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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.

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.

24-1

2017

Mike.nl's tools source code are now available on GitHub

Posted by Banshee at Petrolution News on January 24, 2017

Hello everyone! Our friend Mike.nl, from Petrolution Mod Tools, has posted the source code from pratically all his tools on GitHub. It uses the MIT License, so anyone can fork it follow this license... and yea, you'll need the latest Visual Studio to compile the code and some C++ skills to understand it.

 

AloViewer.png

 

His GlyphX Tools includes:

 

- alo-viewer

- particle-editor

- lua-converter

- string-editor

- mtd-editor

- animation-converter

- chunk-viewer

- map-preview-extractor

 

 

So, it's a jewel! Everything you need to know about the file formats used in the Alamo Engine, from Petroglyph Games, is there.  Have fun!

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.


MegaFileEditor.png
(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.

28-3

2015

Grey Goo's 4th patch: the ballance patch

Posted by Banshee at Petrolution News on March 28, 2015

A couple of days ago, Greybox has released the first ballance patch for Grey Goo. Here's the official notes on it with a long list of changes:


The first balance patch is here!

Here is the finalized list of changes going into the first major balance update released on Tuesday March 24th. These include revisions inspired by the testing done on our Public Test Branch. See the previous balance details here.

Any changes labeled with [PTB] resulted from data collected during the Public Test Branch.

Due to the number of balance adjustments we are implementing with this patch, both 1v1 and 2v2 ranked leaderboards will be reset upon the update's arrival. Your Elo matchmaking rating and win-loss records will be wiped during this reset, allowing you the opportunity to test your skills in a new season.
General

The formed Goo, Repair Subroutine Upgrade, and Sentinel Repair Upgrade regeneration effects now only activate when the units and structures are not actively taking or dealing damage.
Targeting priorities have been re-factored to prioritize units over structures in most cases.



Beta Faction


Air Canister Upgrade

[PTB] Range down from 450 to 350

Stalker

[PTB] Health up from 100 to 110
[PTB] Damage down from 11 to 9
[PTB] Movement speed down from 120 to 115

Stealth Sniper Upgrade

Range down from 500 to 425
Stealth is now always active outside of combat and will reapply 8 seconds after combat ends.

Predator

Health up from 130 to 140

Hailstorm

Damage down from 25 to 20
Range up from 750 to 800
Armor penetration down from 3 to 0
AoE radius down from 150 to 125

Guardian

[PTB] Rate of fire down from 1.75 to 1.5
Range down from 650 to 550
Long-Range Ballistics Upgrade range down from 1200 to 900
Long-Range Ballistics Upgrade damage down from 35 to 25

Cloudburst

[PTB] Damage down from 40 to 24

Stratus

Health down from 100 to 75

Warbird

Rate of fire up from 0.5 to 1
Ammo up from 4 to 5
Cost up from 270 to 315

Nimbus

Ammo up from 2 to 3
Damage down from 75 to 50
Nimbus Napalm Upgrade now lasts 5 seconds down from 5.5
Nimbus Napalm Upgrade AoE radius down from 250 to 200

Avalanche

Shot timings have been shifted to have a smaller cast time and a longer cooldown. Rate of fire remains the same.
Cost down from 675 to 600

Hand of Ruk

Range down from 2000 to 1500

Wall

Armor down from 3 to 0
Build time up from 25 to 30
[PTB] Pillar cost up from 50 to 90
Pillar health down from 1250 to 1000
Straight cost up from 50 to 90

Small Power Hub

Health up from 300 to 400

Medium Power Hub

Build time down from 50 to 45

Large Power Hub

Health down from 900 to 800

Repair Pad

Heals for 15 every 2 sec up from 20 every 5 sec
Build time down from 50 to 30
Cost down from 500 to 300
Health down from 1500 to 1000

Hanger

Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec
[PTB] Build time up from 30 to 35
[PTB] Cost up from 240 to 245

