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Stargate Mod

This is a discussion on Stargate Mod within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; Originally Posted by Admiral_Antilles Well if they did that, the mod would be crap, you would be complaining, that its ...

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  #1901  
Old June 26th, 2009
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Default Re: Stargate Mod

Quote:
Originally Posted by Admiral_Antilles View Post
Well if they did that, the mod would be crap, you would be complaining, that its not balanced enough, the reason they made it like that was for balancing.
Actually, I remember in version 0.7 the Ori Mothership had a really powerful superlaser and excellent shields, but very weak armor, which I thought was a great balance and one that hasn't been used in any other mod. If anything, that's something I wouldn't mind seeing brought back.
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  #1902  
Old June 26th, 2009
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Default Re: Stargate Mod

wait so if weapons csn only hit one hardpoint at once, how do the superlasers destroy a ship that fast from the deathstar 2 in the non-modded version of FOC?
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  #1903  
Old June 28th, 2009
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Default Re: Stargate Mod

I spoke about EaW, not FoC!
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  #1904  
Old June 29th, 2009
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Default Re: Stargate Mod

Sorry for doube post, but...

Hello dear community,

today we have a small but nice update! Hm, but why a small one? That's because we have something very big for you within the next weeks (no, not a release )!

First off all i wanna introduce 2 new members:
- Commander Cody: our new event coder, he will help Hugussi with the events and especially design and code the tactical missions
- John Bello: our new 2D artist, apart from some minor things like user avatars and icons for the mod, he will create some special stuff that you get to see in the next big update

Now i have the brand new, almost finished GC map Stargate Universe for you. 80 planets and all important, well known from the series galaxies, saturated with events for all 3 playabe races will guarantee fun for hours!




As we want to improve the experience and the Stargate feeling, we have created some new planets, which everybody shall recognize directy. Today, we have 2 of them for you:
- The Tobin system with the mine field, fully animated



- Delmak and Netu, the home planet of Sokar


Last but not least, the already known Ori station. This time fully textured and armed! It's a true fortress!



That's it already for today, but don't be said, the next news will be all the better!
Have fun with it!
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  #1905  
Old June 29th, 2009
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Default Re: Stargate Mod

Nice work love the look of the ori station and can't wait for the next big news
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  #1906  
Old July 1st, 2009
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Default Re: Stargate Mod

Nice to see great mods still chuggin' along.
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  #1907  
Old July 1st, 2009
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Default Re: Stargate Mod

Quote:
Originally Posted by Admiral_Antilles View Post
Well if they did that, the mod would be crap, you would be complaining, that its not balanced enough, the reason they made it like that was for balancing.
I don't think that's true. I think the Absolute Enhancement Mod it pretty good, and it has a psuedo-realistic damage system. A barrage from a Star Destroyer from that mod would demolish a small frigate of any kind. This keeps the game fast-paced, yet still strategic. Plus, all factions have vessels that are equal to eachother. So, unless you're totally outgunned, you'll have a shot.
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  #1908  
Old July 2nd, 2009
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Default Re: Stargate Mod

Well, there are many ways to make a perfect balancing, as i said, the balancing in Pegasus Chronicles will be totally different and the super weapons will do more damage.
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  #1909  
Old July 2nd, 2009
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Default Re: Stargate Mod

so are the super weps like the ori beam or the button weps(the ones on side next to minimap)
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  #1910  
Old July 2nd, 2009
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Default Re: Stargate Mod

The Ori beams, Asgard beams, Drones, ... and of course the planet-to-space weapons
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