Neill.xml, Unit_Space_Tauri_BC_304.xml, Unit_Space_Tauri_F_302.xml, Unit_Space_Tauri_B_302.xml, Unit_Space_Goauld_Anubis_Hatak.xml, Unit_Space_Wraith__Hero_Michael.xml, Unit_Space_Tauri_HB_302.xml
- Fixed unknown model or particle "Teltak_L.ALO"
- Fixed unknown model or particle "Goauld_Space_Projectile_Alkesh_Bomb.ALO"
- Fixed unknown model or particle "Wraith_Land_Building_Command_Center.ALO.alo"
- Removed unused text strings (#3126)
- Removed unused icon and radar icon names (#3126)Goauld:
- The Alkesh can now perform a proper barrage (Resolves #0002688, resolves #0002566)
- Fixed code error in the Alkesh fileTauri:
- Coded smoke greande ability for the Special Forces (Issue #0002911) (WIP)
- Recoded all Tauri space units using the template (except for fighters)
- Fixed CategoryMask for SG team and Sniper (resolves #3090)
- Fixed too high Ranged_Target_Z_Adjust for Tauri shield
- Fixed inhibitor having WEAPON behavior (assert error)Wraith:
- Fixed wrong Garrison_Bone_Name for Wraith Shuttle (potential fix for issue #2857)

Scripting
- Pegasus Prelude: Fixed a script crash in the Wraith Envoy script
- Fix ground_turret script not tirggering abilities and adjust ability ranges (issue #2648)
- Removed freestore requirement from PP story scripts

Sound
- Added sounds for Tokra units (Selmaks special ability)
- Transport rings can lo longer be heard over the whole map. Sound is also added to sfx anim txt instead of script. (Resolves #0003065)
- Fixed unknown SFX event "Unit_Defeat_Wraith_Superhive"
- Fixed unknown SFX event "Unit_Defeat_Prometheus"
- Fixed unknown SFX event "Unit_Barrage_Genii_Space_Destroyer"
- Fixed unknown SFX event "Unit_Defeat_Envoy"
- Fixed unknown SFX event "Unit_Barrage_Rebel_Space_Station"
- Fixed unknown sound file "Data\Audio\Speech\Asgard_Beliskner\Asgard_Attack__ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Daedalus\Daedalus_Low_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\X304\X304_Critical_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\X304\X304_Low_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Michael\Michael_NoEngine_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Wraith_Zerstoerer\WZerstoerer_Critical_HP_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\Baal\Baal_Guard_ENG.wav"
- Fixed unknown sound file "Data\Audio\Speech\General_Wraith\General_Critical_HP_ENG.wav"

Leveldesign
- Add missing com_array markers to Juna skirmish map

Text
- Added Selmak ability text and icon issue #2848

Patch 2.3.8

 

 

The Wave Mode maps in skirmish can now finally be played in multiplayer without causing a synchronization error.
The Wraith got some explosion sounds for their land units for more 'boooom', and we've fixed a nasty crash related to the destruction of the Goa'uld shrine.

Code:
Goa'uld:
- Fixed Shrine potentially crashing the game when being destroyed

Wraith:
- Fixed another cause of the Hunter being stuck in his walking animation

Sound:
- Added new explosion sounds for most big Wraith weapons (land): Most notable on the Walkers and the Queen's Cruiser ability
- Removed X-Wing spin away death sound from X-301

Level Design:
- The Wave Mode maps no longer go out-of-sync when being played in multiplayer!
- On the Earth and Dakara WM maps, fog of war has been added

Patch 2.3.6

 

 

Hotfix to fix 'Chinese' ship names.

Art:
Models and Effects:
- Upadted Wraith_Land_Unit_Harvester.ALO - the unit can crush infantry now
- Deleted unmegged shaders and updated shaders.meg

Code:
General:
- Added textual info which fighters are hyperspace-worthy and which are not (Resolves #0002463)Goauld:
- Removed non-existing sound reference Unit_Defeat_BaalTauri:
- Replaced non-existing targeting priority SG_Infantry_AntiAll with SG_Infantry_AntiInfantry
- Added missing hardpoint to X-301 spaceWraith:
- Removed WEAPON behaviour from the Wraith Queen since she can't attack
- Fixed Dart self landing transport submerging below the ground when deploying (Resolves #0002743)
- randomized Wraith fighter Squadron_Offsets
- Fixed Error: Object type PROJ_TAURI_BOMB_B302_LAND has no XML category mask assigned to it

Scripting:
- Updated ground skirmish AI scripts: The AI is now better at building upgrades and special units

Level Design:
- Removed a ground map from stable that should not have been there

Text:
- Fixed some shipnames being displayed in unusual characters

Patch 2.3.3

 

 

This patch includes some fixes for PP that have been introduced with the last patch, new planets and new shaders for GC making everything look better and various text updates.
For ground we also added new content, such as a cooler Wraith bombardment, a lot of new weapon sounds, a new Alkesh landing transport animation, updated Targeting Priorities (making units act more intelligent), a new ability for Selmak, and several tweaks/fixes.


Art:
Models and Effects:
- Added new Galactic Planet Models (resolves #3046)
- Added new shaders to improve visual appearnec of planet models
- Added Goauld_Land_Unit_Alkesh_Landing_Self.ALO (new landing transport animation)Icons:
- Reduced radar icon size of all satellites (resolves #3055)

Code:
General:
- Added Targeting_Priority_Sets to all ground units where it was missing
- Adjusted Score_Cost_Credits, Build_Cost_Credits, and Build_Time_Seconds for all units
- Fixed several issues with transports. All transports use the template now and all self landing transports should now work in space (Resolves #0003052)Pegasus Prelude:
- Updated some of the planets with the new galactic modelsGoauld:
- Fixed Herak build icon having ground strings in space skirmish.
- Removed non-existing hardpoint from Baal space hero (no bones for HP_BAAL_F_SBH_00)
- Recoded the Goa'uld fighters (space) to use the templateTauri:
- Adjusted bombardment blob size
- Added new special ability for Selmak: Call Tokra reinforcements
- Added blend with terrain ability to the new Tokra Commando unitWraith:
- Changed Wraith orbital strike to match the Goauld one better
- Increased Bombardment_Offse> to give kami dart projectiles more time to reach the ground and play the sound to the end (reduced Bombardment_Initial_Delay in turn and adjusted timings in the other faction's bombardments)
- added a 50% chance for the sound to play to avoid too many overlapping sounds
- Fixed Wraith Scorpion Good_Against / Vulnerable_To
- Disabled the Hunter's ability because it would cause the unit to get stuck in the walking animation (Issue #0002922)

Scripting:
- Fixed Skirmish error caused by ObjectScript_Remove_Starbase_PP

Sound:
- Added new/additional weapon sounds for  Ashrak, Jumper, Dart, Ronon, Wraith Stunner, Wraith Pistol. Wraith Cull Beam, TER, Ori (Resolves #0003059, Resolves #0002768)
- Added sounds for Wraith ground vehicles + turrets
- Added script for playing sound to the dart bombardment proj

Text:
- Fixed text for KS7_535 not being displayed
- Updated CreditsTexts

Patch 2.3.2

 

 

This patch further improves ground skirmish by adding new units and abilities (Wraith foremost), improving balance and visuals and fixing several minor and major issues with ground battles in general.
The fix for the long standing bug with the Wraith Queen not spawning in the Pegasus Prelude tactical battles is also included.
Furthermore, it adds a new ground skirmish map - Yus Homeworld - and slightly improves the mods' performance, especially the load time on startup.
Lastly, as usual, we continue improving our description texts: Thanks to community member Boriss for all his work on the English texts, and AbkanST for his work on the Russian translation and darkyuri for his work on the Czech translation.

Art:
Models and Effects:
- Added new model for the Wraith Queen
- Added Iratus Bug model
- Added mortar grenade smoke trail
- Added TurnL and TURNR animations to Wraith_Land_Unit_Chimera.ALO
- Added PRS_INTERDICT_FX proxy to Goauld Artillery Hatak
- Increased the visibility of the Field Commander buff particle
- Improved idle animation of the Wraith_Land_Unit_Harvester.ALO
- Fixed Wraith bomber shadow
- Fixed Wraith_Land_Unit_Harvester.ALO  muzzle bones and attackidle animationIcons:
- Added Icon for Wraith Worshippers
- Added radar icon to offensive and defensive turrets
- Added new ability icons for Wraith Ghosts and Cruiser Bombardment
- Added unit icon for Iratus Bug as well as an ability icon with Iratus Bug for Michael
- Improved all ground building radar icons and gave them contours for better visibility
- Improved icon of  Wraith Soldier and Elite Soldier to be able to distinguish them more easily
- Adjusted scale factor for every ground building radar icon
- Changed Space hero Apophis to now having a different icon than the ground hero
- Replaced the of the Artillery Hatak with the new one used by the actual ship (resolves #3008)
- Implemented workaround for Projectile_Dirt_Collide being spawned with the field commander buff projectiles
- Fixed missing Regeneration Alcove icon

Code:
General:
- Made the game no longer load the vanilla config file to prevent it from loading a lot of un-needed stuff. This should give another performance boost
- Created a new template for ground buildings and made basically every ground building use it. This helps making the code a lot cleaner and prevent potential errors
- Fixed invalid Fire_Cone_Height in HP_BAAL_F_SBH_00 and HP_Wraith_Rebel_Starbase_M_WP_00 making those hardpoints work properly again
- Removed LAND_OBSTACLE behaviour from transportation rings
- Unified land/space retreat messages, added custom messages for every faction

Pegasus Prelude:
- Fixed the Wraith Queen not showing up in tactical battles
- Fixed Wraith scout being buildable twice
- Fixed Wallus not spawning fightersSpace Skirmish:
- Made Unit_Space_Replicator_Cruiser use the correct template and re-added shields that accidentally got removed.
- Fixed Wraith Corvette ability not ignoring cloaked unitsGround Skirmish:Goauld:
- Increased fire rate for the Kull to make the unit appear more authentic. DPS untouched.

Tauri:
- Fixed the Shield Malps' shield not protecting properly from enemy fire
- Nerfed F-303
- Changed Ranged_Target_Z_Adjust of the Tau'ri Radar Station to 10 so it can be correctly hit now
- Fixed grenade ability errors
- Added an additional ability for reducing reinforcement time to Tau'ri Inhibitor

Wraith:
- Added new units: Wraith worthshippers and made them recruitable on the Indoctrination Camp structure available on the outpost buildpad
- Added less ugly ghost model to the queen.
- Added new ability Wraith_Cruiser_Bombardment to Wraith Queen
- Added new ability for spawning an Iratus Bug Nest to Michael
- Added TURRET behav to all walkers to enable TURN animations
- Added a tag for Wraith Jammer allowing it to prevent bombing runs in a certain radius
- The Harvester can now kill infantry by running over it
- Improved the handling of the Wraith stun bomb: Added new particle effect and added Recharge_Seconds to the ability which allows the timer "ticking back" if aborted
- Changed Mantis to use an in-code turret. This allows for all barrels to be used
- Switched Seeker to hover template/walk locomotor to improve the odd movement behaviour
- Improved Brutes walking into each other
- Increased Idle_Chase_Range to 350 for the Brute: as a melee unit, it wouldn't react to being attacked in some cases
- Increased Fire_Cone_Width for Harvester AI guns
- Coded harvester head as turret so it looks at enemies when firing
- Tweaked harvester movement animation rate to avoid moonwalking
- Fixed non-working ghost ability for the Wraith Queen

Sound:
- Added new speech sounds for the Wraith Queen (English only)
- Added new authentic engine sound for the Goauld Probe
- Added new sounds: shields on/off
- Added (currently unused) Zat open sound
- Replaced vanilla Stealth SFX with Jumper stealth sound
- Removed vanilla retreat sound

Level Design:
- Added new land skirmish map: Yu's homeworld!
- Increased Anubis Homeworld lake height to prevent units from being hit while being in water
- (Re-)moved the hill on M4X-337 which would cause units to get stuck frequently on spawn
- Removed fire-obstructing hill on M4X-337
- Fixed missing "spawn garrison" on outpost markers on Tagrea and Othala
- Fixed units getting stuck in middle landing zone on Haktyl
- Fixed missing Othala space map preview in game due to "Othalla"-"Othala" filename inconsistencies
- Fixed skydomes being cut off on large ground maps

Text:
- Added improved English texts by community member Boriss
- Updated several mod translation files, especially Russian (Thanks to AbkanST!) and Czech (Thanks to darkyuri!)
- Fixed some issues in the English textfile
- Added text for Wraith ground unit Ghost and for Wraith Queen's ability Ghosts and Cruiser Bombardment
- Added custom retreat texts for every minor and major faction
- Adjusted description for Ancient Dreadnought and Moros' Flagship
- Rephrased some PP GC event texts

Patch 2.3.0

 

 

This patch introduces ground skirmish to the open beta!
The main features include:
- unique ground units over all three factions - all of which are based on units featured in the series. (In case of the Wraith we had to invent some units though)
- 15 additional hero units: 6 heroes for Tau'ri, 5 for the Goa'uld and 4 for the Wraith
- 30 new base building models: Around10 for each faction, each with neat construction animations and damage models
- Completely new set of offensive and defensive turrets for all three factions
- Amazing new animations for each unit and many buildings
- Special Jaffa units with retractable helmets – just like in the movie
- Unique features such as shield MALPs, Thor’s chariot, the Tacluchnatagamuntoron (congrats if you know what we are talking about without googling it:)), or Transportation Rings which allow you to instantly travel to distant locations on many maps
- Brand new walker vehicles for the Wraith that should catch the spirit of overall Wraith style very well
- Many new “made from scratch” special abilities that are faithful to the series
- Sound effects and music taken directly from the series for the most immersive experience
- Stargate-based ground maps that were made with care to faithfully re-create iconic locations from the show. For Tagrea alone we created around 50 individual building types, including a fully animated train and the Gun Balloons that surrounded Prometheus.
- 7 ground skirmish maps total and more on the way, which will be added later
- Exceptionally stable performance especially in multiplayer – say goodbye to synchronization errors!

Furthermore, the patch adds new music tracks to the mod as well as new speech sounds and sound effects to the space part of the mod.
Additionally, it includes many gameplay improvements and fixes for the Pegasus Prelude GC (including all new planet ability icons!) along with a bunch of minor updates for skirmish such as infinite fighter respawn for all ships with hangar.

