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6-6

2020

Command & Conquer: Remastered Collection has been released!

Posted by Banshee at Petrolution News on June 6, 2020

Command & Conquer: Remastered collection has been released yesterday. Here's the press release:

 

 

 

Command & Conquer™ and Command & Conquer™ Red Alert defined the RTS genre 25 years ago, and now they’re back and fully remastered in 4k by the former Westwood Studios team members at Petroglyph. The Command & Conquer™ Remastered Collection includes all three expansion packs, rebuilt multiplayer, a modernized UI, Map Editor, bonus gallery of unreleased FMV footage, modding support, and over seven hours of legendary remastered music by Frank Klepacki.

Check out the remastered experience in the official launch trailer below:

 

 

Both the Origin and Steam digital Standard Editions include the remastered versions of Tiberian Dawn and Red Alert, plus all three expansion packs (Covert Operations, Counterstrike, and The Aftermath), and tons of bonus features and improvements.

Head over to the PC Specs and Requirements page to find out what you'll need to start your campaign on the battlefield. And if you have any questions about how modding will work in the game, check out our FAQ or dive deeper with the Remaster Update and Open Source / Mod Support article here.

Welcome back, Commander.

 

 

It is worth mentioning that we have added support for both Conan Unconquered and Command & Conquer: Remastered Collection here at Petrolution. Also, the OS .BIG Editor tool has been updated to its latest version, with 64 bits support, being able to load and save .meg files, and correctly displaying the high resolution textures (32 bits TGA files) used in C&C: Remastered Collection. Enjoy the game and happy modding!

28-12

2018

EaW Remake Mod - Review

Posted by Digz at Petrolution News on December 28, 2018

I'm sure everyone has heard about Petroglyph re-mastering Command and Conquer and Blizzard working on remastering Warcraft 3, I'm sure a lot of people are wondering whether Petroglyph will ever remaster Empire at War - no need Petrgolyph, The Empire at War remake team have us covered!

 

The mod has overhauled the graphics of the game and has produced such quality and depth in design it really feels like a re-mastery, maybe if Jeroenimo, the creator of the mod reads this he may change the title to Empire at War Re-mastered! Before I go any further, I truly believe a picture, or in this case a video paints a thousand words so I'll just let you watch a video on Jeroenimos YouTube channel that was released a few days ago that shows off the new control ship and battleship skins:

 

 

The level of detail in the skins is completely out of this world and when playing the game it really gives you the feel of a modern day game and when you take down a ship you smile from ear to ear, just turn up the volume and play to your hearts content!

 

The mod also makes a big statement in trying to turn the world into an ever changing environment, we have seen big developers try and fail at this, we have seen others succeed. To quote the development team "The idea is to give the galaxy a more varied and alive ecosystem where you can build different units on different planets." This is a fantastic idea and to an extent EaW vanilla already has this concept but nowhere near the scale that this mod brings, you certainly do not want your enemy to be making those all powerful interdictor ships, this means expanding your empire in the campaign map and in the correct way is crucial. The level of thought required in your campaign has just increased tenfold and this, as gamers, is what we want. We want to be challenged, we want a living world that constantly changes and it brings into perspective the way we plan ahead in our campaigns. Different planets also have increased values in regards to your economy, so for example you want to go for Bespin alongside other climate planets that will give you income boosts according to its climate.

 

The gameplay itself is smooth, aggressive, and visually appealing with an expanded roster of ships. Many people will think just putting lots of ships in a game does not make it awesome, you're quite right but ensuring the factions are balanced with a large roster of ships does it make it awesome and this mod certainly does that. If you're undecided my advice would be to give the mod a go and I promise you won't turn back. A forewarning the mod is still in development stages, it has not been fully released yet so there is still some work to do and I think a top priority is to increase the stability of the game as it does crash from time to time, that is essentially the single drawback so far. It is on the Steam Workshop or you can find it on ModDB here. The Mod won an honourable mention in this years ModDB Mod of the Year Awards in the Players Choice Awards category, I'm a little sad it did not get into the top 10 but I'm sure next year upon even more work and exposure in the community it will. I've been watching Jeroenimos YouTube channel lately, particularly the tutorial videos on the mod which is essentially him doing a walkthrough playing the Empire campaign, there must be about 10 hours worth of footage in this walkthrough split into different videos so please give them a watch and by the end of the first walkthrough which is below I know you'll be hitting that download button.

 

Petrolutions official rating review of this mod is an 8/10

 

 

8-4

2018

Phoenix Rising v2.0 Public Beta

Posted by evilbobthebob at Phoenix Rising News on April 8, 2018

After the success of the demo, I have decided to move forward with a public beta phase, released via update to the Steam version of the demo. This will introduce the full set of galactic conquests that are currently work-in-progress. You should expect more bugs than the demo version, but also many more opportunities to try out new parts of the mod.

Known issues:

Missing text

Poor performance in some GCs

Missing CSA units

Unit filter buttons may sometimes display an incorrect state if pressed rapidly

Sandbox missions may show incorrect information

 

Changelog from demo:
Full GC set (Work in progress)

New filter buttons: click to hide different classes of space units/research

Updated tech trees for Rebels and Empire

Fixed some weapons not firing from muzzles correctly

Space colonies now correctly show up in battle results

 

Please report bugs here or on the Steam discussion page.

25-2

2018

More Demo bugfixes

Posted by evilbobthebob at Phoenix Rising News on February 25, 2018

A new set of bugfixes and other improvements has made its way to the demo, both on Steam and ModDB.

