Stable version

Patch 1.7.3

 

 

This patch adds new weapon hardpoint symbols have been added to all ships, to allow distinguishing between light, medium, heavy, artillery, and special weapons as well as missiles/drones at first glance.
Also increased the general stability and performance of tactical battles, including a fix for crashes during caused by missile projectiles

Art
Particles:
- Decreased particle counts for some "heavy-hitters" such as the missile smoke effects, should now only take about a third of the particle amount
- Changed some settings for several recently added particles as a precaution, some of those (Goauld hit effects) might be removed down the line
- Small visual improvement to Hatak projectiles.

Textures:
- Added new hardpoint weapon icons for all ships (light, medium, heavy, artillery, and special weapons as well as missiles/drones)
- Added missing Tauri_Land_Building_Resource_Mine_Big2_Diffuse.dds texture

Models:
- Updated Asgard ONeill model, fix shadow and shield and use it for Thor as well - resolves #3342
- Fixed Wraith Hangar ALT stage gate position being off (Resolves #3311)
- Fixed particle name in Tauri_Projectile_Satellite_Railgun_Blue.alo (Resolves #0003343)

Code
Pegasus Prelude:
- Fixed difficulty check for PP Athos mission not working
- Disable Pathfinder for PP: Wraith: Final mission to prevent a soft lock making the fisrt mission stage nearly impoissible to win
- Added Asuran shipyard to the Asuras forces in PP (Ancient side) (Issue #0003377)
- Fixed PP Wraith story line having debug events enabled

General:
- Added capital to the frigate targeting priority set. This should fix any issue with the heavy sats not prioritizing capitals over fighters
- Anti Air units and Medics will now stay further back when being moved together with other squads
- Bombing run units can no longer capture CPs
- Changed how the hyperspace window works hopefully increasing stability since a lot less objects scripts are run
- Changed income bonus of ground and space resource mines from a percentage to a fixed income
- Fixed an issue with transports potentially spawning units outside of the landing zone
- Fixed hardpoint error in Aschen starbase
- Fixed some a_count + 1 == static_castint(sfx.size()) errors for some ground building (Issue #0002307)
- Fixed some buildings being targeted at too high, causing some shots too miss
- Fixed Teltak, Alkesh and Wraith Shuttle moving inside each other occasionally - resolves #0003411
- Fixed Transportation Rings being targetable
- Increased clickable area of the Battle Pending Dialog (Resolves #3331)
- Made all no_prereq variants neutral to remove them from ai considerations (minor performance boost)
- Prevent mod from loading some unneeded vanilla units (minor performance boost)
- Reduced the general efficiency of anti-air in tactical land battles
- Updated Gun Balloon: Moved to lower build row and changed last fow state to true
- General code-cleanup

Goauld:
- Priest now has a better effect on low-health units and a less extreme boost on high-health units
- Increased land Alkesh anti-infantry damage
- Fixed wrong good/bad against settings of the System Flagship and the Artillery Hatak
- Fixed Ground-Teltak death clone being scaled too big
- Updated Goa AA unit Targeting_Max_Attack_Distance - resolves #3412

Tauri:
- Recoded all missiles to prevent issues with crashing
- Allowed Thor to Focus Fire on orbital structures (resolves #0003430)
- Added more meaningful range indicators to Thors Chariot ability-  resolves #0003402
- Added sensor jamming ability, stealth detection and reinforcement disruption to Tau'ri Long Range Scanner
- Added self-healing to Selmak, Baratc, and Tealc
- Increased Carter Grenade Activation_Max_Range and made the grenade explode faster
- Increased Tauri AA turret projectile Max_Flight_Distance since you could see them disappear in mid-air
- Fixed Targeting_Max_Attack_Distances on Stinger Team, MG team and Mortar
- Fixed faulty Asgard Shipyard module HPs (issue #0003397)
- Disabled O'Neill C4 autofire
- Reduced projectile speed of the Tauri land bomber's bomb
- Removed special forces destruction survivors from Tauri structures

Tokra:
- Fixed Tokra Teltak deploying Jaffa instead of Tokra soldiers
- Added custom ability name for Tokra Commando blend (issue #3394)