### ART ###

General:
- Added ground skirmish! Listing all the features would bloat the changelog so just go check it out!
- Added many new planet ability icons (Resolves #2902)
- Changed/Improved some icons for GC and Skirmish

Goa'uld:
- The Anubis Flash Satellite now uses the new Goa'uld textures to have a consistent look and feel

Tau'ri:
- Added special death clone for the Prometheus (Resolves #2752)
- Fixed shield of Tauri_Space_Unit_DanielJackson.ALO (#2830) and Tauri_Space_Unit_BC-304.ALO

Wraith:
- Fixed an issue with the Wraith starbase level 4 where some hardpoints wouldn't take damage if fired upon from a specific angle (Resolves #2832)

### CODE ###

General:
- Added ground skirmish! Listing all the features would bloat the changelog so just go check it out!
- Changed the fighter respawn of all ships with destroyable hangars to infinite where it wasn't already the case
- Tauri ships flight behavior improved: Updated rolling angle and turn rate for more realistic curves
- Fixed Thor being slower than regular O'Neill classes
- Added NotOpportunityTarget to AstroGun
- Fixed all Key-Value pair errors caused by wrong tags in special abilities except for upgrades increasing load time on startup (Resolves #0002503)
- Changed all instances of non-working defense bonus abilities to a health bonus
- Re-coded all Replicator space units using the template to improve stability
- Re-coded several Goa'uld units using the template to improve stability
- Removed some undesired sound files from faction xml and changed an inconsistency regrading base visibility

Pegasus Prelude:
- Added new planet ability icon names to many planets
- Fixed wrong text strings for some planet advantages
- Buffed Janus a little - he is a hero after all
- Since we don't use vanilla-style corruption we removed the hyperspace speed bonus the Ancients would get when travelling between corrupted planets
- Added a hangar bay HP to the Wraith Space Hangar to spawn Dart squadrons (resolves #2916)
- Adjusted hyperspace speed for Wraith to have a notable slowdown in hyperspace speed compared to the other factions (Resolves #0002938)
- Ancients: Fixed PP not ending in case the Asurans have not been researched
- Ancients: The Hippaforalkus can now longer randomly spawn on Taranis, which could result in immediately winning the mission (Resolves #0002831)
- Ancients: Added several fail-saves for other occasions the script could crash if the player played the events in an unexpected order (i.e. building the Doranda energy source after he already defeated the Wraith) (Resolves #0002947)
- Wraith: Enabled auto victory in PP Wraith Asteroid Field mission (resolves #2900)
- Wraith: Asteroid Field Mission: Wraith ships are now invulnerable during the intro cutscene. After the mission, the fleet now instantly moves back to Arcanus
- Wraith: Removed some newlines in the story log to avoid scrolling
- Wraith: Added a Scout to the starting forces so new playing don't waste their ships on Laros/Doranda that easily

### SCRIPTING ###

- The mod now uses compiled lua files hoping to improve stability and performance
- Removed local variables from ability handler scripts
- Removed some unwanted object scripts

### SOUND DESIGN ###

- Added new music tracks from the show to the game and improved the situational music playing in GC and skirmish
- Added more faction-unique tracks
- Added improved Helia sounds made by community member CommanderWarcraft
- Added new Daedalus attack sound from CommanderWarcraft
- Updated/Added Apollo sounds
- Varios minor sound updates made by CommanderWarcraft
- Fixed the Hatak engine sound being labelled incorrectly
- Added new Ori_Plasma.wav sound (Resolves #2508)
- Added new sound for all Goa'uld ships with deploy ability (i.e. Apophis)
- Added blank sounds for all sounds that have no English or German counterpart hoping to improve stability

### LEVEL DESIGN ###

- Rotated the special structure positions on Laros by 180 degrees
- Improved spawn position on Vedeena

### TEXT ###

- Various text improvements made in conjunction with community member Boriss (for example a shorter one for ZPM Hive)
- General text improvements and correction of spelling and grammar mistakes

Patch 2.2.0

 

 


This patch greatly enhances the visuals of space battles: Not only are all ships and structures capable of casting shadows, we have also given our Goa'uld fleet a major overhaul by replacing nearly all of the existing models with new ones.
Some of our questionable English translations have been improved by community member Boriss for better readability and our AI got yet another big update allowing it to use the majority of unit abilities intelligently in battle.
Furthermore, Pegasus Prelude has finally made it into the stable version of the mod, accompanied by various fixes, beautiful new intro movies, a new background and various balance and QoL changes.

### ART ###

- Added shadow meshes to ALL space units including the main factions, side factions starbases lvl 1-5, and space special structures
- Replaced the biggest part of the Goa'uld fleet with new models and texture from the SGI team. Big thanks to them!
-- In particular, the following models have been replaced: Pyramid Ship, Old Hatak, New Hatak, System Flagship, Super Hatak
- Updated and improved the the textures for the Goa'uld starbase level 1-5, Artillery Hatak, the Anubisglider, Baal, and the Replicator Hatak
- Added a new galaxy background model for the Pegasus Galaxy
- Optimized the Ancient Starbase: reduced total Polycount down to 18.000 polys
- Updated pause and battle-pending dialog
- Reduced font size on buttons of battle-pending dialog (I_ATTACK_MODE_CHOICE)
- Changed i_attack_mode_rollover to i_attack_mode_rollover_small in CommandbarComponents
- Added I_ATTACK_MODE_ROLLOVER_SMALL to Commandbar
- Added new W_planet_fleet.ALO model
- Added stun proxy to the Ancient Defense satellite so it has a visible stun effect when it is hit with the ion cannon of the Experimental Dart
- Updated icons for all new SGI Goa'uld ships including radar icons
- Improved icons for Selmak, Hammond and Caldwell
- Added updated Battle_summary.dds from community member White_Red_Dragons (Thanks!)
- Fixed planet name location in IDD_BATTLE_END_DIALOG and removed the two horizontal lines between heroes and units, as they are separated by the texture already
- Blackened the alpha channel of Wraith Dart normal map to reduce extreme light reflections

### CODE ###

General:
- Adding some AI behavior for station defense
- Added Selt_Destruct_SFXEvent_Start_Die to all units where it was missing
- Removed self-destruct behaviour from units that didn't need it
- Fixed scripts referring to units not existing
- Removed duplicate stub units from beta
- Fixed Underworld corruption effect and icon showing up in tactical battle

Pegasus Prelude
- Fixed a crash in the AFG function that prevented the GC from ending after the player captured all planets
- Fixed potential crash when loading a save
- Added new intro movies to PP
- Set nearly all PP starting forces as script spawn with AI usage being disabled: this fixes the problem with the player being attacked too heavily at the beginning of the GC
- Fixed an issue which would say that you have won the GC but still trigger the "lost" screen
- Locked all non-PP specific Wraith units in the STORY SCRIPT
- Made Ancient Defence Satellite buildable at Vedeena for PP
- Adjusted Ancient Starbase garrison spawns
- Removed Ancient Satellite from Gonta
- Ancient campaign: Added additional victory check in case the Asurans never turned hostile
- Ancient campaign: Minor increase of the starting credits on easy
- Ancient campaign: Made the final mission a little easier: Because you are supposed to lose the GC, not the mission^^
- Wraith campaign: Fixed Orakis mission not failing when you lost all your ships
- Wraith campaign: Added Branch_Finale_Orakis / Branch_Finale_Athos to more events, disable the whole branch if the respective planet gets taken instead of only disabling the tactical mission. In that case, also disabled the finale hint which mentions Athos and Orakis.
- Wraith campaign: Added text to Gonta mission that suggests taking out the Delphi engines and prevented AI retreat for the first 120 seconds of the battle
- Wraith campaign: Reduced playable area in Aesculetum mission
- Wraith campaign: Improvements for Athos mission
- Wraith campaign: Improvements for Orakis mission
- Wraith campaign: The last drawback problems
-- Reduced delay between conquering of J, A or B and finale hint storylog triggering
-- Removed STORY_TEXT for the finale hint and instead made the story log pop up
-- Reduced delay between conquering all three planets and the Athos/Orakis story logs triggering
-- Changed Prereq of Athos Story Log to finale-root, so it doesn't break if the orakis log gets disabled.
-- Restructured the ending. Taking the three planets (Aesculetum, Jenev and Belkan) is now a separate mission, which can be failed by moving on to Orakis or Athos before completing the three other planets. Failing this will prevent the missions on Athos and Orakis to become available.
- Removed interdictors from escort plan and added corvettes; removed corvettes from scouting plan
- Updated Wraith AI PP budget and increased offensive budget: AI should build more ships and less space stations and defense structures
- Updated TaskForce: added variable MovementStatus
- Added PP heroes to freestore

Ancients/Asurans:
- Fixed Melia crashing PP
- Improved Melia: Fixed non-working radar icon and decreased the cooldown for her invulnerability ability
- Ancient warships now use their self destruct ability in certain situations
- Recoded the deploy satellite ability of Wallus to use POWER_TO_WEAPONS because of AI issues
- Updated Janus' holo ability so it no longer drains its shields. It now reduces his fire power instead.
- Change to Wallus' satellite ability so it has a visible cooldown
- Fixed Ancient Starbase Heavy Bomber garrison spawn issue
- Fixed SHIELD_REGEN_MULTIPLIER of Ancient_Hero_Pride_Of_Troy causing it to drain it's shields when it should strenghten them (Resolves #2425)
- Fixed Ancient Station Laser malfunctioning
- Commented out unnecessary station laser upgrades and removed them from the station and fortress
- Renamed Ancient_Station_Level_6 to Ancient_Headquarters and moved it to Space_Buildings_Ancient.xml
- Changed every entry of Ancient_Station_Level_6 and coded an Asuran variant of Ancient Headquarters
- Set tech level and base level for Ancient_Headquarters and Ancient_Fortress to 99 and removed every upgrade and unit/hero from tactical buildable objects
- Added GUI bounds scale to Ancient starbases and the defense sat
- Added empty version of Helia_Attack_4 because it was missing in German

Goauld:
- AI now uses Anubis's flash weapon
- Heraks bomb can autofire and is used by AI now
- Aris Bochs bomb now autofires and is used by AI
- Recoded Herak and added a new ability, replenish wingmen
- Updated Herak space mp company to show the correct ability icons in preview. Also fixed some odd code.
- Fixed a hardpoint on the Super Hatak using the wrong muzzles
- Anubis does now unfold when being called into battle

Tauri:
- The Tau'ri AI uses the ability of the O'Neill class ships now way less frequent in inappropriate situations
- AI can use Prometheus weapon switch now
- AI now uses the Odyssey's Asgard lasers
- Shield Satellite's health bar is now closer
- Fixed missing speech sounds for Sol

Wraith:
- Made AI use the corrupt systems ability of the Hive
- Made the old hive script specific for Todd
- Added automatic activation of the Corrupt Systems ability to the Hive script
- Steve should now use his cluster bombs properly
- Increased threshold for corrupt systems ability activation
- AI now uses the kamikaze darts of the Wraith battlecruiser
- AI now uses regen ability of the Wraith commando
- All Wraith PP specific abilities can now be used by the AI
- Added "Structure" to Applicable_Unit_Categories for shield leech ability
- Added better fitting fleet move sound for the Wraith Cruiser

### SOUND DESIGN ###

- Added dummy sound effect Effect_Empty_Sound to prevent game errors in situations where we need to overwrite vanilla sounds or only one of the languages is

### LEVEL DESIGN ###

- Fixed Sagon starbase position
- Updated Asteroid Field map
- Moved Special Structure Markers on Asuras Space Map lighting update on Asuras Space Map, fixed some SS marker position
- Updated lighting on Thaltus skirmish map
- Updated Hoff map

### Text ###

- Many English text improvements made by community member Boriss (Thank you buddy!)
- Made new droid advisor tooltip texts and deleted all vanilla ones
- Added missing strings to the Textfiles so that both languages are identical
- Fixed, changed and improved some of the PP texts
- Updated Creditfile and mentioned the music composer for PP intro music
- Adjusted text for Ancient Station garrison and added a description for the shield ability
- Added Asuran Retreat String to Textfile and Faction File
- General text improvements

### Video Design ###

- Added Pegasus Prelude intro movies

Patch 2.1.1

 

 

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!

Patch 2.1.0

 

 


This patch adds a massive amount of AI changes and improvements to the mod.
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, numerous balance updates and several minor bug fixes and tweaks.

### ART ###

Models:
- Improved Cityship model performance, reduced the polycount of the old model (50.000 ploys) by nearly 50%
- Updated bump map for all Tau'ri space ships
- Enabeled shadows for all Tau'ri and Wraith space ships
- Merged the light mesh textures into the diffuse textures to reduce the lag when the ship is being spawned
- Improved/simplified the collision meshIcons
- Minor improvements

### CODE ###

General:
- Slightly de-buffed the strength of all space bombers
- Removed the WEAPON behaviour of Goa'uld AF and AC satellite, Tau'ri AF and AC satellite, Wraith AF and AC satellite as well as Ancient defence satellite (issue #0002317)
- Fixed SSG unit buildability
- Changed how non-playable factions behave in the mod

General Galactic AI:
- Deactivated a bunch of superfluous goals
- Conquer plans got hung up on trying to build a starbase on planets that don't allow one. Added checks to FundBases whether the planet has non zero starbase/groundbase slots.
- Removed FireDeathStar plan
- Added our starbases to the AI equations
- Replaced Variable_Self.BaseLevel with a function that works correctly, in particular the AI won't be burning its units (as much) anymore
- Re-enabled the automatic FOW reveal
- Removed Tyber manager plan from underworld player
- Allowed the AI to build a groundbase at a planet where it doesn't have a starbase yet
- AI now likes to park units where they actually are of defensive value (i.e. on planets connected to the enemy with bonuses for important/valuable planets) and tries to park them in bigger fleets
- Disabled interventions for the SandboxHuman player so it can be used in GC's without side effects
- Removed block that kept non-rebels from raiding
- Minor changes to AI conquer plans

Skirmish AI
- Floored desire to go after any enemies objects that aren't mines, unless the AI is on easy
- Added initial delay for area sweep and scout plans
- Deleted desire reduction to go for enemy mines
- Further increased desire to go after mines and reduced desire to go after other buildpads
- Slightly increased desire to by upgrades
- Decreased desirability to burn units
- Slightly increased to upgrade starbase desire when the AI has a lot of money
- Increased desirability to buy units when the AI has a lot of credits
- Fixed AI trying to attack the invisible dummy prereq counters
- Split up tactical freestore script into a land and space version
- Minor modification to the skirmish AI template
- Made freestore units also go after mines
- Removed a duplicate equation
- Decreased desirability to go after non-refinery buildpads, this seems to have had quite the positive effect
- Created a Space_Skirmish template to better manage skirmish specific goals
- Small change in the Needs_Mining_Facility (edited)

Pegasus Prelude story fixes:
- The Asurans can now successfully conquer Wraith planets
- Fixed Deconstruction for Ancient_Space_Building_Sensor_SS_PP
- Disabled retreat for the Wraith Asteroid mission
- Fixed inconsistent Wraith starting forces
- Added space stations as starting forces to some Wraith planets that had special structures but no stations (the special structures never got spawned correctly)
- Reset the starbase script to an object script for Tauri starbases, as it was meant to be

Pegasus Prelude AI:
- Added a template to shut down aggressive AI behaviour in the beginning of the game (except on hard)
- Made the grace period depend on the planet difference between human and AI player on easy and medium
- Lowered the starting credits from 5000 to 1000 for the Ancient AI
- Reduced Ancient AI starting forces and made most of the remaining starting forces non-AI-usable
- Now giving an AI to Asurans only when they get spawned. Disabled automatic victory trigger for the duration of the Asuran event
- Added extra difficulty adjustment sets for the ancient AI for easier fine tuning
- Fixed Vader's squadron being buildable for the AI
- Made easy AI easier by disabling the Unrestricted_Grab_Space goal, this should significantly reduce the number of attacks
- Fixed some old references in PegasusPreludeGoalsGalactic.xml
- The AI can no longer build Tauri satellites