 

Changelog for version 2.0.2

- Did a pass on ground unit AI combat power so the AI sends more reasonable amounts of units into land combat
- Added infantry highlight icons so that infantry are more visible in combat. Current icons are Red for Imperial infantry, Blue for Rebel infantry and White for Independent infantry.
- Fixed firing muzzle positions for AT-AT, T4 series, and ground-based turbolaser turrets.
- Improved AI starbase upgrade responsiveness, they should now tend to upgrade if the opponent does.
- Garrison structures are now visible through fog-of-war
- Kyle Katarn now uses a Stormtrooper One blaster rifle instead of the post-Dark Trooper campaign assault cannon.
- Golans and shipyards are now placed better on space maps. Golans should generally protect shipyards and the colony.
- Land combat camera now has full yaw rotation and adjusted zoom
- Added Skyhook fleet information in the startup dialogue box.
- Added TIE Starfighter specific skin (the TIE Starfighter is the first in the main TIE line)
- AI responds better to planetary bonuses.
- General scripting performance improvements
- Multiple attempts at reducing the prevalance of save game crashes.
- Updated space missile models for concussion, proton torpedo and proton rockets

5-2

2018

Demo bugfixes

Posted by evilbobthebob at Phoenix Rising News on February 5, 2018

The 2.0 demo has been updated with numerous bugfixes to improve the experience for players. Download it from ModDB. Note: the Steam workshop has already been updated with these fixes as they were made. Changelog
  • Improvements: Improved skirmish AI, buffed AA build pad turrets (now have double fire rate), added time-scaled particles for status effects. Made easy difficulty slightly easier.
  • Improvements: Added units back into skirmish mode. Further skirmish AI tweaks.
  • Bug fixes: Overracer bike icons; Text fixes for Rebel structures; attempted fix for crashes on Mustafar/Clakdor; attempted fix for save game crashes.
  • Bug fixes: Fixed crash on Mustafar and Clak'dor maps. Removed debug info. Fixed reinforcement problems in skirmish (side effect: skirmish Golans and GC space colonies now prevent reinforcements in a radius around them)
  • Bug fixes: Fixed squadron ability autofire scripts. Fixed CSA starbase upgrade cost in skirmish. Fixed text errors with Xg Star Wing and made Dominator III SD buildable once researched. Attempted to reduce the issue where fighter/bomber/transport units fly all over the map. Attempted to further improve savegame bugs.
  • Bugfix: reduced planet texture resolution to improve performance, reduce chance of savegame crashes, and because the game can't render 4k textures.
  • Fix for Tarkin respawn
  • Fix for Clak'Dor VII crash

 

13-1

2018

Phoenix Rising v2.0 Demo

Posted by evilbobthebob at Phoenix Rising News on January 13, 2018

After 5 years, we finally have v2.0 of Phoenix Rising ready to demo, with the Operation Skyhook Campaign.

Download here for a manual installation: http://www.moddb.com...rising-v20-dlt;/a>
Or find us on the Steam Workshop at:
http://steamcommunit.../?id=1235783994

Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe

Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!

Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site

Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy

The Galactic Empire is recommended for first time players of Phoenix Rising.


Short summary of changes:
  • Sweeping optimization improvements, including a "light" campaign for those having performance problems.
  • Rewritten galactic conquests (Demo featured: Operation Skyhook)
  • Rewritten AI to be more intelligent and challenging
  • All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route
  • Complete overhaul of planet locations, bonuses, and abilities
  • Over 50 new ground maps for v2.0, many new space maps
  • Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)
  • Space skirmish has been completely rebalanced to be more of a competitive experience
  • New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2. New space units and ground vehicle
  • Improved weather system and atmospheric effect
  • New hero system
For a full changelog, see https://forums.revor...-v20-changelog/

18-12

2017

v2.0 Changelog

Posted by evilbobthebob at Phoenix Rising News on December 18, 2017

Below is a summary of changes to v2.0, as well as notes regarding what will be included in the demo version, coming soonTM

General

 

landskirmish.jpg

  • Rewritten AI to be more intelligent and challenging
    • AI now has some factional differences in style
    • AI will correctly build units and structures based on its planetary bonuses
    • Improved AI in tactical mode
  • Rebalanced tech trees
  • Functional CSA faction (full release only)
  • Sweeping optimization improvements
    • Addition of “light” campaign options for those who prefer high performance
  • Many quality-of-life improvements
    • Tooltips for all units contain all the statistic information you need
    • Improved advisor hints to introduce you to the mod’s features
    • Building and shipyard tooltips tell you what they can produce
    • Improved research display
  • Difficulty levels:
    • Easy: AI gets 10% fewer credits and takes 10% longer to build units
    • Normal: AI is exactly on par with the player
    • Hard: AI gets 10% more credits, takes 10% less time to build units, and units have 20% more damage, 20% more health, and 25% more shields.

Galactic Mode

 

galacticmode.png

  • Rewritten galactic conquests (Demo featured: Operation Skyhook)
  • All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route
  • Starships now cost population proportional to their crew requirements
  • Complete overhaul of planet locations, bonuses, and abilities
    • Planets now provide population carefully calculated from their statistics
    • Bonuses are rebalanced and clarified with improved tooltips
    • Planet info screens notify you of environmental or population conditions that affect production
  • Many new planets added
  • Overhaul of planet icons and base level display
  • New planet textures
  • Over 50 new ground maps for v2.0, many new space maps
  • Restoration of classic EAW sandbox missions (full release only, not demo)
  • Rebalanced freighters

Skirmish Mode

spaceskirmish.jpg

  • Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)
  • Space skirmish has been completely rebalanced to be more of a competitive experience
    • Units build faster and are cheaper
    • Income scales better with station level
    • Unit costs and build times balanced per unit and per unit class
  • AI greatly improved compared to v1.2