Extractor

Health down from 1000 to 750
[PTB] Extractor size reduced to match the Human Extractor

Harvester

[PTB] Health up from 80 to 120
[PTB] Movement speed up from 100 to 125

Refinery

[PTB] Creates Harvesters every 20 sec up from 15

"No-Build" Influence Radius

Small Hub radius increased from 400 to 600
Medium Hub radius increased from 400 to 600
Large Hub radius increased from 500 to 600
Headquarter radius increased from 800 to 1000



Goo Faction


Drover

Range down from 250 to 200

Strider

[PTB] Health down from 125 to 115
[PTB] Rate of fire down from 1.25 to 1

Tempest

Damage down from 25 to 18

Small Protean

Health up from 150 to 160

Small and Large Protean

Slow enemies by 50% down from 90%

Crescent

Damage down from 10 to 6
Range down from 1500 to 1000
Projectile speed up from 150 to 200
Projectile Endurance Upgrade AoE radius down from 100 to 75
Projectile Endurance damage down from 5 to 2
Projectile Endurance range down from 1500 to 1000

Destructor

[PTB] Rate of fire down from 1.75 to 1.5
[PTB] Damage down from 42 to 36
[PTB] Health down from 155 to 150
Movement speed down from 120 to 105
Target damage and splash damage have been separated. Splash damage down from 42 to 15 but target damage remains the same.

Purger

Range up from 800 to 1000
Damage down from 400 to 300

Catalyst Vents

Grant 160 health per pickup to the Mother Goo and Proto-Purger up from 85

Mother Goo

Stealth detection range down from 800 to 400
Armor penetration down from 10 to 0
Max health has increased from 1300 to 1600
Health per size has increased from 200 to 320
Catalyst digestion health per second up from 5 to 8
First size max health down from 500 to 320
Initial Mother Goo starting health down from 400 to 240

Proto-Purger

[PTB] Starting health down from 2000 to 200 to maintain build time from Catalyst Vent change.



Human Faction


Trident

[PTB] Health up from 115 to 140
[PTB] Damage down from 8 to 7
Build time up from 20 to 25
Cost up from 100 to 125

Revolver

Damage down from 6 to 5
[PTB] Health down from 100 to 95

Dagger

Armor down from 3 to 0
[PTB] Range up from 350 to 375
[PTB] Damage down from 3 to 2
Health up from 75 to 90

Gladius

[PTB] Range up from 350 to 400
Movement speed down from 95 to 90

Howitzer

[PTB] Cost down from 440 to 385
Damage down from 30 to 23
Range up from 800 to 900
Armor penetration down from 3 to 0
AoE radius down from 150 to 100
Mine (default) no longer has stealth
Mine duration down from 12 to 3 sec
Proximity Mine Radar Upgrade mine duration down from 18 to 9 sec

Longbow

Movement speed down from 130 to 110
Damage down from 42 to 24

Lancer

Damage level one DPS down from 50 to 10
Damage level two DPS down from 60 to 40
Damage levels one and two now last 3 seconds up from 2

Scimitar

Damage down from 125 to 60
Ammo up from 1 to 2
Rate of fire up from 1 to 2
Cost up from 300 to 350

Mine Drop Upgrade

[PTB] Armor penetration down from 3 to 0
[PTB] Mine no longer has stealth
[PTB] Mine duration down from 10 to 6

Monitor

Health up from 75 to 100
[PTB] Movement speed down from 275 to 250
[PTB] Vision up from 1000 to 1200
[PTB] Cost up from 75 to 105
[PTB] Build time up from 25 to 35

Scythe

Movement speed down from 400 to 375
Armor penetration down from 6 to 0
AoE radius down from 75 to 50
Damage up from 13 to 20
Rate of fire up from 0.5 to 1.25

Aircraft Repair Upgrade

Repairs 8% every sec up from 5% every sec

Alpha

Movement speed up from 50 to 75
Explosion interval health threshold down from 500 health to 300 health