Wraith:
- Changed Wraith Shuttle to only carry infantry

Sound
- Added new speech sounds for Bratac (fix #3358)
- Added more speech sounds to Selmak
- Added new iconic Goauld bombardment sound

Level Design
- Significantly increased the quality of all skirmish ground preview map images
- Fixed wrong ambient sounds (birds, ...) on some space maps
- Corrected turret rotation on various ground maps
- Updated the passability of all ground maps to better reflect the pathing options on the minimap
- Hakytl (ground skirmish): Fixed several unique props missing. Prevented units spawned in the camp LZ being stuck in the tents (Issue #0002596)

Text
- Various text corrections and improvements based on community feedback

Patch 1.7.2

 

 

This  patch tweaks a few issues in Pegasus Prelude, tweaks ground skirmish, adds some more particles to ground and space combat and contains a few minor bug fixes as well as some under-the-hood code rewrites.

Art
Models:
- Added new Wraith_Land_Hero_Queen.ALO with shadow mesh
- Added Wraith_Projectile_Infantry_Stun.ALO issue #3236
- Added Particle and Projectile for Micheal Infect Ability issue #2878
- Added several new particle / shield hit effects:
--- cyborg_particle_fighter_shield_hit.alo, goauld_particle_alkeshbomb_hit.alo, goauld_particle_big_hit.alo, goauld_particle_fighter_hit.alo, goauld_particle_medium_hit.alo
--- goauld_particle_small_hit.alo, ori_particle_superlaser_shield_hit.alo, wraith_particle_plasma_artillery_shield_hit.alo
- Added new Goauld_Land_Building_Turret_AI_UC.ALO with a new collision mesh so it can be destroyed when being shot at
- Fixed some wrongly named textures in models
- Fixed shield texture Asgard DJ class
- Reexported Antarctica low orbit background with lower diffuse eimission (resolves #3274)
- Deleted lots of unused textures freeing some space

Code
General:
- Added warning message to not save/load during tactical (issue #3271)
- Added Category Mask to Tokra_Reinforcement_Beacon
- Rewrote large chunks of the ground building code, making it a lot cleaner and fixing some minor issues/inconsistencies
- Rewrote some unit code to make it cleaner (Pegasus Cyborgs, Aschen)
- Updated Tagrea Gun Balloon: It is no longer victory relevant and can now be targeted by anti air units
- Tobin mines no longer explode when the target is cloaked
- BBS: Fixed Destruction_Survivors still appearing after self destruction
- Removed unused Vehicle Thief clones (Remnants of the old SG1 space capture ability)

Goauld:
- Increased the Deathgliders inaccuracy against land infantry (Issue #0003265)
- Increased shieldgen turret GUI_Bracket_Size
- Fixed population value for Herak and Apophis. (Resolves #3297)

Ori:
- Decreased Ori Mothership Shield Strength for WM

Tauri:
- Made UAV more useful: More reveal, more health, and now, when being shot at after given an attack/follow command, the unit will flee for a while before returning to it's former position.
- Added limiter to Selmaks Reinforcement ability so only one unit can be called in at the same time (issue #3249)
- Made Prometheus' nuke missiles no longer fire at opportunity targets
- Fine tuned ONeills C4 ability:
-- Added damage type Damage_Anti_Structure, increased total damage and restricted to Vehicle and Structure targets. (issue #3285)
-- Lower Activation_Max_Range significantly: Activation works a lot better now (still not 100% of the time, but it is way better) (resolves #3279)

Wraith:
- Made ion shot ability of the Exp Dart more visible (+attempt fix for Ancient sat going in rapid fire mode)
- Exchanged anubis- with new hatak in hive strong_against

Pegasus Prelude:
- Fixed Melia's Energy Barrier ability not showing a particle effect
- Adjusted costs for Moros Dreadnought upgrade in PP
- Desperate und unlikely attempt to fix Envoy appearing twice in PP (Issue #0003252)
- Rewrote starbase replace script for PP hoping to fix #0003247
- PP Wraith Gonta mission: Added script to ensure that Janus and Delphi spawn and don't get stuck in reinforcement pool (resolves #3254)
- PP Wraith Gonta Mission: Added engine hp to Delphi

Sound
- Increased Priest Speech Audio volume (Resolves #3296)

Leveldesign
- Fixed tilted turret buildpads so those turrets work again
- Removed bunkers from Pangar ground map, they were confusing the AI (resolves #3284)

Text
- Updated description text for Selmak's reinforcement ability
- Various minor adjustments

Patch 1.7.1

 

 

Added new Base Build Strategy (BBS) game mode for ground skirmish.