Space Combat

 

spacecombat.jpg

  • New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2.
    • Damage is now applied after armor subtraction e.g. laser damage 16 vs armor 12 does only 4 damage to a starship hull.
    • Torpedoes and some other weapons can pierce armor.
    • This means that light craft can barely damage capital ships. All weapons do a minimum of 0.5 damage if armor is equal to or greater than weapon damage.
    • Shields absorb a percentage of damage from incoming fire based on unit class
  • New space units (* = buildable in demo): Lictor-class Dungeon Ship, Providence-class Destroyer*, Belbullab-22 starfighter, Defender Starfighter*, TIE Vanguard, Diamond-class courier ship, Manka-class war Frigate*, G-1A Starfighter, Sheathipede-class Transport Shuttle, Y-85 Titan Dropship*, YV-100 Light Freighter, YV-330 Light Freighter, YV-929 Armed Freighter
  • Rebalanced starship and starfighter weapons for the new combat system, rewriting thousands of hardpoints
  • Space Colonies are now armed with turbolasers at all levels, and provide minor fire support to defending fleets

Ground Combat

groundcombat.jpg

  • New ground combat bunker system, with many civilian structures available to hide your infantry
  • New ground vehicles (* = buildable in demo): AAT, HMP gunship, MTT, OG-9, S-1 Firehawke*, V-Wing Airspeeder*
  • Improved weather system and atmospheric effects- don’t let infantry get stranded on planets with a Type IV atmosphere!
  • Infantry carry appropriately-modeled weapons in most cases
  • New ground structures: Bank, Listening Outpost

Heroes

  • New hero system with consistent hero ratings and upgrade paths
    • Space heroes now require a flagship to attach to in many cases
  • New heroes (* = playable in demo release): 4-LOM, Adar Tallon, Andoorni Hui, Apailana, Appo, Barrow Oicunn, Bevven*, Blitzer Harrsk, Bror Jace, Clyngunn, Cody, Comeg, Corran Horn, Crueya Vandron, Devlia, Erisi Dlarit, Evir Derricote, Gavin Darklighter, Ghorin, Haashn, Havet Storm, Hurst Romodi*, Kirtan Loor, Kosh Teradoc, Laryn Krefey, Lujayne Forge, Male Dee, Mawsh’iye, Meena Tills, Morteos, Nawara Ven, Odd Ball, Onara Kuat, Ooryl Qrygg, Osted Wermis, Peshk Vrisyk, Ragab, Rhysati Ynr, Riv Shiel, Rojahn, Sander Delvardus, Shaak Ti, Shea Hublin, Talon Karrde, Tensiger*, Terrinald Screed, Thaneespi, Theol Drost*, Treuten Teradoc, Tundra Dowmeia, Uwlla Iillor, Verrack, Zel Johans*, Zsinj, Zuckuss

Operation Skyhook- Demo Release GC

  • Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe
  • Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!
  • Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site
  • Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy
  • The Galactic Empire is recommended for first time players of Phoenix Rising.

10-9

2017

Installing mods for Empire at War Gold Pack - Another method

Posted by Digz at Petrolution News on September 10, 2017

I released a video many years ago on how to install mods via Steam for Empire at War and Forces of Corruption. With the release of the new patch bringing back multiplayer and whatnot I thought I'd give the game another go and try out some mods too!
 
I could not install them for the life of me from the steam workshop (game just kept crashing), by my old option or in the game via the "mods" option where people said it'd close the game then restart with the mod. So I went for a final push and created shortcuts instead and used the information you would put into the launch options on Steam but into the "target" box of your shortcut file of the main .exe for the game.
 
Watch the video below, this was the final straw before I just played online and a few campaigns and let the game rest. Fortunately it worked for me and I can enjoy some of the great mods the community has made!

30-8

2017

8-Bits Armies for Nintendo Switch

Posted by Banshee at Petrolution News on August 30, 2017

If you are a happy owner of Nintendo Switch, you'll be happy with this news: 8-Bit Armies is being ported to your video game soon. At least, according to this "Nindies" trailer.

 

29-7

2017

Battle Blitz has been released.

Posted by Banshee at Petrolution News on July 29, 2017

Hello everyone. Today, while browsing the web, I've found out about something Petroglyph has just released. For modding, it is useless. But if you have a Gear VR, it might be fun if you have 5 dollars to spare. It is called Battle Blitz.

 

BattleBlitzLogo.png

 

There isn't much material to share about this game yet and probably there won't be. Here's how the site I've linked above describes the project:

 

 

 

Embark on a fun and challenging "lite" Real-Time Strategy campaign against an AI bent on your destruction! Construct your base, build your army, and determine your strategy of attack. Every map provides a unique challenge with new units, obstacles, and traps to contend with. You can even advance your technology to build the fearsome nuclear silo and rain molten destruction on your enemy! As you level up your character, you’ll earn rewards for technology advancements that can be placed into your own custom maps to share with other players. Other features include Touch controller support, an in-game tutorial, leaderboards, map editor, and the classic base-building, economy management, and strategic battles that strategy players love to dig into.

 

 

BattleBlitzScreen1.png

 

BattleBlitzScreen2.png

 

 

It seems that any similarity with 8-Bits Armies is not a mere coincidence. If you are interested in the game, click in any of the pictures and have fun. Thanks to Plokite_Wolf for the tip.

7-6

2016

AI Breakthrough

Posted by Ghostrider at Phoenix Rising News on June 7, 2016

After weeks and months of testing, and trying to figure out how to get the AI to react as a human does in a galactic environment, the PR team have finally achieved a significant AI breakthrough:

 

The AI now aggressively attacks independent planets, takes worlds, builds fleets, and stomps all over unwary humans if given half a chance. 

 

The AI equasions to do this have been in place do this for years, but for months the AI has lain dormant, effectively asleep. We have tried hundreds of different ideas to get the AI to activate - all to no effect. 

 

And how did we achieve this? 

 

The frustrating answer, familiar to most modders out there is simple. We changed 1 value in the XMLs, instead of increasing the value from 1.0 to 1.25 we should have decreased the value to 0.75. It just took 6 months of testing to realise that is what we needed to do!