Ancients/Asurans:
- Balanced Ancient/Asuran bomber: reduced speed, significantly reduced health, reduced squadron size, increased price
- Fixed Ancient/Asuran bomber firing inaccuracies, category and targeting priorities
- Edited some values of the Asuran/Ancient fighter to fit better with the bomber
- Adjusted Ancient starbase health and shield
- Fixed an issue with the Ancient Defence Satellite: removed unnecessary hardpoint from UC variant and added fire restriction category so it won't target fighters and bombers
- Added missing SFX Weapon_Ancient_Superlaser to Ancient_Defense_Satellite_SS
- Fixed and re-added the effect for the self-destruct ability of Aurora-class ships
- Also changed some timings of the Aurora self-destruct effect
- Fixed Ancient Cruiser not having a hyperspace window
- Fixed Asuran Destroyer not constantly being visible on radar map

Tauri:
- Fixed incorrect scale value for death clone of the O'Neill
- Added a script specifically for the Beliskner ability that will now use its ability if there are 6 fighters or 4 bombers in range and only frigates or capitals with combined combat power of at most ~80% of the Beliskner's own combat power
- Added the hyperspace script to the BC304 which seems to got lost at some point
- Added correct radar icon for the Tau'ri Shield Satellite

Wraith:
- Added missing death clone and radar icon to Wraith Space Hangar, increased tactical health from 1000 to 4000 and adjusted the scale factor
- Michaels invulnerability now auto-fires for human and AI players
- Removed non-existing hardpoints from Wraith space station
- Adjusted starbase garrisons
- AI now uses the Wraith Corvette's ability as (pure) fighter/bomber defense
- Added Hive ability script to Todd
- Removed SpawnList calls from the Hive ObjectScript which crashed the game when the Hive had no AI

### SOUND DESIGN ###

Sounds:
- Removed non-existing attack 3 sound of the BC-304
- Removed non-existing select 3 and 4 sound of the X-303
- Removed non-existing select 3, attack 5 and move 4 sound of Michael and replaced the non-existing spawn sound
- Removed non-existing select 3 sound of the Systemlord Flagship

Patch 2.0.0

 

 

This patch comes with a variety of important changes: firstly, all Steam users will be happy to hear that we have fixed the problems that occurred when trying to play our custom TPC maps online.
We have completely solved the issue so go online and battle your friends on your favourite TPC maps!

Secondly, we have added a completely new AI to Pegasus Prelude. The new AI will be much more adaptive to player's actions, produces more units on its own and can construct all available resource buildings and starbase upgrades.

In conjunction with the new AI we have also doubled the amount of ships the Wraith can spawn during a tactical battle (We halved their popcap-requirements).
This should further add to the Wraith strategy of flooding the enemy with inferior ships as it was introduces in the Stargate Atlantis TV series. Furthermore we improved some events and minor problems to make Pegasus Prelude better than ever before.  

Last but not least we also fixed an issue in multiplayer which would cause the capture ability of SG-1 to not work properly.

Art
Models:
- Fixed incorrect button size for auto-resolve menu


Coding
General:
- Updated hyperspace capabilities for several fighters

Asurans/Ancients:
- Removed incorrect weapon behaviour from Ancient_Space_Building_Satellite_Wallus
- Added missing Targeting_Max_Attack_Distance to Wallus' mini sat
- Removed some incorrect tags from the Asuran Heavy Transport

Tau'ri:
- Fixed an issue with SG-1 which would cause the capture ability to malfunction (Issue #2000170)
- When selecting the Daedalus nuke beam ability, a selection circle now shows the explosion range of the nuke (Issue #0002290)

Wraith:
- Removed health from non-targetable hardpoint HP_Wraith_SupplyDock_Dummy
- The Wraith Shipyard can now always be seen on the radar map even if under fog of war

Pegasus Prelude GC:
- Added a completely new AI specifically designed for PP (still needs balance testing)
- Reduced the starting credits for the AI. Additional money is given via script depending on the selected difficulty
- Granted additional money to the Wraith AI when the retreat event triggers for the Ancients
- Decreased the additional starting forces on hard in the Pegasus Prelude campaign as the now working AI will otherwise use them to wipe out the player in minutes
- Reduced the PopCap requirements of the Wraith by half
- Lowered the time it takes for GC heroes to respawn (still higher than vanilla but less ... astronomical now)
- Icreased galactic credits cap
- Added a chokepoint hint for Proculis
- (Ancients) Fixed a wrong event prereq
- (Ancients) Fixed a rare error where the Attero Device off button didn't get removed from GC
- (Ancients) Potential fix or the Asurans being enemies right away if the Nanite event triggers too late in the story line
- (Wraith) Added an Ancient fleet spawn after the mission in the Asteroid Field

Scripting
- Added a completely new AI specifically designed for PP!

Level Design
- Multiplayer maps now work again in Steam multiplayer!

Patch 1.9.8

 

 

This patch incorporates a massive rework of our xml structure. We heavily worked on increasing the stability and load time of the mod by fixing countless errors that have accumulated over the last years of constant TPC development.
Not all crashes have been fixed but there is a noticeable performance and stability boost with many fixing enhancing the general gameplay.
Most important fixes in this patch encompass a game crash when playing with more than 6 players/AIs and all tactical missions in Pegasus Prelude being broken in Steam.
Aside from the now working tactical missions Pegasus Prelude has an improved late- and midgame without the Wraith becoming too passive. The constant money flow has been deactivated and many events have been improved and bugs were fixed.
For Steam users, we were also able to fix non-working shaders which caused many planet backgrounds on tactical maps to appear in bright green.
Furthermore, the Dakara Wave Mode map received a major balancing update.

Art
Models:
- Re-exported Map_Texture_Loader_Ancients_Wraith.ALO to remove no longer existing textures
- Re-exported Tauri_Space_Hero_SG1.alo to fix a hardpoint issue
- Re-exported Map_Planet_UnknownSector.ALO to add a missing starbase marker
- Fixed Replicator_Space_Unit_Beliskner_D.ALO broken animation
- Added Othala space structure that was missing in the stable version

Icons:
- Added Jumper radar icon

Effects:
- Replaced several non-existing explosions with a newly created explosion
- Fixed countless incorrect shield hit effects

Shaders:
- Added shaders that were part of the last official Steam patch to the mod so non-Steam users can benefit from the changes as well
- Added our custom shaders to a meg file so they will be recognized by the game (this fixes all green planet backgrounds!)

Coding
General:
- Removed files listed in the GOF that don't exist
- Deleted some Star Wars units that referenced to a non-existing variant
- Removed a lot of un-needed vanilla files that were still loaded through our GOF. This resulted in further deletions and changes in the GroundUnitsStarWars.xml
- Added missing vanilla units whose absence cause script errors
- Removed non-existing entries for ShipNameTextFiles in the GameConstants.xml
- Added Damage_Default, Armor_Default, and Shield_Default to GameConstants.xml
- Fixed incorrect Traveler text ID
- Replaced several instances of the non-existing Text_ID NONE with TEXT_NONE
- Replaced all instances of LEERSTRING and -PLAIN with TEXT_NONE
- Fixed XML bad comments in in Markers.xml and Wave_Objects.xml
- Fixed a syntax error in Particles.xml (random "z")
- Fixed non-allowed characters in Props_Stargate.xml, Props_Stargate_Space.xml, Test_Ships.xml, Test_Units_Ground.xml, Unit_Space_Neutral_GC_Dummies.xml
- Removed non-existing Targeting_Priority_Set for Wave_Aurora_Star_Base_1, Unit_Space_Asurans_Aurora.xml, Unit_Space_Asurans_Puddlejumper.xml
- Removed non-existing Space_Layer 'fighter' from all fighters that had it
- Removed all damage types from the vanilla projectiles
- Fixed several non-existing armor and damage types
- Fixed an issue regarding some of our damage types not working
- Fixed all entities in which damage was set to 0     
- Fixed BuildReqGroundBaseLevel for various space units
- Removed Wave_Asteroid_Void from the main menu map
- Fixed FogOfWar grid size error in the main menu
- Replaced non-existing units Goauld_Hero_Anubis_GC, Alliance_Assault_Frigate
- Removed several Corruption_X_Success_Unlock_Unit_Type rewards
- Fixed some incorrect Targeting_Priority_Sets
- Fixed some projectiles not having a XML category mask assigned to it
- Removed a ton of non-existing entities, way too numerous to list them here
- Fixed more stuff that we don't want to spend more time on writing down than on fixing it

Upgrades:
- Fixed incorrect naming for various Combat_Bonus_Ability used by upgrade objects
- Removed US_Cloaking_Generator_L1_Upgrade and US_Cloaking_Generator_L2_Upgrade from the game
- Fixed invalid values for the US_Magnetically_Sealed_Armor_*_Upgrade, US_Reinforced_Structure_*_Upgrade, and RS_Reinforced_Armor_*_Upgrade upgrade objects

Factions:
- We have reworked our faction code (order, files, number of factions, maps, ...)
- If placed in different files, Steam and retail versions of the game read the factions from units pre-placed on a map in a different order
- It is important that the ORDER of the factions does not change, otherwise faction attribution in the map editor will break
- Adding more factions as this will result in multiplayer crashes with too many players; we had to delete some factions to fix everything
- This fixes major Issue #0002150 (7+ player crash) and major Issue #0002191 (Tactical missions in PP broken in Steam)
- The Genii are now named "Pirates" in the code (The game didn't like the pirates removed)
- Removed some left-over references to no longer existing factions

Starbases
- Added a tag for all five levels of the Tau'ri starbase to activate the loop idle animation
- Fixed an error that prevented the Supply_Dock_Income_Bonus being applied to Goa'uld and Wraith starbases (Tauri was working fine)
- Fixed Aschen starbase radar ability not working
- Fixed incorrect shield armor type for the Tauri level 5 starbase
- Fixed an error caused by none of our starbases having a damage value

Hardpoints
- Moved all hardpoints into separate files
- Deleted some non-existing hardpoints
- Removed non-existing HP_E_EMITDAMAGE
- Fixed some hardpoint errors
- Fixed last remaining hardpoint errors caused by fake HPs
- Fixed all HP entities regarding damage decal and damage particle bone
- Removed Model_To_Attach entries from hardpoints that should not have them
- Deleted invalid HARD_POINT_GOAULD_STAFF from GameConstants    
- Created Hardpoint_None for unit variants that should not have hardpoints

Satellites:
- Replaced non-existing armor type "Armor_Capital" with "Armor_Normal" for several satellites
- Removed invalid Targeting_Priority_Sets for various satellite hardpoints
- Deleted various un-used satellite hardpoints from the 1.3

Aschen:
- Fixed incorrect attachment bone for HP_Aschen_Corvette_Shield

Asurans/Ancients:
- Fixed incorrect affiliation of the Asuran_Laser_Satellite

Genii:
- Fixed invalid value in Fire_Cone_Width for Kolya

Goa'uld:
- Renamed duplicate entry Proj_Goauld_Station_Laser_Artillery
- Removed un-needed LURE behavior from the Anubis Glider
- Removed non-existing target bone from the Old Hatak
- Fixed invalid value in Fire_Cone_Width for Baal

Ori:
- Fixed spelling error in one of the Ori ship's behaviors

Replicators:
- Fixed incorrect death clone of the Repli Hatak (Issue #0002236)

Tau'ri:
- After all these years the HB-302 can now finally fire its anti-fighter missiles
- Fixed incorrect fire bone A named MuzzleA_06 for hard point HP_BELISKNER_FL_ICS

Tobins:
- Fixed missing fire bones error for Tobin_Mine

Wraith:
- Removed non-existing HP_WRAITH_F_WPH_00_PLACEHOLDER1 from several Wraith units
- Removed non-existing HP_WRAITH_BATTLECRUISER_HANGAR_KAMIKAZE from Wraith Battlecruiser
- Fixed invalid value in Wraith_Hero_General_PP_Reflective_Hull
- Fixed spelling error for the armor type of Wraith_Replicator_Fighter_SK
- Fixed an issue with the PP Commando Wraith
- Added Base_Position 'Orbital' to the Wraith_Hangar

Pegasus Prelude:
- Fixed a major issue in AFG which could cause the fleet to choose the wrong target planet after the original target was captured. This should heavily impact PP during late- and midgame and keep the Wraith threat high!
- Fixed an issue with the Taranis attack fleet might arriving too late
- Fixed wrong event (Hippaforalkus) being fired as emergency trigger for the final mission
- The Asurans-turn-hostile event should now work properly
- Updated Arcturus event so it can also trigger if the player re-conquers Doranda if he had lost the planet before
- Updated Atlantis mission map that had units placed with wrong faction attribution
- Re-wrote the Upgrade-Moros-Dreadnought event. Moros will no longer automatically despawn - only when you construct the upgrade
- Removed StoryModeService and put conquer victory check in a separate function that only becomes active once the Wraith Homeworld has been conquered (a lot better on resources!)
- Enabled automatic GC victory in case of a script hiccup
- Fixed incorrect order of texts if the player conquered Gonta early on
- Lowered the build cost for Ancient drone and fighter units to make up for their research cost
- Fixed Gonta event chain triggering too early
- Project Arcturus will now be removed from the active log as soon as the player has paid for its research
- The player no longer gets any constant money flow (so no more money while the game is paused)
- Fixed Melia not being a major hero
- Fixed missing event PPM_Objective_Convoy_Ships_Survived_5_AI_NOTIFICATION in event PPM_Objective_Convoy_Must_Survive_Complete
- Fixed an issue where Ancient starbase would always spawn with level 1 in battle regardless of the actual GC level
- Adjusted the max speed for some Wraith and Ancient ships (Issue #0002262)
- Specifically locked the Odin for the AI in the helper plot files (Issue #0002264)
- Added a message for the start log telling the player he can open the log at any time to get more information about the current mission (Issue 0002271)
- Added wraith_Defense_Satellite_ANTIFIGHTER_SS back to PP because it works now
- Removed the (unused) Rebel AI from PP

Dakara [Wave Mode]:
- Replicators will no longer attack before the space station has been conquered
- Increased the reload time for the Goa'uld flash satellite
- Fixed an issue which caused player units to attack their own station once its attribution had shifted
- Increased the difficulty (more Repli ships!) (Issue #0002235)

Scripting
General:
- Removed reference to non-existing file HW_Blue1.lua
- Added None.lua dummy to remove object scripts from variants
- Removed non-existing lua script from the Tauri starbase
- Removed even more non-existing scripts
- Fixed a syntax error in the HW Huge script
- Fixed ObjectScript_Remove_Starbase_PP trying to use nil value
- Removed several unused buildings from our scripts whose existence cause script errors
- Removed non-existing pirate units from PGCommands.lua

