STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Stargate - Empire at War: Pegasus Chronicles [Open Beta]
目前顯示第 51-59 項,共 59 項
< 1  2  3  4  5  >
更新:2018 年 10 月 13 日 @ 上午 8:49

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!

更新:2018 年 9 月 26 日 @ 上午 8:22

Patch 2.1.0

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

更新:2018 年 3 月 21 日 @ 上午 11:14

Patch 2.0.0: Fixing Pegasus Prelude crashing on start up

更新:2018 年 3 月 18 日 @ 下午 12:27

Including the launcher in Steam\steamapps\workshop\content\32470\1145741406

更新:2018 年 3 月 16 日 @ 上午 8:55

Patch 1.9.9

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

Pegasus Prelude:
- 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

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!

更新:2018 年 3 月 4 日 @ 下午 12:26

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!)


Code

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 (7+ player crash) and major Issue (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

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 act

更新:2017 年 12 月 26 日 @ 上午 7:29

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

Level Design:
- Fixed several spelling mistakes
- Minor adjustments

Code

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

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

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

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

更新:2017 年 9 月 29 日 @ 上午 11:12

Fixes:

- Fixed a bug where SG1 wasn't buildable any more.
- Fixed Wraith Hunter damage type
- Fixed Ori Mothership selection circle being too small
- Fixed engine sounds for:

Wraith Scout
Selmak
SG-1
Mitchell
X-301
HB-302
B-302
F-302
Osiris
Aris Boch
Needle Threader
Puddle Jumper (asuran)
Various Satellites

- Fixed weapon sounds for:

ESF SOL
Prometheus
Odyssey
Mitchell
Daedalus
X-303
HB-302
B-302
F-302
BC-304
Teltak
Deathglider
Anubisglider
Needle Threader
Alkesh
All Asuran units
Wallus
Janus
Ancient Cityship
Tauri starbase
Ancient starbase
Various Satellites

Changes:

- AI should be much more aggressive on all difficulty settings
- Wraith Hunter: increased projectile damage from 100 to 150
- Wraith commando: increased tactical health from 100 to 130
- Mitchell: Reduced tactical health from 120 to 110
- Mitchell: Increased ability cooldown from 40 to 45 seconds
- X-303: slightly reduced railgun projectile damage from 4.0 to 3.8
- Osiris: increased both tactical health and shield points from 400 to 450
- Tauri Starbase: Increased health of shield generator hardpoint from 400 to 800
- Goauld Starbase: Increased health of shield generator hardpoint from 375 to 750

更新:2017 年 9 月 24 日 @ 下午 1:09

Initial steam workshop release of the open beta.
Includes the latest 1.9.5 update of the open beta mod version.

================================================================
Changelog Version 1.0.0
================================================================

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


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

Thank you for downloading "Stargate Empire at War- The Pegasus Chronicles".

This version of the mod is a space skirmish only version, meaning only space combat is available before a new version is released.
However, the mod is under constant development and will be updated regularly thanks to the included mod launcher.

Feel free to visit us on the internet:

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


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

The SGMG hereby introduces its latest mod project.
"Stargate - Empire at War: The Pegasus Chronicles" is a total conversion of the popular game expansion "Star Wars Empire at War: Forces of Corruption", built on the base game "Star Wars Empire at War".
All currently available factions in the base game have been be replaced by other factions from the Stargate universe or.

The mod encompasses:
- 3 playable factions: The Tau'ri, the Goa'uld and for the first time ever, the Wraith
- Lots of other, independent species such as the Replicators, the Asurans, the Aschen, the Grace and many more
- Countless new ships and battlegrounds
- New and completely reworked sounds, animations, effects, models, textures, scripts and code
- Numerous new and unique multiplayer maps
- Completely reworked AI

We gladly receive your new-found bugs, criticism and ideas at the site's forum, and hope that you will have a good time playing Stargate - Empire at War: Pegasus Chronicles!

================================================================
3. Credits
================================================================

The Stargate Modding Group:

Sascha "Origin" Heßler - Project Lead, Lead Artist, Coder, Webmaster
Christian "Locutus" Baulig - Project Co-Lead, Lead Coder, Level Designer, 3D Artist, Lua-Scripter
Marius "Klon" Meierhöfer - Project Co-Lead, Project Manager, Marketing & PR-Manager, Video Artist
Benedikt "McKay" Hug - Special Features Coding, Video Designer, Particle Effects
Filip "The Art of War" Hörnsten - Coder, English Editor
Ron "Jack Hunter" Reinhardt - Lead Scripter, Texter, Planet Coder
Felix "Baal" Messner - Event Scripter, 2D Artist, Level Designer
Imperial - Event Scripter, Coder, 3D-Artist
Leie Sistal - 3D-Artist, Coder, Translator(French)
Martin Taichl - 3D Artist
SuperPlayer - Story Scripter

Many thanks to our former development team members, supporters and everyone who deserves praise!

Special thanks also to:

- Dave 975 and Dkealt for providing a series of source models and textures we'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'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't explicitly mentioned above, but who nonetheless somehow aided us
in realising this project in some way or another.