 

WOW. Did the AI react or what?

It annihilated one of the testers in Core Worlds in under a quarter of the time taken for a human player to "WIN" Core Worlds if unopposed. 

 

Now that we know the AI is working, I have to go back and undo many of the campaign changes put in place that were an attempt to make the AI respond, but the mod is finally alive and kicking. We need to test and polish a bit more, but this makes us a lot closer to where we want to be. 

 

Ghost

9-12

2015

Campaign #1 - CORE WORLDS

Posted by Ghostrider at Phoenix Rising News on December 9, 2015

At the centre of the galaxy, you find the oldest, richest, most heavily populated... and the best defended planets in the galaxy. Single planets in the Core have more financial and military influence than whole sectors in the Outer Rim.

 

CORE_WORLDS.jpg

 

CORE WORLDS is the first of the campaigns in the Rise of the Empire Era, which is set at the end of the Clone Wars. The formation of the Galactic Empire has been announced, but many worlds are either actively opposed to the New Order or are highly independent planets that will resist the Imperialisation of trade, commerce and law. You get to rewrite history with either the early Galactic Empire, or the scattered elements of the Phoenix Rising Movement.

 

Screen_243.jpg

 

All of these campaigns start with a handful of planets and outdated Republic-era and Clone Wars technologies. Many of the neutral worlds will be far stronger at the start than your small fleets, and these campaigns are lengthy. It is vital to plan for long term growth, and in many cases your production capacity will far exceed your initial income, and it is important to grow both militarily and financially.

 

The political influence of leaders also cannot be underestimated, and many politicians give time reduction bonuses on construction (motivation), and best of all, price discounts for the most influential.

 

You should also be aware that the larger starbases need considerable fleet strength, with destroyer and capital-class warship support for the level 4 and 5 starbases, before an invasion can be considered. It is no longer feasible to effectively destroy a starbase with corvettes alone, but your Level 2 starbases are vital to continued financial growth, so don’t ignore them.

 

Screen_242.jpg

 

It is worth noting that the income created by light transports is a percentage of the planetary income, so make sure your light transports are in orbit over your wealthiest planets. You receive light transport revenues once units have made 1 trip into hyperspace. XQ5 platforms add 25% to your base planetary income, and are well worth the 3 week production time on your richer worlds. However, there is a limit of 2 per planet, and many of your Core holdings already contain at least one customs station, with a welcome boost to revenues. 

 

Before considering invasion, make sure you scout target worlds by espionage, stealth heroes, and attacks by a lone scout unit to ensure any invasion is feasible, and that you can escape if it gets too difficult. Many worlds have interdictors in their fleets, trapping invaders to certain doom. And don’t forget about small infantry raids with up to 3 infantry units. This can be a quick way to capture lightly defended units, with the advantage that you destroy the orbiting starbase if you manage to capture the planet.

In Core Worlds, you start with 6 influential planets : -

 

PRM Abregado Rae

The smuggler port of Abregado Rae is fiercely independent and highly resistant to being ruled, and is looking to Corellia for guidance in the growing opposition to the Galactic Empire. If the smugglers on Abregado-rae can join forces with the Corellians, they could form a powerful syndicate.

Strategic Considerations: Threat from Byss.
Heroes: Obi-Wan Kenobi

 

Screen_241.jpg

 

PRM Alderaan

Alderaan has been a staunch supporter of the republic in the fight against the Separatists, with the Royal Alderaanian Shipyards providing the engines for the Acclamator-class Assault ships. Both influential and with excellent facilities, Alderaan is politically opposed to the New Order and Bail Organa is one of the key figures in promoting the idea of active resistance to the ever-growing power of the Office of Chancellor.

Strategic Considerations: No Immediate threats.
Heroes: Bail Organa
 

PRM Chandrila

Chandrila is a world of free speech led by Senator Mon Mothma, who led the Delegation of 2000 to limit the powers of the Chancellor. Chandrila has a strong defence-fleet and is working with both Bail Organa and Garm Bel Iblis to take increasing military action to oppose the New Order.

Strategic Considerations: Major threat from Corulag.
Heroes: Mon Mothma

 

PRM Corellia

The free world of Corellia is the leading manufacturer of light freighters and corvettes with unrivalled construction facilities. Invoking an ancient law, legendary Senator Garm Bel Iblis has kept Corellia out of the Clone Wars and is strongly opposed to the changes imposed by the New Order.

Strategic Considerations: Major threat from Byss.
Heroes: Garm Bel Iblis

 

PRM Farrfin

This smuggler world has a vibrant underworld and finds the Galactic Empire and its new taxes a considerable threat – especially as this is increasingly backed up by the Imperial Fleet and a growing Imperial Customs Service.

Strategic Considerations: Major threat from Coruscant.
 

Screen_244.jpg

 

PRM Fresia

This tiny island population is the home to Incom – producers of one of the most popular basic fighters towards the last days of the Old Republic – the Z95 Headhunter. Incom’s fortunes have dramatically changed for the worse with the creation of the Galactic Empire and the move towards disposable TIEs – and disposable pilots, something that the Fresians object to morally.

Strategic Considerations: Isolated, but Coruscant could be a threat in the future.

 

IMPERIAL Coruscant

 

Coruscant has everything – vast research capabilities, diverse production, immense wealth and a huge pool of talented individuals to nurture and develop. 

 

Screen_245.jpg

 

In addition, both Sith lords – Darth Sidious and Darth Vader - are present on Coruscant, giving the Imperial faction a huge advantage. The political and financial influence of Darth Sidious is worth several star-systems, and Darth Vader frightens whole armies, both in space and in ground combat.