AI Changes:
- Deleted cantina from AI plans
- Restructured some of the basic base build plans
- Moved starbases in the GOF further up to avoid a bug where the Rebel AI has trouble building starbases most of the time
- Stopped Empire AI from saving money for an imaginary Death Star
- Added new hint sets, telling the AI on which planets shipyards can be built
- Some small changes to the AI's perceptions
- Updated AI_Combat_Power for Goauld space units
- Added new tech behavior for BasicRebel and AI_Player_Underworld, all factions should be able to fully tech now
- Completed capital shipyard hints
</scripting>
<sound>
- Fixed several errors caused by the min volume for a sound being bigger than the max value
- Replaced the following non-existing sounds with existing, fitting ones: Unit_Goauld_Ship_Laser_Fire, Unit_Heavy_Turbo_Laser_Fire, Unit_Rebel_Ship_Superlaser_Fire, Unit_Goauld_Ship_Laser_1_Fire, Unit_Heavy_Turbo_Laser_Fire, Weapon_Drone2_Ancient, Weapon_Middle_Missel_Tauri, Weapon_Heavy_Missel_Tauri
- Removed countless non-existing vanilla sound references
- Added missing SFXEventsEngines.xml to SFX events files (this fixes quite a lot of issues)
- Removed all R/U/E-HD sound effects
- Fixed localize flag for Unit_Dart_Kamikaze_Attack
- Removed some more non-existing sounds
- Added missing SFX_Weapon_Hit.xml to SFX event files
- Changed Envelope_Hit_Medium.wav to a mono sound so it can actually be heard
- Removed empty SFXEvent_Attack_Hardpoint and SFXEvent_Hardpoint_Destroyed
- Fixed all SFX events using Explosion_Med1.wav incorrectly labeled as localized sample
- Added SFXEventsDeaths.xml to the mod which re-adds vanilla building explosion sounds
- Added some missing speech sounds for Apophis
- Created non-existing Unit_Torpedo_Fire fire sound (Weapon_Torpedo_Fire)
- Replaced non-existing Weapon_Railgun_Tauri with Weapon_Railgun_Tauri_Small
- Fixed an error with Data\Audio\Engine\Hive.wav not found
- Fixed labeling errors for SFX speech events Zelenka, SG1, Atlantis and Super Hatak
- Fixed several sounds, heroes mostly, especially a lot of engine sounds (Sol, Odin, Korellev, Hunter, ...)
- Fixed incorrectly labeled Goauld Pyramid select sounds

Level Design
The Might of the Asgard:
- The upgrade satellites are now available again

Dakara [Wave Mode]:
- Moved the planet Dakara further in the background

Texts
- General text improvements
- Updated the description text for Dakara Wave Mode
- Updated several text strings

Patch 1.9.7

 

 

This patch adds a new wave mode map for skirmish in which you can fight the Replicators over Dakara.
Furthermore it includes some obligatory fixes (including a fix for missing Asgard props on the Othala skirmish map) and balancing updates, especially for the fighter heroes.
It also fixes some issues in the Pegasus Prelude campaign, such as the Empire level 5 space station and a too passive AI

Art
Models:
- Added the Replicator Beliskner
- Added the Replicator Hatak  

Icons:
- Various minor icon updates

Coding
General:
- Fixed Asgard support station missing on the Othala space map  
- Fixed an issue with a marker refering to an non-existing model
- Deleted duplicate Othala skydome
- Deleted AlamoEngine.fxh and BumpColorize.fxh because there was no difference to the vanilla file
- Added Grass.fxo, Meshshadowvolume.fxo, and Rskinheat.fxo from Petro's patch so non-Steam users benefit from the updates as well
- Various updates, fixes and improvements

Goa'uld:
- Fixed Herak incorrect armor type
- Slightly increased health of Osiris
- Changed Goauld_Hero_Anubis_Space to Home_One
- Reduced PopCap of Baal

Ori:
- Fixed select box scale of the Ori ship

Replicators:
- Added the Replicator Beliskner
- Added the Replicator Hatak    

Tau'ri:
- Fixed an issue with SG-1 not being buildable
- Increased recharge time of Mitchells lucky shot
- Fixed an issue with a duplicate entry for Weapon_Heavy_Missile_Tauri
- Slightly decreased X-303 damage
- Fixed Odin using an outdated hyperspace script

Wraith:
- Increased power of the Wraith Hunter's stun ability
- Increased damage of the Wraith Hunter
- Increased health of the Commando Wraith
- The Wraith scout is no longer visible on enemy radar

Pegasus Prelude GC:
- Attempt to make the AI more agressive
- Fixed an issue which could cause the Ancients to flee mid-misison in the Orakis mission
- Fixed Wraith level 5 space station incorrectly being replaced by an Imperial station in the campaign
- Fixed asteroid mission being marked as lost in the log even if it has been won
- Fixed Hives deploying Kami Darts out of playbale map area as apparent in some tactical missions

Scripting
- Added Get_Game_Mode() checks to all scripts where they were missing to prevent them from triggering when not needed

Sounds
- Added Deathglider engine sound and added it to all to Goa'uld fighters
- Added Goa'uld Alkesh engine sounds
- Fixed Herak not having speech sounds
- Added new small missile sound
- Added F302 engine sounds and added that sound to all Tau'ri fighters
- Fixed non working engine sound of the Wraith Scout

Level Design
- Added new Dakara Wave Mode map

Texts
- Fixed several spelling mistakes
- Minor adjustments

Patch 1.9.5

 

 


This patch adds several balancing changes to skirmish. Overall, the Tau'ri are now less overpowered.
Fighters and bombers have significantly decreased build costs and construction times making them much more viable.
Additonally, the game has been polished and many aspects, such as new build animations for all satellites, have been reworked.
Furthermore it contains the usual bug fixes to issues reported by our beloved community.

Art
Models:
- Updated space turret build pad so it doesn't need custom shaders
- Replaced the existing Beliskner model in the Pegasus Prelude missions with  a new unique model of the Vanir Beliskner
- Updated the Goa'uld jamming satellite model
- Added new build animations for all skirmish satellites

Icons:
- Added general satellite radar icon name for all satellites
- Added new icon for the Kamikaze Dart

Coding
General:
- Fighter rebalance: Signifcantly changed the build costs and construction times for all fighters. Fighter and bomber rushes are a thing now if you have no Corvettes to counter!
- Removed chat, groups and unused buttons from MP lobby and redesigned layout to fit the background better
- Various code updates, fixes, and tweaks

Ancients/Asurans:
- Adjusted tactical health of the Dreadnought and the Aurora class to prevent simultaneous hardpoint blow-up

Goa'uld:
- Changed HP string names of all Goa'uld heavy staff weapons turrets (space buildings only)
- Added shields to the Goa'uld Alkesh increasing its survivability
- The Alkesh will now shoot visible bombs
- Slightly increased the shield strength of the System Flagship
- Increased the damage of the Super Hatak
- Increased the shield strength of Anubis and slightly increased his damage and HP health of shield, engines and his special weapon

Tau'ri:
- Increased the build time of Mitchell and SG-1
- Increased the production cost of the Tau'ri X-303 and the BC-304 in multiplayer
- Set Base_Income_Value from 350 to 35 and Income_Additive_Value from 250 to 25 of Tau'ri skirmish starbase lvl 2
- Fixed incorrect Targeting_Max_Attack_Distance of the Korolev and the Daedalus

Traveler:
- Traveler Frigates now have less shields and hull points and do slightly less damage
- Fixed incorrect good/bad against description for the Traveler Frigate

Wraith:
- Fixed non-working autoheal ability of the Wraith PP Queen
- Fixed German speech sounds of the Queen in English version
- Removed the negative side effects of Todd's (and the Queen's) power to weapons ability and changed the icon accordingly
- Disabled autofire for the Wraith Scout's beacon ability
- Increased health of the Hive's forward hardpoints
- Slightly increased health of the Wraith Cruiser's frontal HP

Pegasus Prelude:
- Adjusted difficulty of the PP W Orakis mission
- Added new info text that triggers if the player doesn't conquer the Asteroid Field after a certain amount of time

Texts
- Adjusted encyclopedia class strings for satellites to better clarify their role
- Updated various texts to fit gameplay changes
- Fixed several spelling mistakes
- Minor adjustments

Patch 1.9.4

 

 

This patch greatly improves the Pegasus Prelude GC.
The Wraith campaign has been massively reworked, various bugs have been fixed and the balancing is much fairer now for default and easy difficulties for both factions.
While many game-breaking bugs have been fixed this patch does not fix the general instability of the GC. Save often!       
                                                                                                                                   
Art
   Icons:
    - Upgrade icon for charging Goauld planetary staff cannon in space skirmish updated
    - Fixed an icorrect GUI bracket size of the Dreadnought

Coding
    General:
    - Added/removed hyperspace capabilities of some fighter units were it was necessary
    - Removed 'Spotted' SFX from faction files
    
    Ancients/Asurans:
    - Fixed an issue with the Dreadnought version of Moros not having any speech sounds
    - Melia will now die 'properly' - no more hero head icon after death
    - Delphi and Pride of Troy are no longer major heroes (they don't respawn after death)
    - Changed tech level of the Ancient_Space_Building_Sensor_SS from 4 to 3    
    
    Goa'uld:
    - Increased damage of the GTSW from 2000 to 6500 and changed the construction costs to 3500

    Tau'ri:
    - Increased damage of the GTSW and changed the construction costs to 3500

    Wraith:
    - Removed the pop cap of the Kamikaze Dart
    - Removed hyperspace capability of the Exp. Dart
    - Added price reduction ability to the PP Queen
    - Increased damage of the GTSW to 300 per projectile and changed the construction costs to 3500
    
    PP GC (Ancients):
    - Fixed an issue which would cause convoy mission transports being stuck at the exit point
    - Slightly increased performance of the script at various locations
    - Fixed an issue which would cause the Tau'ri starbase to spawn if only Asuran units were on the map
    - Added the Fortress for the Asurans
    - Decreased the chance for the Arcturus mission still being active even after the Aurora tech already became available
    - Increased the time for the player to construct the Arcturus device before the mission times out
    - Increased the chance for the Asurans being friendly towards the player for a longer time making it more lucrative to invest in their research
    
    PP GC (Wraith):
    - Added debug events for the Wraith story line
    - Removed the AI lock for the Vanir planet which caused the planet to have a red glow. The AI will not move there and the Vanir are allied to the Ancients anyway.
    - Significantly changed the story script for the Wraith. There is now one single attack function for all attackers
    - The Gonta revenge fleet list will now try to spawn at Dagan
    - Tried to make the story mode service code more efficient
    - The Asurans now spawn a lvl 5 starbase
    - The Arcanus attack fleet and the Gonta attack fleet will now both try to spawn on Taranis to make it less likely that the fleet will arrive after the resp. mission has been accomplished
    - Removed some Ancient starting forces on lower difficulties
    - Fixed non-working price bonus for the Hive on Arcanus
    - Significantly decreased the difficulty on lower difficulties. Especially the attacks at the beginning are much weaker now
    - As soon as the Dreanought event starts some of them will be spawned on Taranis
    - Fixed a potential crash in the Moros upgrade event (Sleep was set _after_ TestValid())
    - The Dreadnoughts produced on Taranis will now properly attack the player
    - Fixed Delphi not being registered as dead in the Gonta event making it unable to win
    - Added additional fail possibility for the Gonta event in case the City Ship retreated during battle
    - This also prevents the possibility of an incorrect text of the Ancients evacuating the settlement when they take the planet back even if Delphi wasn't present
    - Also fixed an issue which would cause the Delphi-successfully-defeated event to trigger even after the planet was lost and the mission failed
    - Increased the chance of Asuran or Dreadnought attacks compared to regular Ancient and Vanir attacks if either of them are active
    - Added 'final hints' text strings to the story dialog so it would finally show up and not just show an empty log
    - Fixed an issue with the finale text not being displayed due to duplicate event names
    - The Athos/Orakis final missions will no longer time out after they have been played
    - When the final mission is won, the player fleet will no longer retreat
    - Orakis Mission:
    -- Reduced the difficulty for this mission on Easy and Medium settings (Wave strength and number of defense satellites)
    -- The Wave spawn entry point is now a bit further away from the area that needs to be secured
    -- Added missing objective to secure the landing zone if they player killed the under construction ships before the timer was up
    -- Reduced the speed of spawned capital wave ships
    -- The wave ships will now properly move toward the landing zone
    -- The mission is now marked as 'won' in the log after it has been completed successfully
    - Atlantis Mission:
    -- The transport ships will now properly move towards the descent zone
    -- Fixed hero death events not working (Find_First_Object() requires capitalized input strings!)
    -- Added a function to track the status (spawned, dead) of each hero that triggers player victory
    -- Fixed an issue which could cause a hero not to spawn as tranport escort
    -- Revealed spawn area of Melia and the first transport
    -- The mission will now be lost when all Wraith ships have been defeated
Texts
    Various text and spelling improvements, especially for the English translation

Patch 1.9.3

 

 


    Some fixes for the Ancient campaign   
                                                                                                                                  
Coding
    PP GC:
    - If Asuras is given to the Asurans as a result of the nanite development this will no longer count negative to the planet count of the hold ground event (Ancient campaign)
    - Removed non-functional tech level dummies which became accidentaly builadble for the Ancients in patch 1.9.2  

Scripting
    PP Wraith:
    - Asteroid Field Mission: General improvements, Added intro camera sequence
    - disabled debug objects
 
Level Design
    - Asteroid Field Mission: Improved map lighting and background

Patch 1.9.2

 

 


    Various PP balancing improvements   

Coding
    General:
    - Added deconstruction for Deconstruction_Ancient_Space_Building_Sensor_SS_PP
    
    Ancients/Asurans:
    - Heavily increased the survivability of heavy fighters and bombers
    - Updated the tech levels for all ships and stations
    - Moros (Dreadnought version) shield strength increased by 10 percent
    - Added Puddlejumper engine sound
    - Added new Helia speech sound to Cruiser and Frigate
    - Changed shield and hull points of the cityships
    - Pride of Troy model should appear now
    
    Wraith:
    - Added Wraith Dart engine sound to (heavy) Dart and Bomber and the Exp. Dart
    - The Wraith Queen and Todd no longer prevent auto-resolving battles
    - Added new fire sound for the Kamikaze Dart ability of the Battlecruiser
    - Increased the stength of the Wraith Queen by 30% (more health + more damage)
    
    PP GC:
    - The Ancient sensor sat is no longer buildable for the Wraith
    - Increased the info screen time for all events
    - Increased trigger delay for certain events to decrease the chance of multiple events triggering at once
    - Updated planet descriptions: Irrelevant (land related) planetary advantages are no longer displayed
    - You can no longer get access to the Aurora research before Project Arcturus was offered   

Sounds
    - Added Wraith Dart and Puddlejumper engine sound
    - Added new speach sounds for Helia

Patch 1.9.1

 

 


    Fixed a CTD on the gas nebula map.
 
