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7-6

2016

AI Breakthrough

Posted by 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

11-3

2016

8-Bit Armies

Posted by at Petrolution News on March 11, 2016

Petroglyph have just released a video announcing a new game they are working on and looks close to release from the games Steam page. It's features currently indicate a simple, back to basics retro-style RTS game that will get us playing what we love: a simple, fast paced RTS! Check out the video below they released:

 

 

Here's what Petroglyph are describing this game as on their Steam page:

 

 

A Blast from the Past 
8-Bit Armies is a classic, C&C-style Real-Time Strategy PC game. It's our most fast-paced, friendly, and accessible RTS game to date. Featuring offline single-player missions, co-op mode, skirmish, and PvP multiplayer modes running on dedicated servers. 

Initial release includes: 
 

  • 25 offline campaign missions
  • 10 co-op missions to play with your friends
  • 10 multiplayer/skirmish maps that support up to 8 players online
  • AI with multiple difficulty options to play with cooperatively or fight against
  • Classic Base-Building mechanics let you construct the ultimate HQ from which to launch attacks against your foes
  • Destructible environments on maps ranging from small to very large
  • Easy to understand modern military units and structures lets RTS beginners jump right in
  • From the same team that brought you RTS classics such as Star Wars: Empire at War, Universe at War, and Grey Goo

8-Bit Armies is for anyone that enjoys RTS games, or felt overwhelmed by more serious games. With hours of solo and co-op gameplay included, there's something here for everyone!

 

Source.

9-12

2015

Campaign #1 - CORE WORLDS

Posted by at 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

30-7

2015

Mega File Editor reads Config.meg from GreyGoo

Posted by 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 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

17-2

2015

GreyGoo's second patch is online.

Posted by 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.

4-2

2015

GreyGoo's first patch has been released.

Posted by at Petrolution News on February 4, 2015

GreyGoo has recently received an official patch. Here's the official changelog:


February 3, 2015 Patch Notes

Art
Fixed issue where some units attacks were appearing through Fog of War

Audio
Fixed bug where the Has been revealed announcement was being triggered whenever a players units were killed
Fixed an issue where the Has been revealed announcement was triggered after a vent plug was destroyed
Fixed issue where sound effects from the impact of Howitzer mines would sometimes not play

AI
Fixed issue where enemy AI Beta units would attempt to use players Repair Pad

Achievements
Glutton for Punishment can no longer be achieved against Idle AI

Engineering
A units extents now shrink when moving through groups of other units to make moving through groups smoother
Disabled units pushing other units to the side to prevent further issues as a result of the change
Fixed a rare issue where refineries could create an island of un-navigable terrain
Fixed crash caused by loading a save game from a previous version
Fixed crash caused by Goo projectiles being shot down
Fixed an issue where a structures deconstruction animation would sometimes not play
Fixed exploit where Human structures would still be teleported after being destroyed
Fixed error that was being given when attempting to save on The Terminal
Fixed cursor disappearing when accepting an invite during a cutscene
Changed agro state generator for Human HQ to prevent a stacking situation that could potentially cause a crash

Design
Fixed the resource display on The Aperture Device to better represent the resource locations
The timed even in The Aperture Device will no longer start if the player moves their Mother Goo away from the node
The Crescent fire objective in The Trench can no longer be triggered before its intended time by restarting the mission
Fixed an exploit with selling Conduits
Fixed an issue where players could hide their Purger in the brush
Added additional target filtering to Tempest Surveillance Virus upgrade to prevent it from targeting ground and air incorrectly
Fixed an issue where Tempest Surveillance Virus Upgrade affected ground units if it hit an air unit that was flying above a ground unit

UI
Fixed several incorrect descriptions in the Encyclopedia
The orange bar in the quick match panel will no longer change size when the player invites another player to a premade team
Fixed issue where timers would sometimes not appear in the German version
Fixed issue where the no power icon was appearing after a buildings construction was completed
Updated the no power icons in Magos Pass to be consistent with the other no power icons in the game

Terrain Editor
Added support for custom user XML and Animations
Fixed several crash issues
Fixed Skydomes not properly appearing in the editor
Fixed issue where props and objects were being visually removed but were still counting in the object count
Fixed issue where Fog of War was not appearing when the user checked the fog box
Improved water shader for user-created maps



It's worth mentioning that the Terrain Editor now support custom user XML and animations. The possibilities of custom user XML files are yet to be seen. How far does the game can be customized with that feature? If anyone decide to play it, we kindly invite you to post your results in a reply to this news post.