Strategic Considerations: Minor Threat from Farrfin.
Heroes: Darth Sidious, Darth Vader

 

Screen_247.jpg

 

While the temptation is to focus on military research, some effort should be spend to upgrade the trade fleet and add to Coruscant’s fleet in case the threat from Farrfin increases. Military expansion, both north to Dolomar and south to the Deep Core should be considered.

 

IMPERIAL Byss

Byss is the center of secret holdings in the Deep Core. With a massive 20bn population of immigrants tricked into travelling to a utopian world, Byss could become a major planet of influence.

Strategic Considerations: Major Threat from Abregado-rae and Corellia

Much effort should be made to consolidate holdings in the deep core and expand as if the smuggler fleet on Abregadoe Rae is able to merge with the Corellians, then the Deep Core is in danger.

 

IMPERIAL Corulag

This model Imperial world is isolated from Coruscant by the republic influences at the Naval Academy on Anaxes, and threatened by political activists on Chandrila. It must rapidly expand its fleet and defeat pro-republican sentiments.

Strategic Considerations: Major Threat from Chandrila
Heroes: Gilad Pellaeon

 

IMPERIAL Kuat

The Kuat Drive yards have unrivalled military production capacity – as long as you have the credits to spend. 

 

Screen_246.jpg

 

Kuat has strong neighbours, but no immediate threats, and while it may be tempting to immediately start construction of a destroyer fleet, current limited incomes may prove this be an unnecessary strain on finances. It may be wiser in the short term to divert funds to more vulnerable holdings until their security has been established.

Strategic Considerations: No immediate threats. Powerful neighbours.
Heroes: Onara Kuat

 

IMPERIAL Gandeal

Gandeal is a mineral-rich resource world with small freighter yards that supplies the shipyards of Fondor with raw materials. This should be considered as facility for financial rather than military growth.

Strategic Considerations: Weak Military. Powerful neighbours.
Heroes: Barrow Oicunn

 

IMPERIAL Prakith

Prakith is the secret headquarters of the Inquisitorius in the Deep Core. With no immediate threats, this facility should be expanded to a support facility, building fleet and trade units.

Strategic Considerations: Light Military. Powerful neighbours. Medium term strategy Corsucant should make efforts to connect to Prakith.
Heroes: Antinnis Tremayne

 

Overall, this is a campaign for long term strategy. You certainly have far higher incomes than any other campaign in this era, but early opportunities for expansion are limited – and most be considered carefully.  However, you have access to unsurpassed shipyards and with a solid financial base, your regions of influence should expand steadily. 

26-10

2015

State of The Mod

Posted by Ghostrider at Phoenix Rising News on October 26, 2015

First of all, I would like to apologiese to all of the fans for the total neglect and lack of news in the last year.

 

You may be mistaken in thinking nothing is happening with the mod. - You would be wrong; progress has actually been quite positive recently, but real life cuts back on modding time for most of the team.

 

Before detailing some of the more exciting developments in the mod, it's probably worth a recap of what has happened to date, as this has profound implications on my particular area of focus - the campaigns.

 

Combat Mechanic

The entire basis os space comabt has been rebuilt to match the land mechanic, with a detailed and comprehensive armor and shielding system. Shileds now absorb laser fire, ranging frmo 20% to 45%, depending on unit class. Armor grades range from 8 points in fighters to 32 points for capital class warships, and all the weapons in the mod now have different damage ratings. HP are considerably increased.

The biggest change in tactical battles, is that laser cannons, and especially light laser cannons, are unable to penetrate heavy armor. This does not mean that your fighters are redundant, far from it. A cloud of snubfighters and transports can strip off the shields of destroyers and capital-grade warships, making them much more vulnerable to turbolaser fire, but you can't kill a star destroyer with snubfighters alone - you have to have turbolaser support. Bombers get proton rockets and proton bombs, and can be pretty nasty.

 

We have also added space population. The idea is that in order to crew and maintain a space-based unit, you need a support base. Your planets provide population and without spare population you can't build anything. This explains why the Acclamator and other crew-heavy designs, such as the Dreadnaught rapidly became obsolote. The Imperial class is much more effiecient in terms of deliverably combat power vs population support required.

 

On a strategic level this adds a new dimension to the campaign scenario. You need credits AND population to build warships. As a result, we have rebuilt the entire economy from scratch, with new pricing and a detailed planetary model that calculates planetary economies based on population, tech level, agricultural base, mineral resources, underworld and manufacturing capability. Agricultural wolrds are particularly important to feed and grow your fleets.

 

Proximity Jumps and Trade Routes

We have removed proximity jumps from the mod, so all space-based travel is based on the trade route. This makes strategic planning much more interesting, and you will find that key planets that lie at the junction of major trade routes are extremely important strategically, as these act as choke points to access different regions of the galaxy.

For example. Brentaal IV, which lies at the junction of the Hydian Way and the Perlemian Trade Route, is now probably the most imporatant piece of real-estate in the galaxy and is defended accordingly!

 

Armed colonies

All coloneis, from levels 1 to 5 are now armed with turbolaser cannons, and are heavily shielded and quite difficult to kill.

You will need cruiser support to take on a level 1 or level 2 colony, and multiple cruisers for a Level 3 Colony.

Level 4 colonies are extremely challenging, and need a large fleet, with at least destroyers, if not capital-class warships to have a chance of destroying the base.

Level 5 colonies are exceptionally challenging.

And if you think these are bad news, the asteroid bases are worse, so it is vital to send out expendable scouting parties to see what you are facing before you attempt an invasion.

 

Heroes

Heroes no longer come with elite warships. They now have command abilities but are just that - indivudal beings that need to be attached to a fleet to make a difference. So Darth Vader IV on his own is just a pilot in an TIE, but with a fleet he commands on the bridge of the largest warship.