Level Design
- Added missing Map_GC_Space_Metreongas_Nebula.ted

Patch 1.9.0

 

 


Welcome to the open beta! This is the base version.

For now the open beta contains the content of the stable public release plus the nearly complete version of Pegasus Prelude for everyone to test. This version is “feature ready” meaning that everything gameplay related is implemented. Also we fixed all the game breaking bugs found by our closed beta testers. However please note that the version of Pegasus Prelude in the open beta is of course still work in progress and that other bugs are still present including the following:

-          The GC is prone to crashes. Save often!

-          The Tau'ri tactical dashboard, GC space station and some other Tau'ri specific logos are still visible.

The target of this open beta test is especially to know if the balancing of the GC is alright and if we missed some bugs. Therefore we would like to encourage everyone willing to share bug reports, his opinion and ideas about the open beta and the current Pegasus Prelude version in our new open beta forums.

While talking about sharing... All members of our community are free to share images and videos of the open beta in all places of the world wide web! The only thing we would like to ask for is to be always clear that you're sharing content of a beta version of our mod.

 

General Hammond

Picture_Hammond

Spezifikationen

Klasse: Tau'ri-Anführer
Typ: Sterblicher Held
Einheit (Weltraum): Keine, reist in der Flotte auf dem größten Schiff mit
Spezialfähigkeit: Keine
Bonus: Effektivitätsschub bei kämpfenden Flotten
Verfügbar: Nur Weltraum (GE)
Baukosten: Keine

General George Hammond ist nur in den Milchstraßen-GEs und nur als Weltraumheld ohne eigene Einheit in den Galaktischen Eroberungen verfügbar. Er leitet das Stargate-Center und führt diplomatische Gespräche mit Außerirdischen, teilt die SG-Teams ein und koordiniert Missionen auf Fremdwelten. Unter seinen Kommando stehen hunderte Soldaten sowie die gesamte Raumflotte der Tau'ri. Er ist ein exzellenter Befehlshaber und ein ehrenwerter Mann. General Hammond fungiert im Weltraum als Flottenkommandeur und erhöht die Sichtweite sowie Geschwindigkeit aller Einheiten.

Screenshot_Hammonds_Spaceunit

Da Hammond der Anführer der Tau'ri in der Milchstraße ist, kann er nach seinem Tod nicht zurückkehren und das Spiel ist vorbei bzw. eine Siegbedingung erfüllt (als Wraith- oder Goa'uld-Spieler).

 

E.S.F. SOL

Render_ESF_SOL

Spezifikationen

Klasse: Trägerkampfschiff
Typ: Sterblicher Held
Bewaffnung: 6 leichte Railgunbatterien, 8 Magnetpulsgeschütze, 8 Raketenabschußrampen
Spezialfähigkeit: Plasmastrahlkanone
Schilde: Sehr stark
Garnison: 3 F-302-Geschwader, 2 HB-302-Geschwader
Verfügbar: Nur Weltraum (GE)
Baugbar: Milchstraßen-Supergate (Gefecht)
Baukosten: ??? Ressourceneinheiten (Gefecht)

Die E.S.F. SOL ist der Prototyp einer neuen Generation von Tau’ri-Schiffen und der erste Trägerschiff-Kriegsschiff-Hybrid. Sie wurde in Zusammenarbeit mit mehreren europäischen Ländern entwickelt und in einer geheimen Unterwasserwerft in der Ostsee gebaut. Auch ihre 3000 Mann starke Besatzung, welche unter anderen aus Soldaten, Wissenschaftlern, Technikern sowie Piloten besteht, ist international. Das Schiff ist fast doppelt so groß wie eine BC-304 und ungefähr dreimal so lang. Sie besitzt die modernsten Sensorsysteme, extrem starke Schilde und einen Hochleistungsantrieb. Das Arsenal der SOL besteht aus 8 Raketenabschußrampen, 6 leichten Railgunbatterien, 8 Magnetpulsgeschützen sowie einer experimentellen Plasmastrahlkanone. In ihrem riesigen Hangardeck, welches vom Bug bis zum Heck reicht, haben 3 F-302-Geschwader, 2 HB-302-Geschwader und einige Truppentransporter Platz. Auch kann die SOL in ihren großen Frachträumen verschiedene Bodenfahrzeuge aufnehmen. Die Primäraufgabe des Schiffes liegt zwar in der Verteidigung der Erde und des Sol-Systems, doch wird sie auch zu Übungs- sowie Ausbildungszwecke verwendet und kann Präventivangriffe ausführen. Kommandiert wird das erste Schiff der neu gegründeten European Space Force von dem deutschen Admiral Wilhelm Bartels.

Screenshot_ESF_SOL

Wird die SOL im Kampf besiegt kehrt sie nicht wieder und das Schiff ist für immer verloren. Das Schiff wird nur in bestimmten Events in bestimmten GEs verfügbar sein. Doch auch im Gefecht kann die SOL im Supergate gebaut werden.

 

Einleitung

Pegasus Prelude Main ImagePegasus-Prolog ist eine Galaktische Eroberung, die als Antiker und Wraith gespielt werden kann und 10.000 Jahre bevor die Tau'ri die Pegasus-Galaxie besuchten spielt. Sie zeigt den Aufstieg der Antiker, den Krieg gegen die Wraith und schließlich ihren Untergang.

Beim Spielen als Antiker - ersetzt die Tau'ri - erlebt ihr viele Ereignisse, die die Geschichte vorantreiben. Durch bestimmte Eventketten und Missionen erhaltet ihr Zugang zu neuen Forschungsprojekten, mit denen ihr neue Technologien und Schiffsklassen freischalten könnt. Im Gegensatz zu vielen anderen Galaktischen Eroberungen, bietet Pegasus-Prolog einen ganz anderen Spielstil: Während in normalen GEs du derjenige bist, der die Kontrolle über das Spielgeschehen hat, bist du dieses Mal voll damit beschäftigt, nicht jede Schlacht zu verlieren. Die gewählte Schwierigkeit hat großen Einfluss auf die GE, und obwohl es möglich ist, die Galaxis zu erobern und die Wraith zu besiegen, ist ein aktiver Angriff von dir selbst eher der Ausnahmefall. Aber auch wenn die Wraith im Begriff sind, die ganze Galaxis zu erobern, ist es immer noch möglich, die GE zu gewinnen, indem man Lantia erfolgreich verteidigt und Atlantis evakuiert.

Wenn du die Wraith-Kampagne spielst, musst du eine riesige Armee erschaffen, so viele Planeten wie möglich erobern und dich bis nach Lantia kämpfen. Ihr werdet es nicht nur mit der Stärke der Antiker sowohl auf Technologie-Ebene wie auch zahlenmäßiger Überlegenheit zu tun haben, sondern auch mit anderen Bedrohungen wie die Asuraner oder die Vanir. Die erfolgreiche Erfüllung der Aufträge gewährt Zugang zu neuen Schiffsklassen und mächtigen Helden, die euch bei der Überwindung mancher Antiker-Bollwerke helfen. In einer letzten großen Schlacht müsst ihr zunächst alte Festungen einnehmen, bevor ihr endlich Atlantis zerstören könnt.

 

Besonderheiten

Pegasus Prelude Main Image

Anzahl der Planeten: 30
Startressourcen: Leicht: 10.000 | Mittel: 7.500 | Schwer: 4.000
Events: Viele
Taktische Missionen: Einige
Story: Optionale Missionen
Spielbare Fraktionen: Antiker (Tau'ri) & Wraith
Nichtspielbare Fraktionen: Asuraner, Vanir
Siegbedingungen: Wraith besiegen/Atlantis beschützen (Antiker), Antiker besiegen/Lantia erobern (Wraith)
Multiplayer: Nein

Planeten & Regionen

Aesculetum (M6H-987) - Arcanus (Wraith-Kloneinrichtung) - Asteroidenfeld - Asuras - Athos - Avitus (Wraith-Heimatwelt) - Belkan - Bellum (M4D-058) - Conventus Orbis - Dagan - Doranda - Edowin - Gonta - Hoff - Iratus Bestiola - Jenev - Kohal - Lantea - Laros - Manaria - Nostos (Raspun) - Gas-Nebel - Olesia - Orakis - Orlan - Proculis - Sagon - Sonne - Taranis - Unbekannter Sektor - Vedeena

 

Wichtig: Diese GE bietet das beste Spielerlebnis, solange der Spieler nicht weiß, was ihm erwartet.
Wir raten daher, nicht eher was über die enthaltenen Events, Einheiten oder Gebäude zu lesen, bis ihr die GE mindestens einmal gespielt habt oder ihr nicht weiter kommt.

 

 

Antiker-Kampagne

Übersicht

Antiker-Schiffe

Antiker-Schiffe

Puddle Jumper
Jumper Der Puddle Jumper wird von den Antikern überwiegend als Bomber eingesetzt. Seine Steuerung ist sehr hoch entwickelt und kann nur von Personen, die das Antiker-Gen besitzen, verwendet werden. Er verfügt über leichte Schilde und zahlreiche Drohnen, welche per Gedankensteuerung abgefeuert werden und verheerenden Schaden anrichten. Ebenso ist er in der Lage sich zu tarnen sowie durch ein Stargate zu fliegen. Durch seine starke Feuerkraft kann er sowohl Jäger als auch Bomber abschießen und einigen Schaden an Großkampfschiffen anrichten.

Kampfdrohne
Battledrone Die Kampfdrohnen der Antiker sind selbst agierende, KI-gesteuerte Einheiten. Sie sind mit einer leichten Drillingslaserkanone bewaffnet und dienen hauptsächlich der Abwehr feindlicher Jäger. Durch den Mangel an Piloten sowie der zunehmenden Anzahl an Wraith-Darts, wurde die Kampfdrohne entwickelt, um auch mit kleinen Kampfverbänden Stützpunkte und Raumsektoren zu verteidigen. Auch wenn sie aufgrund der geringen Größe keine Drohnen an Bord hat, ist sie extrem wendig und sogar in der Lage durch das Stargate zu reisen.

Schwerer Jäger
Heavy Fighter Der schwere Jäger wurde von den Antikern entwickelt, um den zahlreichen neuen Jäger- und Bombermodellen der Wraith Einhalt zu gebieten. Er ist sehr kompakt, besitzt eine geometrische Form und ist mit 4 schweren Laserkanonen bewaffnet. Seine Hüllenpanzerung ist recht dick, da sie mit einem neuartigen Metall beschichtet ist. Die schweren Jäger sind nicht so wendig wie eine Kampfdrohne. Zudem sind sie etwa doppelt so groß wie ein Puddle Jumper und können somit nicht durch das Stargate reisen.

Schwerer Bomber
Heavy Bomber Der schwere Bomber ist eine Reaktion auf die starken Großkampfschiffe der Wraith, welche von den schwachen Drohnen der Jumper kaum beschädigt werden. Dazu besitzt er verbesserte, durchschlagskräftige Drohnen, mit denen selbst die massive Hülle der Basisschiffe geknackt werden kann. Hunderte dieser Drohnen lagern im Heckteil des Bombers und werden über 2 Magazine auf dem Dach abgefeuert. Er ist etwa so groß wie der schwere Jäger und besitzt eine relativ dicke Panzerung. Aufgrund der hohen Nutzlast sind die schweren Bomber nicht sehr wendig.

Korvette
Corvette Die Korvette der Antiker dient hauptsächlich zur Abwehr von Jägern und Bombern. Dazu ist sie mit 4 leichten Laserbatterien sowie einem kleinen Drohnenwerfer ausgestattet. Sie ist das kleinste Großkampfschiff in der Antiker-Flotte und besitzt keinen Hangar. Allerdings verfügt sie über einen leistungsfähigen Antrieb, mittelstarke Schilde sowie eine relativ dicke Hüllenpanzerung.

Fregatte
Frigate Entwickelt um Korvetten sowie Zerstörer der Wraith abzufangen, besitzt die Antiker-Fregatte einen schnellen Hyper- und Sublichtantrieb. Wegen ihrer schmalen länglichen Form wirkt sie aerodynamisch und ist dadurch sehr wendig. Zudem wird sie überwiegend als Unterstützungseinheit in kleinen Kampfverbänden eingesetzt. Sie ist mit 4 mittleren Laserbatterien bewaffnet und verfügt über mittelstarke Schilde.

Zerstörer
Destroyer Der Zerstörer der Antiker ist ein Raumschiff mittlerer Größe und hauptsächlich als Begleitschiff für kleinere Kampfverbände konzipiert. Er besitzt einen leistungsfähigen Antrieb, recht starke Schilde sowie eine dicke Hüllenpanzerung. Bewaffnet ist der Zerstörer mit 4 mittleren Laserbatterien und 2 leichten Drohnenwerfern. Im Hangar ist ein Geschwader Kampfdrohnen stationiert. Er ist zwar nicht so wendig wie die Korvette oder die Fregatte, kann jedoch gegnerische Schlachtschiffe sehr gut ausmanövrieren.

Kreuzer
Cruiser Der Kreuzer ist eine kleinere Version der Aurora-Kriegsschiffe mit einer kompakteren Antriebssektion. Er besitzt 4 schwere Laserbatterien und 2 leichte sowie 2 schwere Drohnenwerfer an den Außenseiten. 2 Geschwader Kampfdrohnen sind in seinem Hangar stationiert. Das Schiff ist zwar nicht so sehr manövrierfähig, verfügt jedoch über starke Schilde und einer widerstandsfähigen Hüllenpanzerung. Kreuzer werden zu meist in größeren Kampfverbänden eingesetzt und auch für planetare Bombardements verwendet.

Kriegsschiff
Battleship Die Kriegsschiffe der Aurora-Klasse sind das Rückgrat der Antiker-Flotte. Sie sind mit einem leistungsfähigen Antrieb, sehr starken Schilden und einer extrem dicken Hüllenpanzerung ausgestattet. Ihre Bewaffnung besteht aus 3 schweren Drohnenwerfern und 4 schweren Laserbatterien. Mindestens ein ZPM dient als Energiequelle. Durch die massenhaften Drohnen sind selbst Jäger und Bomber kaum eine Bedrohung für dieses starke Schiff. Dennoch befinden sich 3 Geschwader Puddle Jumper im Hangar. Auch wenn das Schiff sehr widerstandsfähig ist, ist es aufgrund der hohen Masse kaum manövrierfähig.

Antiker-Helden

Antiker-Helden

Melia
Melia Die Antikerin Melia ist sowohl Mitglied des Hohen Rats von Atlantis wie auch Geschwaderkommandantin. Im Raumkampf befehligt sie sämtliche lantianische Jäger- und Bomberstaffeln von ihrem speziellen Jumper aus, der nach ihren besonderen Bedürfnissen modifiziert wurde. Er verfügt über ein zusätzliches Drohnenmagazin, einem besseren Schildgenerator sowie über eine neue Tarnvorrichtung. Diese Verbesserungen und ihre einzigartigen Taktiken machen Melia zu einem ernst zu nehmenden Gegner.