Repair Subroutine Upgrade

Repairs 10% every 5 sec up from 5% every 5 sec

Air Pad

[PTB] Cost up from 60 to 80
[PTB] Build time up from 15 to 20
Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec

Conduit

[PTB] Health up from 250 to 300

Teleporter

Build time up from 75 to 120
Cost up from 750 to 1200
Cooldown up from 150 to 180
Now has a visible 5 second charge up telegraph and an audio queue before activation

Wall

Armor down from 6 to 0
Build time up from 30 to 40
Pillar cost up from 30 to 80
Pillar health down from 1000 to 750
Straight cost up from 30 to 80
Regeneration up from 15/sec to 25/sec

Human Sentinels

Now have a population of 1
Take 10 seconds to teleport up from 5

Artillery Sentinel

Range down from 1750 to 1000
[PTB] Damage up from 15 to 20
[PTB] Health up from 250 to 300
Armor down from 6 to 3

Anti-Heavy Sentinel

Armor down from 6 to 3

Anti-Air Sentinel

Damage down from 8 to 4
Armor down from 6 to 3

Extractor

Health down from 1000 to 750

Harvester

[PTB] Movement speed down from 130 to 125

Refinery

[PTB] Creates Harvesters every 10 sec up from 7.5

"No-Build" Influence Radius

Core radius increased from 800 to 1000

13-3

2015

GreyGoo's third patch is online

Posted by Banshee at Petrolution News on March 13, 2015

Yesterday, the third patch for Grey Goo has been released. It should be a quick hot fix patch with the following changes:


March 12, 2015 Update Notes

AI

Alhazen Human AI will no longer build all air pads and no units

Fixed an issue that could cause the AI to stop attacking

Hotkeys

Fixed an issue were hotkeys were inconsistent when using the Goo interface

Human Teleporter eject hotkey now works properly

Fixed issue where hotkeys were not properly displaying for tech upgrades

Units

Bastion taunt now properly affects Beta units that are mounted on walls



I guess that the issue that could cause AI to stop atttacking was the critical one that needed to be wiped from the history, considering that single player games are played by many people. That's probably the reason that they've made this hot fix in first place. They've been announcing some heavy ballance changes for the upcoming patches and you are able to test it already.

17-2

2015

GreyGoo's second patch is online.

Posted by Banshee at Petrolution News on February 17, 2015

The second patch for GreyGoo has recently seen the light of the day. Here's the official changelog:

February 17, 2015 Update Notes

AI
Default AI is now Lambert instead of Random

Audio
Fixed an issue where the RTS Primer VO audio was incorrect in German

Units
Aircraft will now prioritize empty landing pads first when ordered to land by right clicking on Hangars/Airpads
Further improved the extents shrinking from 50% to 25% to minimize artillery/AoE impact of grouped units

Campaign
Adjusted Easy and Normal difficulty settings. Hard difficulty is unaffected.
Fixed an issue where script-spawned units were not being given the correct health modifiers
Fixed a bug in The Barricade that caused some enemy Guardian units to idle in brush instead of properly mounting wall pillars

Engineering
Added matchmaking improvements to allow players easier access to searching for matches worldwide
Improved logic for detecting players disconnecting to force a win or avoid a loss
Servers will now temporarily pause when connection loss is first detected
Added improvements to performance that prevents certain cases from lagging the client severely
Structures from an eliminated player will now properly clear up passability upon deletion
Fixed a crash local to 32 bit machines
Fixed a crash that would occur while loading a multiplayer match
Fixed a lock that would occur for clients when the host would close the lobby
Fixed an issue where 2v2 Ranked matches were not properly reporting
Fixed crash that would occur when starting skirmish match

Terrain Editor
Fixed crash that would occur when launching a custom map with the spigot marker inside the HQ boundaries
Fixed crash that would occur when loading an untouched custom map

UI
Moved Quick Match window up in the Multiplayer screen while search is ongoing
Added translations for new text
Fixed an issue with compressed Korean text
Added a new Extras section to the menu with a quick launch button for the Terrain Editor
Made various fixes to improve performance in the UI
Fixed an issue where the game would unpause immediately after pausing in single player



I've seen many people complaining at the lack of stability of this game. I hope this patch improves this situation.