 

Back to Basics

If we now wind the clock back to early 2014, we are in the process of updating all of the old campaigns with these points in mind. We have always had a goal of adding new campaigns to each release, but had no idea of the change that was about to take place.

Our concept at the time was to create a new campaign to show the difference in strategic planning due to the lack of proximity jumps and have a campaign based on the 5 Super-Hyperrroutes of Perlemian Trade Route, Hydian Way, Rimma Trade Route, Correlian Run, and the Corellian Trade Spine.

60% of the campaign was completed when the campaign crashed on install and it soon became apparent that nothing was going to fix it. The problem was simple - too many planets and too big a campaign. The EAW engine simply couldn't handle it.

 

So we made the critical decision to break up all the existing campaigns into smaller chunks, each with fewer planets.

 

So - Core Worlds lost the Expansion region and shrunk back to the Core Worlds and the Colonies. This was highly successful and led to a better campaign with faster frame rates and quicker load times and much less lag.

 

The roll-out pulled appart the entire campaign set and rebuilt everything from scratch.

Prelminary testing of all 12 campaigns is now complete and the results are rather exciting.

 

I'll let you have more news, in detail, about each campaign in due course....

 

 

Ghostrider

 

 

 

 

30-7

2015

Mega File Editor reads Config.meg from GreyGoo

Posted by Banshee at Petrolution News on July 30, 2015

Hello everyone!


Mike.nl has released a new version of his Mega File Editor that is able to read the encrypted config.meg file from GreyGoo. That file stores the core rules of the game, such as unit stats, behavior, AI and much more. Humans are able to understand the .XML files and the .CLP files. It is unclear at the moment if the game is really moddable or not and what would be its limitations. Mike.nl has also updated his .MEG File Format document to cover the changes in GreyGoo.


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(Click the picture for a high resolution screenshot)


Head to Petrolution Mod Tools Website to download the Mega File Editor and much more. If you have any successful modding experience with GreyGoo, please, report it here and show it to us. It can seriously affect the future of this site.

27-12

2012

Battlestar Galactica at War is back!

Posted by Darthbyron56 at Petrolution News on December 27, 2012

Hey Guys, Byron here. Avid BSG fans will be well aware that between 2010/2011 NBC issued a take down notice of a single BSG mod from Moddb.Since Moddb didn't want to get into trouble they decided to remove all BSG related content from their website.

However, we have started up our Battlestar Mod project again, and hopefully we can continue to develop it without NBC feeling threated by its presence.

So what have we been up to?

Well most of the content used in BSG Colonial Wars needed upgrades. Textures weren't great and most models need re-rigging.

Our Priority at the moment is to re-rig enough units to get you guys a mini-mod by 2013. We are aiming for something small, but quite diverse. We aim to change the graphics of the game so you feel like as if your playing a Total Conversion mod.

As mentioned all models are being Re-rigged, and re coded to be more accurate to the ships shown in the show. We have already re-rigged the Battlestar Galactica, and have put its Flak Shield ability to test against some cylon raiders, and the results are fantastic. The video below from our November update shows you this ability being used.



Due to some set backs re-rigging was placed on hold and minor modding of Factions, Galactic Conquests and Planet placement has taken over at this moment. But I am pleased to announce that we have finally overcome the rigging issues we were experiencing with the rigging process, but I'd like to show you what I've been up to in the meantime.

This video shows the new and updated effects that we are looking to create with our mods Galactic Conquest. As you can see we've taken to offering an accurate representation of a Galaxy by adding in Nebula and Star effects, we've even gone as far as adding Suns to each Galaxy.

The area of space you see in this video is known as Helios Alpha, and is one of the primary Helios for the Tweleve Colonies. It features the following planets:

Icarus,
Picon,
Caprica,
Gemenon,
Tauron,
Zeus,
Peresphone,
Erebos Asteroids.



Let us know what you think, after many attempts at getting the effects to work correctly I cracked it. We are aiming to develop another 3 of these areas for the other Helios' within the Twelve Colonies. You'll also notice some sound updates for the GC.

The mod is well and truly back in production, however as always we must say that Real Life events to come before any modding, so If you haven't heard from us in a while don't assume we are dead, we might just be very busy.

If you want to keep up to date with is visit www.bsgmods.com/forum and register there with us. The forums is quite New and we still don't have many members.

Thanks Guys,
Byron

25-3

2012

The Revolution Is Here: Phoenix Rising v1.2!

Posted by Phoenix Rising at Phoenix Rising News on March 25, 2012

The culmination of 39 months of work. Hope you enjoy it! We look forward to your feedback.

If you've previously installed other mods, make sure they haven't put any files in XML or Scripts folders in EaW\GameData\Data and FoC\Data. PR v1.2 is fully compatible with other mods; it just looks like certain mods are incompatible with us!

If you've previously installed the LucasArts 64-bit OS, 2+ GB RAM patch found here, you must apply this compatibility fix after running the PR v1.2 installer. The LA patch alters the original files for FoC v1.1, creating an instability in mods with custom AI. PR v1.2 allows 2+ GB RAM natively.Posted Image Posted Image Posted Image Posted Image

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7-1

2012

But I've learned so much!

Posted by Ghostrider at Phoenix Rising News on January 7, 2012

With the stunning potential of the Freerunner model in full view, combined with the skeletal structure of the land mod in place, Phoenix Rising approached me the end of 2010 with a challenge: resurrect the Training Manual for the mod.
I had initially tried to write a training manual during 2010, but the idea never had any real structure and the project was put back on the shelf to gather dust.

The need for a manual had been building unseen for months. When we started development of V1.2 all those months ago, the mod was still small enough to be able to play by instinct and a few basic tool tips. As mod development continued, we were able to keep track of the expansion in units through simple documentation. However, as time went on this became more involved, with some fairly complex spreadsheets to keep track of space forces, the expanding number of planets and their advantages.
Then we added heroes. Lots of heroes. The complement system changed and more independent space units were added. Somewhere in the future the sheer scale of the mod would be too great to simply play by instinct alone, and too complex to try and remember everything as a developer.