Janus
Janus Der Wissenschaftler Janus besitzt eine experimentelle Fregatte, die ihm bei seinen Reisen zwischen den lantianischen Welten als persönliches Kommandoschiff dient. Neben den Standardsystemen verfügt dieses spezielle Schiff über einem leichten Drohnenwerfer, stärkere Schilde, einem leistungsfähigeren Antrieb und mehreren Holoemittern an der Außenhülle. Mithilfe dieser Emitter ist Janus in der Lage Phantomschiffe zu erzeugen, die den Gegner verwirren und den Anschein einer Flotte aus Fregatten erwecken. Janus weiß seine Fähigkeiten gut einzusetzen und ist zudem ein exzellenter Pilot.

Wallus
Wallus Wallus ist der Captain des Kriegsschiffs Aurora. Es war das erste Schiff seiner Klasse und wurde im Laufe der Zeit immer weiter aufgerüstet. Die Hauptaufgabe der Aurora besteht in der Erforschung der Galaxis, doch seit dem Krieg mit den Wraith überwiegend in der Grenzverteidigung und gelegentlichen Geheimmissionen. Dazu verfügt das Schiff über sehr starke Schilde, einer dicken Hüllenpanzerung sowie über 4 schwere Laserbatterien und 3 schwere Drohnenwerfer. Ebenso warten 3 Geschwader Kampfdrohnen im Hangar auf ihren Einsatz. Auch wenn Wallus ein exzellenter Kommandeur ist, ist die Aurora aufgrund der hohen Masse kaum manövrierfähig.

Moros
Moros Moros, Vorsitzender des Hohen Rats von Atlantis, ist Oberbefehlshaber der lantianischen Streitkräfte. Als Flaggschiff dient ihm die Almitas, ein verbessertes Kriegsschiff der Aurora-Klasse. Es verfügt über extrem starke Schilde, einer sehr dicken Hüllenpanzerung sowie über 3 schwere Drohnenwerfer und 4 schwere Laserbatterien. Auch befinden sich 3 Geschwader Kampfdrohnen im Hangar, die auf ihren Einsatz warten. Trotz ihrer Modifikationen und Verbesserungen ist die Almitas, aufgrund der großen Masse, nur gering manövrierbar.

Delphi
Delphi Die Delphi ist das erste in der Pegasus-Galaxie gebaute Stadtschiff der Antiker. Im Gegensatz zu seinem Schwesterschiff Atlantis, welches nur auf der Wasseroberfläche von Lantia verbleibt und als Hauptstadt dient, verbringt die Delphi die meiste Zeit im All und reist zwischen den Sternensystemen hin und her. Sie fungiert hauptsächlich als Kolonieschiff und hilft bei der Besiedlung geeigneter Welten. Geschützt durch einen mächtigen Schild, der von 3 ZPMs angetrieben wird, sowie 3 Tanks voller Drohnen, 6 mittleren Laserbatterien, 16 schweren Laserbatterien und 6 Geschwadern Jumpern, ist die Delphi auch in Kampfsituationen gut gewappnet. Das Stadtschiff ist jedoch nicht so manövrierfähig wie ein normales Schiff und sehr verwundbar, sobald der Schild ausgefallen ist.

Pride of Troy
 
Pride of Troy Die Pride of Troy ist das Schwesterschiff der Delphi und wohl das letzte Stadtschiff der Antiker. Nach dem Verlust der Delphi übernimmt sie ihre Aufgaben. Da die Konstruktion der Pride of Troy jedoch erst während der Endphase des Wraith-Krieges abgeschlossen wurde, wird sie auch zur Verteidigung eingesetzt. Der von 3 ZPMs angetriebe Schild sowie 3 Tanks voller Drohnen, 6 mittleren Laserbatterien, 16 schweren Laserbatterien und 6 Geschwader Jumper helfen ihr dies zu bewerkstelligen. Das Stadtschiff ist jedoch nicht so manövrierfähig wie ein normales Schiff und sehr verwundbar, sobald der Schild ausgefallen ist.

Antiker-Gebäude

Antiker-Gebäude

Raumstation
Starbase Die Raumstation der Antiker ist eine stationäre, orbitale Einrichtung und dient hauptsächlich als Verteidigungs- und Versorgungsposten. Mehrere Hundert Personen arbeiten und leben auf ihr. Die Station verfügt über starke Schilde, einen Langstreckenscanner sowie 3 mittlere Laserbatterien und 3 Drohnenwerfer. Das große Hangardeck bietet Platz für mehrere Jäger und einen Transporter. Zudem besitzt die Station einen Emitter, der einen Energiestrahl abfeuern kann und somit gut geeignet ist, um Schlachtschiffe auszuschalten.

Verteidigungssatellit
Defence Sat Dieser riesige Satellit wurde von den Antikern erbaut und als Waffenplattform gegen Wraith-Schiffe eingesetzt. Er ist unbemannt und feuert selbstständig einen grünen Energiestrahl auf feindliche Schiffe in Reichweite ab. Der Satellit kann jedoch nicht gleichzeitig auf mehrere Ziele feuern, da sich nach jedem Schuss der Puffer leert und erst wieder aufgeladen werden muss, bevor die Waffe erneut abgefeuert werden kann. Er ist sehr effektiv gegen Großkampfschiffe, jedoch nicht so gut gegen Jäger oder Bomber geeignet.

Kommunikationssatellit
Senor Sat Dieser kleine Satellit wurde von den Antikern für Aufklärungszwecke entwickelt. Er ist mit einem Subraumkommunikationssystem und Langstreckensensoren ausgestattet, mit denen er in der Lage ist getarnte Flotten auf große Entfernung zu orten sowie sämtliche Feindbewegungen in allen umliegenden Sektoren aufzudecken. Zudem kann der Satellit auch Überfallkommandos entdecken und somit unterbinden, dass diese unentdeckt auf die Planetenoberfläche gelangen.

Eventkette

Events

Events

  • Eroberung Laros'
    • Der Spieler muss Laros erobern - der Planet, auf dem die Mini-Drohnen erfunden wurden.
    • Ist dies in der vorgegebenen Zeit geschafft, wird Technologie für schwere Jäger und schwere Bomber auf dem Planeten entdeckt und zur Forschung freigegeben.
    • Ist der Spieler zu langsam, sind die Baupläne nicht mehr verfügbar und für immer verloren.

  • Die Werften von Taranis
    • Wird kurz nach dem Beginn der GE ausgelöst, sofern Taranis noch immer dem Spieler gehört.
    • Der Spieler muss die Werften auf Taranis gegen eine große Invasionsflotte der Wraith verteidigen.
    • Wenn Taranis nach einer gewissen Zeit noch unter Kontrolle des Spielers ist, werden die Baupläne für den Antiker-Zerstörer freigeschaltet.

  • Stellung halten
    • Die Wraith erhöhen ihre Angriffe und es ist wichtig, dass die Antiker ihre Welten behalten, um ihren Rückzug vorzubereiten und die Verteidigungsfähigkeiten ihrer Kernwelten zu stärken.
    • Der Spieler darf in einem bestimmten Zeitraum nicht mehr als zwei Planeten verlieren.
    • Falls der Spieler versagt, wird der Antiker-Kreuzer nicht freigeschaltet.
    • Melia schließt sich den Streitkräften des Spielers an.

  • Drohnentechnologie
    • Wenn der Spieler Hoff erobert, werden die Kampfdrohnen freigeschaltet.

  • Die Überlebenden von Gonta
    • Wird kurz nach dem Taranis-Event ausgelöst oder wenn der Planet vorher erobert wird.
    • Obwohl die Wraith Gonta umkreisen, haben die Antiker eine riesige Siedlung.
    • Der Spieler muss den Planeten erobern und die Delphi dort zur Evakuierung der Siedler entsenden.
    • Schließlich scheitert die Evakuierung und das Stadtschiff stürzt auf Gonta ab. Der Spieler muss sich zurückziehen, weil eine riesige Wraith-Flotte in die Umlaufbahn kommt.
    • Einige Zeit danach treffen die Überlebenden der gescheiterten Evakuierungsmission auf Lantia ein (und mit ihnen die Aurora [Wallus]).

  • Moros' Rettung
    • Nach einer Weile wird der Spieler informiert, dass Moros' Schiff mit einem erschöpften ZPM gestrandet ist.
    • Wenn der Spieler die Rettungsmission finanziert, bekommt er ihn bald als Held.
  • Nanitenentwicklung
    • Dem Spieler wird die Möglichkeit gegeben, in die Nanitenentwicklung zu investieren, um die Asuraner zu entwickeln, falls Asuras noch ihm gehört.
    • Wenn die Investition geglückt ist, erscheinen einige Asuraner-Kriegsschiffe, welche kurz darauf die Wraith angreifen.
      Nach einer Weile wird Asuras jedoch feindlich und die Asuraner-Einheiten greifen dann zufällig die Wraith oder den Spieler an.

  • Konvoi in Not (Taktische Mission)
    • Wird nach einer gewissen Anzahl von Schlachten, die entweder gewonnen oder verloren wurden, ausgelöst.
    • Der Spieler muss Schiffe zum Unbekannten Sektoren schicken, weil ein wichtiger Versorgungskonvoi für Atlantis Schutz benötigt.
    • Wenn die Mission glückt, wird sich Janus dem Spieler anschließen.
    • Abhängig von der Anzahl der überlebenden Transporter erhält der Spieler mehr oder weniger Verstärkungen. Wenn alle Transporter überleben, bekommt er sogar ein ZPM.
    • Einige Zeit nach der Mission wird der Spieler informiert, dass die Wraith noch in der Lage waren, ein Schiff mit einem ZPM zu entern, das ihnen dabei hilft, eine riesige Klonarmee zu erschaffen.

  • Die Antiker auf Proculis (Taktische Mission)
    • Wird ausgelöst, wenn der Spieler Proculis angreift.
    • Kurze Zeit nachdem die Schlacht begonnen hat, löscht ein aufgestiegenes Wesen (Chaya) die gesamte Wraith-Flotte aus. Dies ist ein einmaliges Ereignis; die anderen Aufgestiegenen werden keine weiteren Störungen tolerieren.
    • Das Event soll entdeckt werden und wird nicht im Logbuch erwähnt werden.

  • Projekt Arcturus (Taktische Mission)
    • Wird ausgelöst, wenn eine Wraith-Flotte Doranda angreift, nachdem die Forschung finanziert wurde.
    • Die Energiewaffe kann nicht kontrolliert werden und greift unkontrollierbar alle Schiffe in der Umlaufbahn an. Viele Wraith-Schiffe werden zerstört, aber der Spieler sollte nach einer Weile evakuieren.
    • Die angreifende Wraith-Flotte wird jedes Mal zerstört.

  • Kriegsschiff-Technologie
    • Die Aurora-Kriegsschiff-Technologie wird irgendwann verfügbar sein, könnte aber aufgrund bestimmter Aktionen verzögert werden.
    • Wenn der Spieler in das Projekt Arcturus investiert, wird die Aurora-Klasse früher verfügbar sein.
    • Wenn der Spieler Erfolg mit der Evakuierung Gontas hatte und Moros retten konnte, wird die Technologie relativ früh verfügbar sein.
    • Ansonsten wird es sehr viel länger dauern, bis das Aurora-Kriegsschiff verfügbar sein wird.
  • Das Attero-Gerät
    • Der Spieler kann das Gerät auf Aesculetin (M6H-987) bauen.
    • Wenn es aktiviert ist, verhindert es, dass alle Wraith-Schiffe in den Hyperraum eindringen können bzw. vernichtet sie wenn sie dies tun.
    • Dies ist zu erkennen, wenn die Sensor-Satelliten aufgebaut sind und dem Spieler die feindlichen Flottenbewegungen sichtbar sind.
    • Als Nebeneffekt kann das Gerät zufällig Stargates sprengen, wodurch der Spieler den Planeten und die Flotten darauf verlieren kann.
    • Irgendwann wird das Gerät jedoch ausbrennen, sodass die Wraith wieder angreifen können.
  • Die Kloneinrichtung
    • Wenn der Spieler es geschafft hat, Arcanus zu erobern, werden die Wraith mit weniger Einheiten in ihren Angriffswellen angreifen.

  • Rückzug
    • Die Wraith erhöhen schließlich ihre Angriffe und mehr sowie stärkere Schiffe werden angreifen.
    • Die Antiker erkennen, dass der Krieg verloren ist und dem Spieler wird befohlen alle seine restlichen Kräfte nach Lantia zurückzuziehen.

  • Die Verteidingung Atlantis' (Taktische Mission)
    • Sobald Wraith-Schiffe Lantias Umlaufbahn betreten, wird eine taktische Mission ausgelöst.
    • Der Spieler muss eine Weile überleben, bis die Evakuierung abgeschlossen ist.
    • "Wir müssen die Stadt auf den Meeresboden versenken. Hoffentlich können wir eines Tages zurückkehren...".
    • Es ist das einzige Event, das gewonnen werden muss - falls verloren, erscheint ein Wiederholungsdialog.
    • Wenn erfolgreich, können die Lantianer auf die Erde evakuieren und der Spieler hat die GE gewonnen.

  • Untergang der Wraith
    • Sonderfall, falls der Spieler im Begriff ist, die Wraith zu besiegen.
    • Dies ist die alternative Möglichkeit, wie diese GE gewonnen werden kann.
    • Janus: "Was, wir haben gewonnen?! Meine Zeitmaschine sagt mir etwas anderes..."

Wraith-Kampagne

Übersicht

Wraith-Schiffe

Wraith-Schiffe

Eine Liste aller Wraith-Schiffe ist hier zu finden: Weltraumeinheiten

Wraith-Helden

Wraith-Helden

Eine Liste aller Wraith-Helden ist hier zu finden: Weltraumhelden

Wraith-Gebäude

Wraith-Gebäude

Eine Liste aller Wraith-Gebäude ist hier zu finden: Weltraumgebäude

Eventkette

Events

Events

  • Asteroidenfeld (Taktische Mission)
    • Die Wraith brauchen ein ZPM, um eine große Schiffswerfte zu errichten.
    • Der Spieler muss nach einem Aurora-Klasse-Kriegsschiff (im Asteroidenfeld) suchen und es aufbringen, um sein ZPM zu stehlen.
      • Die Wraith haben nur eine kleine, festgelegte Flotte zur Verfügung. (Es spielt keine Rolle, wie viele Schiffe ihr ins Asteroidenfeld schickt)
      • Das erste Ziel ist es, das Antiker-Kriegsschiff aufzuholen und seine Triebwerke zu zerstören.
      • An einem gewissen Punkt wird das Antiker-Schiff einen Notruf nach Atlantis senden, was dazu führen wird, dass eine Reserveflotte der Antiker das Gebiet nach einiger Zeit betritt.
      • Sobald die Triebwerke zerstört sind, wird ein Shuttle mit Enterkommando erscheinen, welches zum deaktivierte Aurora-Kriegsschiff bewegt werden muss, um das ZPM zu holen.
      • Während der Enterung müssen die verbliebenen Wraith-Schiffe das Shuttle gegen die Antiker-Verstärkung verteidigen.
      • Sobald das Enterkommando das ZPM bekommen hat, wird das Shuttle wieder verfügbar sein und muss zum Hyperraumsprungpunkt gelangen, um das gebiet zu verlassen.
    • Wurde das ZPM erfolgreich gestohlen, wird das Event Stützpunkt auf Arcanus gestartet.
    • Wenn die Mission im Asteroidenfeld fehlgeschlagen ist, kann man ein weiteres ZPM bei Nostos erlangen. Sobald der Planet eingenohmen wird, wird Stützpunkt auf Arcanus begonnen, als wäre die taktische Mission gelungen.