22-6

2014

Anatomy of a Starship

Posted by evilbobthebob at Phoenix Rising News on June 22, 2014

Probably the best way to introduce the new space combat mechanics is to take a detailed look at our new (WIP) infobox layout. You may recognise many of the elements from the revamped land combat; many of the elements are also new. I'll go through each in the order they appear using the classic example of the Imperial II-class Star Destroyer. Please note that all values shown are WIP.

 

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Tactical Population Cost

 

This is a new number based on the total volume of the hull (or hulls in the case of a starfighter squadron). It is balanced around the idea that an Executor-class Super Star Destroyer consists of 400 population points, the maximum available space population. For carriers, it also includes the volume of all the starfighter squadrons as in the case of the Imperial II. This means that you can field 5 Imperial II-class and their entire complements at one time. These values are currently in the process of testing and tweaking, and the exact values may be different in the released version.

 

Starship Icon

 

All the starship icons have been brought into lineusing uniform lighting and rendering settings to create a better quality icon set.

 

Starship Name

 

As usual, we retain the full names of all ships, including their upgrade version.

 

Starship Class

 

From Starfighter through to Dreadnaught, a starship's class helps shape its maneuverability and sensor range statistics. It also determines which shipyard type is needed to construct it.

 

Special Abilities

 

With the new version, we have many greatly improved autofire scripts for ship special abilities, so we feel comfortable including more than the two accessible from the GUI. In most cases, the tractor beam will be the hidden, autofired ability, and it will usually target whatever the ship has been told to attack. Note here the Imperial II has a Tractor Beam, Emergency Thrusters (power to engines ability) and Blast. Blast is a new ability we have added to many main-line combat ships. It moves the firepower of the main battery (in this case, the octuple turbolasers and turboions) up a notch, so that has increased range and firepower.

 

Manufacturer

 

We have always included manufacturer bonuses on various appropriate planets such as Kuat. Now you can see exactly which ships will benefit, with the inclusion of the Manufacturer in the infobox.

 

Cost

 

This is the base hull cost, not including complement (which is included in the final cost at a 50% discount). Costs have been modified across the board to provide a more challenging economic planning experience.

 

Time

 

This is the base hull construction time, measured in galactic time. For the Imperial II, this is 15 weeks. Note that building over a world with appropriate shipyard bonuses, or by building more of the same class of shipyard, this time can be dramatically reduced.

 

Dimensions

 

Width x length x height, in meters, the basic size of the hull.

 

Volume

 

The total volume of the hull in cubic meters, often using exponential notation. Here for example, the Imperial II is 121 million cubic meters in volume. This statistic informs hitpoint calculations and has a great effect on the likelihood for a ship to be hit by enemy fire.

 

Acceleration

 

With the change to the new space combat mechanics, we have moved towards a more "realistic" approach. While ships still have a capped top speed, it is directly proportional to their acceleration. This is measured in terms of G-force, the acceleration experienced by a being on the surface of a planet with standard gravity, roughly 10 m/s2.

 

Maneuvrability

 

This statistic is the turning speed of the starship, measured in degrees per second. It is primarily class-based.

 

Hyperdrive

 

The class of the hyperdrive in the starship (if any), which determines its ability to travel across the galaxy in hyperspace. The smaller the better!

 

Shielding

 

Here is one of the new statistics. Shielding is now measured in Shield Points (SP) and has an absorption percentage shown after it. This is the amount of damage the shield can absorb from a single shot before it takes SP damage. So for example, a turbolaser shot hitting the Imperial II shield with a damage of 96 will do around 58 points of shield damage.