The decision to redo the land mechanic from scratch became the focus for some form of supporting literature. However, the new land combat system is so totally different in design and depth that it would be hard for even the most experienced players to learn how to fight well on land. Support literature was needed, for players and designers alike.

But what form should this documentation take?
The old concept of the Training Manual came back to life and this time it had real purpose – help explain the nuances of ground and space combat and help players to make the most of all the development work that has created Phoenix Rising. The Technical Manual was born.

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As a graphic designer by trade with access to some high-end design software, I wanted the manual to be both informative and visually exciting. The design software can output to PDF, making it an ideal package to create an easy to read and near universal distribution format, and in shape I wanted the manual to fill the screen nicely and frame the new 3D renders created by Nertea. In addition, the copious library of screenshots could serve to illustrate units in action and key points of gameplay if required.
Once the basic structure of the manual was underway, a framing device was needed for the top and bottom of the page, and what better than an iconic screenshot of an Imperial-class Star Destroyer underbelly taken during initial testing of Operation Skyhook, deliberately taken to mimic the opening frames of “A New Hope”.
Tinted starscapes of Bespin space battles would initially serve as a background colour for the main text, but were since dropped in favour of another Skyhook screenshot featuring all the classic rebellion era units, including the DEATH STAR.
For the land pages, Phoenix Rising’s epic initial battle of Freerunners vs AT-AT’s on dusty Brentaal were unbeatable as background images and we simply had to include Nertea’s efforts in full detail.

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But what of the text itself?
For me, nothing short of a full technical manual would do, as part of the fun of being involved in development is discovering what actually happens if you push the Power to Weapons button mid battle, or wondering exactly how much more firepower you get if you upgrade those Dual Laser cannons to Quads. There have also been a tremendous number of esoteric discussions about almost every aspect of the mod, for example wondering why Dark Empire-era AT-AT’s are so terrifyingly effective. With the manual we can add this information in and fill in all sorts of interesting details and share some of the development buzz.
It also gives us the opportunity to thank in detail the vast number of contributors to the mod, and highlight some of the hidden work that often goes unnoticed by testers and other members of the team.

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Although it would be nice to have a full technical readout of every weapon, starship, upgrade, planet, hero and tank in the mod, clearly this would have to wait and to be built up chapter by chapter. For V1.2 an introductory General Overview and a Military Overview would suffice, hopefully giving players enough information to understand the basics of space and land combat, with the shorter space section covering useful updates while the Land section required a a complete breakdown of the new combat mechanic in its entirety, as trying to make the most of the new combat system would be a serious challenge without literature, and most players would miss out on critical tactical information this would make play harder and much less enjoyable.

Little did we know at the time that these two chapters would develop over the last year to over 100 pages, positively crammed with hints, tips, screenshots and enough technical data to keep an R2 unit happy for weeks. The manual also gives us an opportunity to thanks all the huge number of contributors to the mod over this lengthy development cycle, including the efforts of the various campaign testers and the output of our newest addition to the Phoenix Rising Team, evilbobthebob – our lead mapper.

The Space section of Chapter II includes data on all the space-based weapon systems, a detailed review of unit abilities and a look at the underpinning mechanics of space unit classes, covering armor types accuracy, damage control parties and other useful information. A full section describing all the different defensive and offensive abilities and a review of the compliment system rounds off the technical aspects of
space combat.

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A Recent Addition
In the last month a new major section has been added to the manual. A rather innocuous comment on the forums – on a completely unrelated topic naturally – made me realise that there was a gap in the manual. Many players are not aware of the full potential and fleet roles of the huge variety of units in the Rebel and Imperial fleets.

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This has now been resolved with a full 20 page review of all player fleet units, together with indications of their upgrade potential in the General Overview section. This and should provide commanders with greater insights into how to improve their combat skills, especially when paired with the technical briefings contained in Chapter II.

Discussion with the testers has since added a couple of pages of tactical notes and some great gameplay tips, together to make the General Overview complete.

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The Land Section of the Military Overview provides complete details of the Land combat mechanic, describing the key difference between 5 units classes of Droids, Infantry, Walker, Crawler and Speeder, describing in detail the strengths and weaknesses of each class, how units are produced and full technical readouts of upgrades. Tips and strategy are included, indicating all the facets of gameplay, from bombing runs to infantry garrisons in vehicles.

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You get to see the full weapon load-outs of all independent enemy units, and some stunning images of all the new units that have been introduced or converted for the intensity of planetary invasion as seen from a mud-hugging trooper or armoured assault carrier.

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And if this was not enough, we have full listings of all land weapon systems with damage tables for the multitude of pistols, rifles, carbines, grenade launchers, flamethrowers, mines, and heavy vehicle-based weaponry that are now in regular use!

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Future Chapters
These two chapters are just the beginning. As indicated earlier, the aim is to eventually put together a comprehensive technical manual for the mod, and the plan is to slowly release additional chapters as and when they are written!
The next chapter to be written will be Galactic Mode, used as a guide to help players make the most of all the information available to them, and this will also include details on hyperspace travel, trade routes, spying, information gathering and so on – but that won’t be started until after the release.
Following that will be chapters on Economy and Production at the very least – but this will all take months to complete, and as we progress into the development of V1.3, more time will be required to update existing chapters as well as writing new ones.
The V1.2 Manual will be included as a PDF with the release, and as always, we look forward to the ideas and comments this generates on the forums and I am sure V1.3 development will benefit as a result.