  • Arcanus
    • Die Wraith müssen Arcanus halten, bis der Bau der Werft abgeschlossen ist.
    • Wenn Arcanus erfolgreich verteidigt wird, werden der Schlachtkreuzer und die große Werft freigeschaltet.
    • Der General schließt sich den Weltraumstreitkräften an.
    • Sollten die Antiker den Planeten in dieser Zeit zurückerobern, werden der Schlachtkreuzer und die große Werft erst nach einiger Zeit automatisch freigeschaltet.

  • Kohal
    • Bei der Erkundung des Planeten entdecken die Wraith eine noch unbekannte lantianische Anlage.
    • Die Wraith finden einige wirklich interessante Schiffsbaupläne, die den Zerstörer freischalten, nachdem der Planet für eine gewisse Zeit gehalten wird.
    • Der Warlord erscheint und schließt sich der Flotte an.

  • Gonta
    • Nach der Eroberung von Gonta kehren die Antiker zurück, in die Hoffnung, ihre Siedlung zu evakuieren, bevor die Wraith die Überlebenden töten.
    • Dies ist die perfekte Gelegenheit, eines ihrer Stadtschiffe zu zerstören.

  • Laros (Kein Logbucheintrag)
    • In der lantianischen Station über Laros konnten die Wraith einige schweren Jäger und Bomber der Antiker sicher.
    • Die Wraith studieren sie und erlauben dem Spieler, seine eigenen schweren Jäger und Bomber zu bauen.

  • Schwere Artillerie (Kein Logbucheintrag)
    • Wenn Gonta, Arcanus und Laros unter Wraith-Kontrolle stehen, wird nach einiger Zeit das Artillerieschiff freigeschaltet werden.

  • Die Asuraner
    • Obwohl sie wie Antiker aussehen, sind sie viel aggressiver.
    • Diese von den Antikern geschaffenen Maschinenwesen greifen die Wraith an, sobald sie einen Aufklärer nach Asuras schicken.
    • Die Angriffe können gestoppt werden, wenn Asuras erobert wird.
    • Nach einiger Zeit werden sich die Asuraner auch gegen die Antiker wenden. Dann werden die Antiker auch versuchen, Kontrolle über Asuras zu erlangen. Wenn sie vor dem Wraith ankommen, werden die verbleibenden Asuraner-Einheiten freundlich zu den Antikern werden, aber feindlich zu den Wraith bleiben.

  • Das Dreadnought-Projekt
    • Als Verzweiflungstat begannen die Antiker einen letzten Versuch, die Wraith zu besiegen, indem sie ein überlegenes Schlachtschiff erschufen: Den Dreadnought.
    • Der Spieler wird von diesen Schiffen immer wieder angegriffen, bis er die Werft auf Taranis zerstört.
    • Ist Taranis erobert, wird das Basisschiff freigeschaltet.
    • Kurze Zeit später erscheint die Königin und übernimmt eines der neuen Basisschiffe als Flaggschiff.
    • Die Dreadnought-Angriffe können verhindert werden, wenn die Wraith die Kontrolle über Taranis übernehmen, bevor sie 19 Planeten kontrollieren. Dann muss der Spieler den Planeten für eine gewisse Zeit halten, um Zugang zum Basisschiff zu erhalten.

  • Die Begegnung mit den Vanir (Taktische Mission)
    • Wenn die Wraith weiter Richtung Lantia ziehen, entdeckt sie die geheime Basis einer unbekannten feindlichen Rasse auf Aesculetum (M6H-987).
    • Die Mission beginnt sobald die Wraith Aesculetum erreichen.
      • Die Wraith betreten das System, alles ist ruhig. Wenn sie näher an den Planeten kommen, erscheint eine kleine Flotte von Vanir-Schiffen und angreift an.
      • Gleichzeitig versuchen einige größere Asgard-Schiffe zu entkommen, während die Wraith in der Schlacht gefordert werden.
      • Wenn es mindestens einem größeren Asgard-Schiff gelingt zu entkommen: Sobald keine Asgard-Schiffe mehr auf der Karte sind (entkommen oder zerstört), werden sich die kleineren Vanir-Schiffe zum Exfiltrationsspunkt zurückziehen und ebenfalls springen.
      • Wenn alle großen Asgard-Schiffe zerstört werden (was nahezu unmöglich sein sollte, da das so beabsichtigt ist), werden die Vanir-Schiffe Kamikaze-Angriffe auf die Wraith-Schiffe ausführen und sich in die Luft jagen.
      • Die Mission ist in jedem Fall gewonnen, außer wenn sämtliche Wraith-Einheiten vollständig zerstört werden.
    • Sobald sie von ihrem Planeten vertrieben werden (taktische Mission), werden sie sich den Antikern anschließen und weiterhin die Wraith angreifen, bis alle ihre Schiffe zerstört sind.

  • Das große Finale (Taktische Missions)
    • Das Finale beinhaltet drei Missionen: Orakis, Athos und natürlich Lantia.
    • Vorbereitung für die finale Schlacht:
      • Die Missionen auf Okrakis und Athos sind nur dann verfügbar, wenn Aesculetum, Belkan und Jenev vom Spieler kontrolliert werden.
      • Das Gewinnen einer der beiden Missionen wird die letzte Mission über Lantia viel einfacher machen.
      • Wenn der Spieler Athos oder Orakis einnimmt, bevor Aesculetum, Belkan und Jenev unter seiner Kontrolle stehen, wird die letzte Mission zwar verfügbar sein, aber ohne den Bonus nach Gewinnen der anderen Missionen. Dies erschwert die Schlacht über Lantia erheblich.
    • Der Untergang der Antiker:
      • Die Atlantis-Mission ist wiederholbar und die einzige Mission, die gewonnen werden muss. Danach ist der GE vorbei.

Häufige Fragen

Wie schalte ich Technologien frei?

Wie schalte ich Technologien frei?


Im Gegensatz zu anderen GEs bietet Pegasus-Prolog kein Technologiesystem an. Stattdessen geht der Spieler durch bestimmte Ereignisse.
In der Antiker-Kampagne muss zuerst jede Technologie erforscht werden. Bei den Wraith werden in der Regel neue Technologien nach bestimmten Events kostenlos freigeschaltet.

Freischaltungen Antiker-Kampagne:

Einheiten:
Jumper-Geschwader -> Von Anfang an verfügbar
Kampfdrohnen-Geschwader -> Nach Eroberung von Hoff
Schwerer-Jäger-Geschwader -> Nach erfolgreichem Laros-Event
Schwerer-Bomber-Geschwader -> Nach erfolgreichem Laros-Event
Korvette -> Von Anfang an verfügbar
Fregatte -> Von Angang an verfügbar
Zerstörer -> Nach erfolgreichem Taranis-Event
Kreuzer -> Nach erfolgreichem Stellung-Halten-Event
Kriegsschiff -> Nach dem Projekt Arcturus oder dem Gonta-Event plus Moros' Rettungsaktion

Helden:
Melia -> Schließt sich nach Stellung-Halten-Event an
Janus -> Erscheint nach dem Konvoi-Rettungs-Event
Moros -> Einige Zeit nach dem Stellung-Halten-Event (sein Schiff ist mit einem erschöpften ZPM gestrandet; für eine Rettungsmission muss bezahlt werden, um ihn zu bekommen)
Wallus -> Nach erfolgreichen Gonta-Event
Delphi -> Einige Zeit nach Beginn der GE
Pride of Troy -> Einige Zeit nach dem Gonta-Event kann sie auf Lantia gebaut werden
ZPM -> Wenn alle 5 Konvoischiffe des Events "Konvoi in Not" gerettet wurden

Freischaltungen Wraith-Kampagne:

Einheiten:
Scout -> Von Anfang an verfügbar
Dart -> Von Anfang an verfügbar
Leichter Bomber -> Von Anfang an verfügbar
Schwerer Jäger -> Nach Laros-Event
Schwerer Bomber -> Nach Laros-Event
Experimenteller Jäger -> Nach erfolgreicher ZPM-Mission
Korvette -> Nach erfolgreicher ZPM-Mission
Kreuzer -> Von Anfang an verfügbar
Zerstörer -> Nach Kohal-Event
Schlachtkreuzer -> Wenn Arcanus erfolgreich gehalten wurde
Basisschiff -> Nach Taranis-Event
Artillerieschiff -> Nach erfolgreicher Aurora-Mission

Helden:
Kommando-Wraith -> Nachdem der experimentelle Jäger freigeschaltet wurde
Gesandter -> Nachdem 5 Weltraumschlachten gewonnen wurden
Warlord -> Nachdem der Zerstörer freigeschaltet wurde
General -> Nachdem der Schlachtkreuzer freigeschaltet wurde
Königin -> Nachdem das Basisschiff freigeschaltet wurde

Die GE stürzt sehr oft ab!

Die GE stürzt sehr oft ab!

Leider läuft Pegasus-Prolog nicht so stabil wie wir hofften. Wir sind nicht ganz sicher für den Grund der Abstürze, aber es scheint, dass ein stärkerer PC weniger anfällig für Exceptions ist.
Um Frustration zu vermeiden, empfehlen wir:
- Stelle sicher, dass alle X-Minuten gespeichert wird. Je öfter, desto besser - es gibt kein zu viel.
- Wenn etwas nicht funktioniert, abstürzt oder was auch immer: Springt zurück zum letzten Spielstand und versucht, das Problem zu reproduzieren (dies hilft uns, das Problem aufzuspüren, wenn ihr eure Ergebnisse meldet!)

Funktionsweiser:
- Auf der galaktischen Ebene werdet ihr feststellen, dass ihr ständig Credits erhaltet, ein paar pro Sekunde.
Wenn ihr an irgendeinem Punkt bemerkt, dass dies nicht der Fall ist, bedeutet das, dass das Skript abgestürzt ist (schlecht!). An dieser Stelle schlagen wir vor, zurück zu dem letzten Spielstand zu springen, was hilft, da ihr möglicherweise nicht in der Lage sein werdet, die GE anderweitig abzuschließen.
- Wenn der Mod durch den Launcher aktualisiert wird, nicht einen alte Spielstand laden, da dies Event-Bugs auslöst. Startet lieber das Spiel und die GE immer neu, wenn ihr neue Dateien verwendet.

Pegasus-Prolog ist viel zu einfach/schwer!

Pegasus-Prolog ist viel zu einfach/schwer!

Im Gegensatz zu anderen GEs wirkt sich der gewählte Schwierigkeitsgrad stark auf Pegasus-Prolog aus. Stellt daher sicher, dass ihr es an eure Bedürfnisse anpasst, bevor ihr eine Kampagne startet.

-> Einfach: Fast unmöglich zu verlieren und ihr werdet die GE wahrscheinlich durch Eroberung gewinnen.
-> Mittel: Standard-Erfahrung, hältt euch beschäftigt, aber es ist sicherlich machbar zu gewinnen.
-> Schwer: Sollte hart sein, auch für erfahrene Spieler. Im Falle der Antiker ist die Idee, dass der Spieler diese GE durch das Rückzugsereignis und nicht durch Eroberung gewinnt.

Denkt auch daran, dass die Antiker den Krieg verlieren sollen. Auch wenn es möglich ist, die Galaxie auf der Antiker-Seite zu erobern, ist dies nicht das ursprüngliche Ergebnis. Normalerweise ist es das Ziel, die Wraith so lange wie möglich abzuwehren, Planeten zu erobern ist eher außergewöhnlich. Die Antiker können auch gewinnen, wenn sie lange genug überleben; ein Rückzugsereignis wird schließlich dazu führen, dass der Spieler seine Streitkräfte nach Atlantis zurückziehen muss. Wenn die Evakuierung erfolgreich ist, wird die GE als gewonnen angesehen.

Welche taktischen Missionen kann ich in Pegasus-Prolog erwarten?

Welche taktischen Missionen kann ich in Pegasus-Prolog erwarten?

Antiker-Kampagne:

  • Konvoi in Not: Siehe Eventkette Antiker-Kampagne
  • Die Antiker auf Proculis: Siehe Eventkette Antiker-Kampagne
  • Projekt Arcturus: Siehe Eventkette Antiker-Kampagne
  • Die finale Schlacht: Siehe Eventkette Antiker-Kampagne

Wraith-Kampagne:

  • Asteroidenfeld: Siehe Eventkette Wraith-Kampagne
  • Die Begegnung mit den Vanir: Siehe Eventkette Wraith-Kampagne
  • Das große Finale: Siehe Eventkette Wraith-Kampagne

Bekannte Fehler

Bekannte Fehler

  • Die GE ist anfällig für Abstürze. Speichere oft!
  • Das Tau'ri-Dashboard bei taktischen Schlachten, die GE-Raumstation und einige weitere Tau'ri-spezifische Logos sind noch sichtbar.
  • Der Wraith Anti-Jäger-Satellit wird nicht in der GE-Ansicht angezeigt, obwohl er bei den Startkräften platziert ist.
  • Das Asuraner-werden-feindlich-Ereignis wird nicht immer im Logbuch angezeigt (Antiker-Kampagne)
  • Die Asuraner können die finale Schlacht auslösen (Antiker-Kampagne)

Gibt es einige nützliche Strategien die mir in der GE helfen könnten?

Gibt es einige nützliche Strategien die mir in der GE helfen könnten?

Antiker-Kampagne:

Schlachtstrategien:

  • Die Antiker vertrauen stark auf ihre überlegene Technologie. Ihre Schiffe sind viel stärker als die der Wraith, so dass es immer noch möglich ist die zahlenmäßige Überlegenheit auszugleichen. Da die Antiker-Schiffe sehr von ihren starken Schilden profitieren, ist es oft ratsam, Schiffe, die weniger als 10% ihrer Schildkapazität haben, hinter die Frontlinien zu bewegen. Eine ständige Rotation der Schiffe mit der größten Schildstärke nach vorne, ist eine ausgezeichnete Taktik.
  • Die meisten Antiker-Schiffe sind kompakt. Die Schiffe dicht beieinander zu bewegen schafft eine sehr starke Formation, die jeden Gegner mit Leichtigkeit knacken kann.
  • Viele der Antiker-Helden haben nützliche Fähigkeiten. Nutze Wallus' Fähigkeit, um wichtige Standorte mit seinen Satelliten zu verteigigen, Janus' Drohnenschwarm, um vorrangige Ziele zu töten oder die Energiebarriere von Melia, um wichtige Einheiten am Leben zu erhalten.
  • Die Stadtschiffe haben extrem starke Schilde, aber einen sehr schwachen Rumpf. Verwende sie als Sandsack, um andere Schiffe zu schützen, doch ziehe sie rechtzeitig zurück, sobald die Schilde am Rande des Zusammenbruchs sind.
  • Wraith-Artillerieschiffe können manchmal echt nervig sein, aber sie haben einen sehr schwachen Rumpf. Verwende getarnte Jumper zum Nähern und zum Töten. Im Allgemeinen sind Artillerieschiffe sehr anfällig für Jäger- und Bomberangriffe.
  • Verteidigungssatelliten sind extrem leistungsstark, haben aber eine lange Nachladezeit. Achte darauf, die wichtigsten Ziele manuell auszuwählen. Visiere das Schiff im Allgemeinen an und nicht nur einen bestimmten Hardpoint.
  • Die Energiebarriere von Melia kann sehr nützlich sein, um die Transporter während taktischer Missionen am Leben zu halten.