 

Hull

 

Hull has also changed a great deal. It is now measured in Hull Points (HP), like that of land combat. This value is primarily volume-based. Following the HP is the armour value and type. The Imperial II has 32 Vehicle armour. This means that it absorbs 32 damage from any incoming shot before the hull itself is damaged. For example, the same 96 damage turbolaser will do 64 points of hull damage on impact.

 

Range

 

This statistic shows the maximum and minimum ranges of the weapon systems on the ship, followed by its line of sight range. All values are in meters. In this case, the longest range weapons are the octuple turbolasers, while the shortest are the individual turbolaser cannons.

 

Armament

 

We have greatly condensed the weapons display into a shorthand that provides much more information. We have done away with "light", "heavy" and so on, instead simply telling you the weapon type, their number, and their damage output. So, here the Imperial II has 6 octuple turbolasers with 240 damage per bolt, 2 octuple turboions with 240 damage per bolt, 2 triple turbolasers with 144 damage per bolt, and so on. Note that ion weapons do 200% damage to shields, but cannot damage anything except Droid armour. The number of tractor beams is also noted, which adjusts the cooldown of the tractor beam ability.

 

 

I hope this little snippet has provided some insight to the changes we've been making over the past 18 months. If you have any questions, I will endeavour to answer below, however note that I did not implement these changes myself.

17-6

2014

News. Now that's a name I haven't heard in a long time...

Posted by evilbobthebob at Phoenix Rising News on June 17, 2014

Hello Phoenix Rising fans.

 

First off, I'd like to apologise for the extremely long time between news posts. If this was the only way you kept up with the mod, I can forgive you for thinking we'd ceased development. Those of you who read more of the forums see the team members making comments from time to time, and we made a call for alpha and beta testers for the latest version over the past year. Still, this doesn't make up for the silence we've sustained up to now.

 

I'd like to change that myself, primarily because I finally have some free time and partly because our team leader and the prime driver of the mod, Phoenix Rising, is without a computer capable of doing modding right now. This isn't particular cause for alarm, because the current build of the mod is very feature-complete. However, there still remain areas that need polish and improvement.

 

So what have we been doing for the past two years? Our initial plan for the next version of the mod was primarily based on integrating the information provided by the release of The Essential Atlas. As software project tend to do, we experienced some rather strong feature creep, and as one thing led to another, we realised we had a version of the mod that is no longer a mere incremental update. In fact, we have:

  • General
    • Made numerous changes to improve performance
    • Remade and rebalanced the hero system
    • Rebalanced tech trees
  • Galactic Mode
    • Brought our galactic maps in line with The Essential Atlas
    • Added new planets
    • Entirely rebalanced and remade our core sandbox campaigns (still a work-in-progress)
    • Created a new planetary bonus system
    • Created a new hyperspace system
    • Rebalanced freighters, including the addition of light transports
    • Improved the display of research
  • Combat
    • Improved land combat
      • Begun the process of adding infantry weapon models
      • New units
      • Improved weather system
    • Added many new maps in land and space
    • Entirely revamped space combat to be in line with land combat:
      • New armour, health and shield system
      • New weapon balancing and types
      • Better display of unit statistics
      • New units
      • Increase in map size to accommodate the changes

Many of these changes, especially those based around planets and maps, have already been mentioned in prior news posts. Check those for more information on those specific topics. As for the rest, I hope I can bring you more news posts in the near future providing examples and details. In the mean time, I'm happy to answer questions you may have here on the forums.

 

evilbob

4-11

2013

The site is now browsable.

Posted by Banshee at Petrolution News on November 4, 2013

Hello everyone. You may now browse all sections of Petrolution as you used to do some months ago. I've done a little workaround that redirects you into something that works. Unfortunately, the redirection problem persists and it may prevent you from submitting some data, except to edit items, which is a big thing. I'll still try to figure out how to fix it, but the problem seems to be beyond the scope of Petrolution at the moment. Have fun.