28-12

2011

We Would Be Honored If You Would Join Us

Posted by Phoenix Rising at Phoenix Rising News on December 28, 2011

For two years, Nertea has been my Shadow Hand, operating strictly behind the scenes in our effort to transform land combat. While it was great for the suspense of the announcement, admittedly, that was a terrible way to welcome someone to the team. I'd like to use this post, which highlights his remaining vehicles realized under v1.2, to give him a proper show of community appreciation. Without his contributions, the ground revamp would not have been possible.

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Mobquet designed the Overracer Speeder Bike to do one thing: zoom. In terms of raw velocity, it's one of the best bikes on the market that isn't hampered by the control issues shared by swoops. Other than the optional light blaster cannon, there are few amenities of note, which is fine to the racers and scouts that primarily employ the Overracer. It's become a favorite of groups opposed to the New Order, which have been known to strip it even further to maximize stealth potential.

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The newfound Empire conscripted Uulshos Manufacturing to build an armored command landspeeder to replace the LAAT in the role of ferrying officers in battle. The result was the QH-7 Chariot Light Assault Vehicle. Despite the bulk associated with tactical computers, encrypted comm units, and active countermeasures, the Chariot boasts impressive speed thanks to five thruster engines. On backwater worlds, the belly laser cannon allows it to double as a combat vehicle.

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The Arrow-23 is a utility landspeeder that Aratech markets towards nature enthusiasts on semi-developed planets. It is larger and better armored than the typical family speeder to provide a certain level of comfort in the wild. It's also blazingly fast and highly modifiable, qualities that make it attractive to paramilitary organizations. The Alliance ended up with so many Arrow-23 Landspeeders that it became the default option for tramp shuttle, heavy scout, and battlefield ambulance.

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When the Confederacy collapsed, the potential size of the Empire effectively doubled and, despite omnipresent propaganda, its forces were continuously spread thin as it pushed Rimward. Nen-Carvon offered a solution in the form of the PX-10 Compact Assault Vehicle, a self-driving light tank with a singular crew requirement. The tracked chassis is near impervious to pre-industrial technology, although its sensory inputs can be electronically jammed. Still, the PX-10 has been used against unruly Core denizens.

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Ubrikkia Transports debuted the Talon I in the interwar period when galactic crime was on the rise. It is a modern example of an older concept: a militarized airspeeder built to engage starfighters in atmosphere. Although lacking the shields and powerplant of a spaceworthy craft, its sleek fuselage allows the Talon I Combat Cloud Car to excel at dogfighting. They are common to metropolitan defense forces and are occasionally fielded by the Empire in favor of noisier TIEs.

5-12

2011

New Maps Part Two

Posted by evilbobthebob at Phoenix Rising News on December 5, 2011

As promised, here is the second news post about the new maps coming to Phoenix Rising with the release of version 1.2. I hope you'll enjoy fighting on them as much as I enjoyed making them!

Denon

We begin with the grey ecumenopolis of Denon. Situated in a strategically important hyperlane intersection, this is an important world to control in many campaigns.

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The landing zone at Denon offers a number of paths to the main base, and provides ample space for heavy equipment to be landed.

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The long, wide streets are excellent for walkers and speeders alike. Infantry can shelter between some buildings to keep them out of the line of fire.


Champala

Altogether a nicer planet than Denon, Champala is an oceanic world, home to the Changrian species. Its rapidly changing tides meant that the native coastal cities are adapted to being partially submerged for extended periods.

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One of the coastal cities of Champala nestles below an eroded cliff face.

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Repulsorlift vehicles are recommended for attacks on Champala and all oceanic worlds, though walkers and wheeled tanks can ford some of the shallow sand banks.

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The base on Champala is set on massive concrete foundations with heavy drainage pipes to keep the worst of the tides away from the main structures.


New Alderaan

Far in the Outer Rim, New Alderaan is, as the name suggests, the homeworld of Alderaanians who escaped their planet's destruction. Much like Alderaan, it is a temperate world, though with strong seasonal variation.

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A landing zone directly outside the main base, this should be held by defenders for as long as possible. It provides an excellent flaking route for attackers.

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Deep in the mountains, this pass can be used to ambush attackers or flank round heavy defences.

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AT-ATs emerge from the mist to assault the New Republic defensive line. The forest can provide cover for ambushing infantry.


Ord Biniir


A relatively unimportant world in the Outer Rim, Ord Biniir was covered in canyons and as a result, favoured by podracers.

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The initial landing zone on Ord Biniir gives attackers a number of different canyons to choose from, some leading to the enemy base, some going to more hidden corners of the map.

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The main base on Ord Biniir, built on one of the plateaus separating the winding canyons. Part of the rear base wall has collapsed, giving attackers an alternate route and providing defenders with a way to reinforce their ramp if necessary.

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The main canyons surrounding the base. If turbolaser defences are present, heavy vehicles or anti-vehicle infantry are a must!

Well, that's all from me for a while. I have plenty more maps in the pipeline. Other big map changes in 1.2 include revamped structure positions in Galactic Conquest: now your ISDs can navigate those station defences! All space skirmish maps have been scaled up too, so starbases can no longer bombard each other as soon as the battle begins and ships can pathfind much more effectively.

1-12

2011

Vote Us Mod Of The Year 2011

Posted by Phoenix Rising at Phoenix Rising News on December 1, 2011

There's a really easy way for us to get all the talent we need to complete v2.0, and that's to be awarded Mod of the Year. Well, maybe it's not easy to win, but it does only take five seconds of your time to vote. Just follow the red button to Mod DB and click the green "Vote For This Mod" box on our profile.

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Look, awards are nice and all, but the real goal here is to increase our exposure. If one person downloads PR because they saw a vote for us on the live scoreboard, then that's a success. So please vote for us if you can spare five seconds, and if you can spare ten, hit up The Dwarf Holds as well. Cheers.