GE-Strategien:

  • Antiker-Sensor-Satelliten haben extrem leistungsstarke Scanner und können, nähernde Flotten früh erkennen.
  • Wraith-Schiffe haben eine etwas langsame Hyperraumgeschwindigkeit als Antiker-Einheiten. Nutze diese aus, um Verstärkungen in dieser Zeit zu bewegen.
  • Nur weil die Forschungsoption für eine neue Schiffsklasse verfügbar geworden ist, bedeutet das nicht, dass du es auf einmal finanzieren musst. Manchmal kann es sich als nützlich erweisen, zuerst Einheiten zu produzieren und die Forschung zu einem späteren Zeitpunkt zu beginnen.
  • Du musst nicht unbedingt in jedem Event erfolgreich sein, die zur Verfügung stehen. Wenn deine Ressourcen nicht ausreichen, versuche dich auf die lohnenderen Events zu konzentrieren.

Wraith-Kampagne:

Schlachtstrategien:

  • Die Stärke der Wraith liegt in ihrer Zahl. Bei Annäherung an eine Antiker-Flotte lasse deine Flotte nicht zufällig angreifen. Wähle ein Schiff nach dem anderen und nimm es auseinander. Der Verlust eines einzelnen Schiffes ist ein großer Erfolg für ihre Angriffskraft.
  • Achte darauf, die Schilde eines Antiker-Schiffes so schnell wie möglich zu schwächen. Verwende dazu die starken Waffen von Basisschiffen und Schlachtkreuzern und nutze immer wieder die speziellen Fähigkeiten von Kreuzern und Schlachtkreuzern, um die Schilde zu erledigen. Auch das Fokusieren auf den Antrieb einzelner Schiffe, um sie vom Zurückziehen zu verhindern, ist eine gute Taktik.
  • Versuche nicht, dich direkt in die Mitte einer Antiker-Flotte zu bewegen, versuche Formation zu halten, damit nicht jedes Schiff der feindlichen Flotte von allen Seiten angreifen kann.
  • Antiker-Schiffe sind langsam. Kleinere Schiffe können sie überholen, wenn du dich zurückziehen musst.
  • Die meisten Wraith-Schiffe haben zusätzliche Jäger-Geschwader an Bord. Habe daher keine Angst deine Jäger zu verlieren, da neue gespawnt werden.
  • Viele der Wraith-Helden sind viel stärker als ihr Standard-Gegenstück. Sie können viel mehr Schaden machen und haben stärkere Angriffsfähigkeiten. Nutze das zu deinem Vorteil.

GE-Strategien:

  • Halte deine Flotten zusammen. Viele kleine Flotten haben keine Chance gegen einen Antiker-Angriff.
  • Asteroidenminen zu errichten ist sehr nützlich, um mehr Geld zu bekommen, aber stelle sicher, sie nicht zu früh zu bauen - sie sind teuer. Manchmal ist es besser, zuerst in die Feuerkraft und die Verteidigung zu investieren.
  • Nicht zu weit ausdehnen. Es kann schwierig sein, viele Planeten zu halten, ohne die notwendigen Mittel und Technologien, die dich unterstützen. Versuche ein Gebiet mit der kleinstmöglichen Grenze zu schaffen, die einfacher verteidigt werden kann.
  • Achte darauf, Arcanus früh zu erobern. Seine Klonanlage bietet einen erheblichen Baubonus auf alle Schiffe und macht sie viel billiger. Versuche, die meisten und vor allem größere deiner Schiffe dort zu bauen.
  • Im Allgemeinen gibt es eine Menge neutraler Planeten zu Beginn der Kampagne. Diese sind grundsätzlich frei zu nehmen. Kohal, der die Zerstörer-Klasse (sobald du Zugang zur Werft hast) freischaltet, ist einer von ihnen.

 

Asuraner-Kampfdrohne

Render_Asuran_Battledrone

Spezifikationen

Klasse: Leichter Jäger
Bewaffnung: Eine leichte Drillingslaserkanone
Panzerung: Schwach
Spezialfähigkeit: Suchen & Zerstören
Geschwaderanzahl: 5
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Die von den Asuranern verwendeten Kampfdrohnen sind modifizierte Versionen der Antiker. Sie sind selbst agierende, KI-gesteuerte Einheiten, welche mit einer leichten Drillingslaserkanone bewaffnet sind. Eingesetzt werden sie hauptsächlich zur Abwehr feindlicher Jäger und Bomber. Gebaut, um auch mit kleinen Kampfverbänden ihre Planeten zu verteidigen, dient die Kampfdrohne vor allem dazu den Verbrauch an Neutronium für neue Asuraner-Körper so gering wie möglich zu halten. Sie besitzt keine Drohnen, ist jedoch extrem wendig und kann sogar durch das Stargate reisen.

Screenshot_Asuran_Battledrone

Suchen & Zerstören: Das Kampfdrohnen-Geschwader sucht automatisch nächstgelegene Feindeinheiten und greift diese an.

 

Asuraner-Jäger

Render_Asuran_Fighter

Spezifikationen

Klasse: Schwerer Jäger
Bewaffnung: 4 schwere Laserkanonen
Panzerung: Normal
Spezialfähigkeit: Suchen & Zerstören
Geschwaderanzahl: 5
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Um den zahlreichen neuen Jäger- und Bombermodelle der Wraith Einhalt zu gebieten, verwenden die Asuraner schwere Jäger. Er ist mit 4 schweren Laserkanonen bewaffnet und besitzt eine sehr kompakte, geometrische Form. Dennoch sind die schweren Jäger nicht so wendig wie eine Kampfdrohne und können, da sie doppelt so groß wie ein Puddle Jumper sind, nicht durch das Stargate reisen.

Screenshot_Asuran_Fighter

Suchen & Zerstören: Das Jäger-Geschwader sucht automatisch nächstgelegene Feindeinheiten und greift diese an.

 

Asuraner-Jumper

Render_Asuran_Jumper

Spezifikationen

Klasse: Leichter Bomber
Bewaffnung: Einige leichte Drohnen
Panzerung: Schwach
Spezialfähigkeiten: Suchen & Zerstören, Tarnung
Geschwaderanzahl: 3
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Die Jumper der Asuraner sind modifizierte Antiker-Versionen, welche als leichte Bomber eingesetzt werden. Seine Steuerung kann sowohl manuell wie auch über das kollektive Bewusstsein erfolgen. Ebenso verfügt er über verbesserte Schilde und zahlreiche Drohnen. Wie sein Antiker-Gegenstück kann sich auch der Asuraner-Jumper tarnen und durch ein Stargate reisen. Durch seine starke Feuerkraft kann er sowohl Jäger als auch Bomber abschießen und einigen Schaden an Großkampfschiffen anrichten.

Screenshot_Asuran_Jumper

Suchen & Zerstören: Das Jumper-Geschwader sucht automatisch nächstgelegene Feindeinheiten und greift diese an.

Tarnung: Der Jumper wird vorübergehend unsichtbar, kann jedoch nicht feuern. Wird ein Feuerbefehl erteilt, enttarnt er sich automatisch wieder.

 

Asuraner-Bomber

Render_Asuran_Bomber

Spezifikationen

Klasse: Schwerer Bomber
Bewaffnung: Dutzende schwere Drohnen
Panzerung: Normal
Spezialfähigkeit: Suchen & Zerstören
Geschwaderanzahl: 3
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Die Asuraner verwenden schwere Bomber als Reaktion auf die starken Großkampfschiffe der Wraith, welche von den schwachen Drohnen der Jumper kaum beschädigt werden. Mit den verbesserten und durchschlagskräftigen Drohnen des schweren Bombers kann selbst die massive Hülle der Basisschiffe geknackt werden. Sie lagern im Heckteil des Bombers und werden über 2 Magazine auf dem Dach abgefeuert. Aufgrund der hohen Nutzlast sowie der dicken Hüllenpanzerung sind die schweren Bomber nicht so wendig wie Kampfdrohnen oder schwere Jäger.

Screenshot_Asuran_Bomber

Suchen & Zerstören: Das Bomber-Geschwader sucht automatisch nächstgelegene Feindeinheiten und greift diese an.

 

Asuraner-Korvette

Render_Asuran_Corvette

Spezifikationen

Klasse: Korvette
Bewaffnung: 4 leichte Laserbatterien, 1 leichter Drohnenwerfer
Schilde: Schwach
Spezialfähigkeit: Keine
Garnison: Keine
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Die Korvette der Asuraner ist ein altes Antiker-Modell, welches hauptsächlich zur Abwehr von Jägern und Bombern dient. Sie ist zwar klein, verfügt jedoch über einen leistungsfähigen Antrieb und mittelstarke Schilde. Die Asuraner-Korvette besitzt 4 leichte Laserbatterien als Haupwaffensystem und einen leichten Drohnenwerfer als Sekundärbewaffnung. Korvetten werden zu meist als Unterstützungseinheiten in großen Kampfverbänden eingesetzt.

Screenshot_Asuran_Corvette

 

Asuraner-Fregatte

Render_Asuran_Frigate

Spezifikationen

Klasse: Fregatte
Bewaffnung: 4 mittlere Laserbatterien, 1 leichter Drohnenwerfer
Schilde: Normal
Spezialfähigkeit: Keine
Garnison: Keine
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Die von den Asuranern gebaute Fregatte dient dazu Korvetten sowie Zerstörer der Wraith abzufangen und besitzt daher einen schnellen Hyper- und Sublichtantrieb. Sie ist sehr wendig und hat ein schmales, längliches Aussehen mit aerodynamischer Form. Fregatten verfügen über keinen Hangar, dafür über mittelstarke Schilde und einer relativ dicken Hüllenpanzerung. Bewaffnet sind sie mit einem leichten Drohnenwerfer sowie 4 mittleren Laserbatterien.

Screenshot_Asuran_Frigate

 

Asuraner-Zerstörer

Render_Asuran_Destroyer

Spezifikationen

Klasse: Zerstörer
Bewaffnung: 4 mittlere Laserbatterien, 2 leichte Drohnenwerfer
Schilde: Mittelstark
Spezialfähigkeit: Keine
Garnison: Ein Kampfdrohnen-Geschwader
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Der als Begleitschiff konzipierte Zerstörer der Asuraner ist ein Raumschiff mittlerer Größe. Er dient dazu schnell in das gegnerische Territorium vorzustoßen und Feindeinheiten überraschend zu attackieren. Ausgestattet ist der Zerstörer mit 4 mittleren Laserbatterien sowie 2 leichten Drohnenwerfern und mittelstarken Schilden. Ein Geschwader Kampfdrohnen ist im Hangar stationiert. Auch wenn er zwar nicht so wendig ist wie die Korvette oder die Fregatte, kann der Zerstörer Schlachtschiffe sehr gut ausmanövrieren.

Screenshot_Asuran_Destroyer

 

Asuraner-Kreuzer

Render_Asuran_Cruiser

Spezifikationen

Klasse: Kreuzer
Bewaffnung: 4 schwere Laserbatterien, ein leichter & ein schwerer Drohnenwerfer
Schilde: Stark
Spezialfähigkeit: Keine
Garnison: Ein Jumper-Geschwader
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Der Kreuzer ist eine kleinere Version der Aurora-Kriegsschiffe mit einer kompakteren Antriebssektion. Er besitzt einen leichten sowie einen schweren Drohnenwerfer und 4 schwere Laserbatterien an den Außenseiten. Je 2 Geschwader Jumper und Kampfdrohnen sind in seinem Hangar stationiert. Das Schiff ist zwar nicht sehr manövrierfähig, hat dafür starke Schilde und eine widerstandsfähige Hüllenpanzerung.

Screenshot_Asuran_Cruiser

 

Asuraner-Kriegsschiff

Render_Asuran_Warship

Spezifikationen

Klasse: Kriegsschiff
Bewaffnung: 4 schwere Laserbatterien, 4 schwere Drohnenwerfer
Schilde: Sehr stark
Spezialfähigkeit: Selbstzerstörung
Garnison: 2 Kampfdrohnen- & 2 Jumper-Geschwader
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Die Kriegsschiffe der Aurora-Klasse sind das Rückgrat der Asuraner-Flotte. Sie sind mit 4 schweren Drohnenwerfern, 4 schweren Laserbatterien, einem leistungsfähigen Antrieb und sehr starken Schilden ausgestattet. Mindestens ein ZPM dient als Energiequelle. Durch die massenhaften Drohnen sind selbst Jäger und Bomber keine Bedrohung für dieses große Schiff. Dennoch kann es je 2 Geschwader Jumper sowie Kampfdrohnen in den Kampf schicken. Seine Hüllenpanzerung ist extrem widerstandsfähig, doch ist die Aurora-Klasse aufgrund der hohen Masse wenig manövrierfähig.

Screenshot_Asuran_Warship

Selbstzerstörung: Das Asuraner-Schiff überlastet seine ZPMs. Die darauf folgende Detonation richtet bei umliegenden Schiffen schweren Schaden an.

 

Asuraner-Stadtschiff

Render_Asuran_Cityship

Spezifikationen

Klasse: Stadtschiff
Bewaffnung: 3 schwere Drohnenwerfer
Schilde: extrem stark
Spezialfähigkeit: Schildenergieschub
Garnison: 6 Jumper-Geschwader
Voraussetzungen: Keine, da nicht baubar
Baukosten: Unbekannt

Das Stadtschiff der Asuraner gleicht vom Aussehen Atlantis, hat jedoch vollfunktionsfähige Systeme. Angetrieben von 3 ZPMs und einem Sternenantrieb, kann diese raumfähige Stadt überall hin reisen. Die Schilde sind extrem stark und langreichend. Tausende Drohnen lagern abschussbereit in den 3 Tanks und bis zu 6 Geschwader Jumper warten in den beiden Hangarbuchten auf ihren Einsatz. Das Stadtschiff ist jedoch nicht sehr manövrierfähig wie ein normales Schiff und sehr verwundbar, sobald der Schild ausgefallen ist.

Screenshot_Asuran_Cityship

Schildenergieschub: Die Schilde des Stadtschiffs werden für kurze Zeit wieder aufgeladen. Dabei verringert sich jedoch die Geschwindigkeit sowie die Feuerkraft.