Added saves (80 Mo) from various moments of the game, for those who can't kill peasants SGA_Saves
- Jim Vogan for precious help on Battle scripts and other ideas
- Astaroth for internal city graphics and other awesome objects
- Berserker for ERM hints
- Blizzard for creatures
"Following the discovery of an Ancient outpost buried deep in the Antarctic ice sheet, StarGate Command sends a team of explorers through the Stargate to the distant Pegasus galaxy. Emerging in an abandoned Ancient city, the team quickly confirms that they have found the lost city of Atlantis."
Please enable the music before starting, you will not be disappointed
i would like to play this map/mod/game/? for the full 100%, so i've decided to first watch some episodes of stargate to get to know the characters and storyline. what do you recommend to watch to fully understand this whole universe and story line? i probably wouldn't watch all 100 episodes, but 4 or 5 would be great!
@Acid dragon: if a mod changes only graphics then it can be played on random map or others. If it is going to make a complete conversion of mechanics, a problem raises and it is impossible to avoid it, it is...AI. How to make it use the new mechanics, I am not aware of it, and WoG team did not accord much importance to this aspect, not giving us the tools needed.
So let's say you want create a dynamic upgrade after battles won. Ok, sounds great. So, if I have an archangel in my army and I win a battle with him, he will get +1 attack. Now, how to avoid AI archangels to not get this +1 attack I only deserved it? No idea, as you know, the command to change a creature stats is related to subtype only, thus every same subtype will get the bonus.
In conclusion, it seems not worth to make a full mod for only one map, but I did not find a way to skip around this problem. Well, WoG team used it for "emerald towers" script, and we see the results. You pay a huge load to get your units improved and the result is that AI, which payed nothing gets the bonuses for free. I think this is the main reason we did not have yet any mods (mechanics changed) for WoG. Fnord did it brilliant in his map "Choices", but again, it is only one map, and required close scripting which will not work elsewhere.
____________ All my Era II mods
Wait, there seems to be some problems with ZCRTRAIT.TXT and CRTRAIT0.txt - they are not replaced. The new versions of these two files aren't included.
Also, The map editor says it can't find the source "VAl534.def", "Val303.def", "Val535.def", "Val301.def", "Val302.def", "Z123.def" and "Val300.def", but when I delete them in ZEOBJTS.txt, the editor runs steadily.
A jewel is just a pebble that found a way to shine.
All the defs you mention are not in the ZEOBJTS from the .wog but in the one coming in data (which will be overwritten when run update.exe.)
Unrar everything in Heroes folder, then run update. The old ZEOBJTS will be replaced with the one from the wog file. I suspect you manually added the old ZEOBJTS from rar after install (don't).
You don't need new ZCRTRAIT.TXT and CRTRAIT0.txt. I did not changed them.
____________ All my Era II mods