Art
Models:
- Fixed Vorash rock assets not being in public versions
- Fixed error "missing W_TE_Rock_f_02b.dds" by adding an empty dummy texture
- Fixed Tokra Tunnel assets not being in stable
- Ground Skirmish: Create proper shadows for Wraith Barracks damage stages
- Ground Skirmish: Fixed Alkesh shader+model, create proper deathclone
- Ground Skirmish: Added custom ability icon for Wraith Hunter's tracking drone

Code
- Fixed Apophis' shield abiltiy (Prevent him from attacking while shield is on)
- Fixed Oberoth missing deathclone
- Fixed Vanir Beliskner Deathclone not disappearing
- Fixed scripted fleet attacks in GC potentially being stuck in retreat<->attack loop
- PP Wraith: Retreat player after asteroid field mission
- PP Wrath Vanir mission: Replace Tauri Beliskner with Vanir version, Add Highlights and improve Beliskner visibility in Cutscene
- PP Wraith Final Mission: Disable Automatic Victory and Make Satellites victory_relevant

Balancing
- PP Wraith: Increased the wait time of the random fleet attacks
- PP Wraith: Reduce Queen's Hive price reduction
- PP Wraith: Increased damage of the Warlord's Flare

Leveldesign
- Tagrea Ground (SK): Passability updates to reduce large hoverers clipping through high buildings
- Vorash Ground (SK): Fixed missing Skirmish loading screen texts
- Revanna Ground (SK): Improve base structures position and rotation
- Dagan Space (GC): Fixed attacker possibly spawning in asteroid field
- Unknown Sector Space (GC): Moved base nebula farther away and defending forces marker further back to prevent units of large fleets spawning inside of it.

Text
- Slightly changed position of description text in GC selection menu to better fit the frame

Patch 1.7.0

 

 


Finally leaving beta, this patch brings ground combat to skirmish!
Over 30 units and heroes, over 30 ground structures, 10 maps, countless new models, effects, sounds and special features are ready to be explored!

We've also adjusted the skirmish menu a bit, now always pre-selecting our mod maps.
Additionally, we've also made the planet connections in the Pegasus Prelude GC visible so you don't have to guess the hyperspace routes.
Lastly, the Asurans now also brought into space skirmish in stable.

Art
Models:
- Added missing  to Hassara Station, Asgard Furnace, Ancient Defence Satellite and Traveller Frigate (resolves #3150)
- Reduced mod file size by 200 MB using the compactor on the Othala space map props

Effects:
- Added missing engine effects for Vanir+Traveller ships and Replicator frigate (Resolves #3128)
- Added empties for missing effects. New DC explode effects (big + huge only for now)

Code
Pegasus Prelude:
- Increased the reduction on Wraith fleets spawns for taking the clone base
- Updated PP traderoutes so you can always see how planets are connected to each other
- Adjusted text strings for planets in PP that don't have an ability (Resolves #0003178)
- Fixed vanishing bug after killed in autoresolve for Wraith Commando Fix (resolves #2959)

Ground:
- Added ground skirmish!

Space:
- Added meaningful good/bad against tags for Wraith Commando PP variant
- Added preliminary fighter garrison to Oberoth Carrier
- Adjusted Asuran credit income in skirmish
- Adjusted prices for most Asuran units and heroes above tech level 3
- Updated Vanir frigate ability
- Fixed Asuran heroes still being selectable in skirmish even if heroes were turned off in the settings
- Fixed Ori WM Wave numbers
- Fixed Ori Cruiser deathclone not disappearing
- Decreased targeting max range and FOW reveal range of Asuran Drone Satellite

Text
- Added info about combat boosts and galactic price reductions to unit description (resolves #0003193) (resolves #0003192)
- Some minor changes and adjustments on a few descriptions

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