13-3

2014

Grey Goo, the next game from Petroglyph

Posted by at Petrolution News on March 13, 2014

 

 

Petroglyph has recently announced their next real time strategy game: Grey Goo, which should be published by a mysterious company called Greybox. It should feature 3 new factions and all the good and solid mechanisms that makes real time strategy games fun, such as base building, resource collection and a focus on macro-management rather than micro-management. The game will be Windows only originally and it should be sold on Steam. It can be played online and offline (skirmish) and it should feature a story driven campaign. According to Petroglyph, the game should be available on late 2014 and it will feature soundtracks from Frank Klepacki. For more information, head to Grey Goo's Official Website.

5-11

2013

Petrolution is fully functional again.

Posted by at Petrolution News on November 5, 2013

Welcome back, everyone. Petrolution is working correctly again. We've managed to figure out the server mechanics that were affecting the redirection and they were disabled here. So, feel free to browse the site, submit tutorials, files, mods, etc.

 

We have a lot of sections about games that no longer belongs to Petroglyph or are not longer supported, but we'll keep them for now. Also, End Of Nations is no longer a MMO RTS, but it is rather a multiplayer online battle arena and it is in the sole hands of Trion. I don't know if we'll add content for this game on our own. Probably not, unless we see some interest in the responses for this news post.

 

Anyway, enjoy this place and contribute for it to make it even better.

3-11

2013

Broken site links

Posted by at Petrolution News on November 3, 2013

Hello everyone. If you've been trying to browse this site recently, you might be noticing that some of the site content looks broken. Our problem lies with a redirection rule of apache that is beyond my scope or it's something I'm not being able to figure out where it comes from. But the content itself is fully functional. Feel free to browse it:

 

-> Tutorials

-> Mods

-> Articles

-> Maps

-> Downloads

 

-> Art Tutorials

-> Coding Tutorials

-> Mapping Tutorials

-> Other Tutorials

 

-> Propaganda Downloads

-> Modding Utilities Downloads

-> Community Modifications Downloads

 

-> Skirmish Maps

-> Galatic Maps (EAW)

 

And for anything else, make sure that the link has index.php?page= and the ? are replaced with & until we figure out why things are breaking. Sorry for any inconvenience and enjoy this place.

28-12

2012

Battlestar Galactica at War is back!

Posted by at Petrolution News on December 28, 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

11-12

2012

An Overview of Battle for Graxia and Lazarus

Posted by at Petrolution News on December 11, 2012

Watch my video on YouTube below about Battle for Graxia and Lazarus one of the Immortals in the game. Battle for Graxia is a re-development of Rise of Immortals and is a MOBA game which is constantly growing in popularity that is available on STEAM now for the open beta.

http://www.youtube.com/watch?v=438x7CwKjK0

26-3

2012

Revora News - Petrolution

Posted by at Petrolution News on March 26, 2012

Oh, hi. Pasidon here. So we got the weekly Revora news stuff back up, and you're all invited. Yay... hopefully that made you feel special. But yea, I will be posting news from all around Revora and you guys here at Petrolution are encouraged to get involved. So if you are involved in a project and want it posted in the news, PM me. Or if you guys want, you can get one active member in your community and just have him send me stuff once a week. Send me project links if they are new projects or get a big update. I really want to see you guys get me some news before this Friday for the big reveal... big PR opportunity for the whole community.

26-2

2012

Sci-Fi At War Mod Latest Release v0.8

Posted by at Petrolution News on February 26, 2012

Posted Image


A new version of the Sci-Fi at War Mod has been released, we have been informed by Spinobreaker that this may be the last update for a while, so make sure you get this update of the mod and treasure it! Click the download button below to start your modgasm!


SFAW V0.8


Also please be aware that some people are having some issues starting this mod up, if you are getting these problems please look at the file ModDB page located here and check for comments. If you have any problems please post here too and when a fix has been found a news post will be posted here so everyone can see the fix.

24-2

2012

Imperial Civil War 1.3 Download and Patch Release

Posted by at Petrolution News on February 24, 2012

Corey posted in our news thread for the Thrawn's Reven mod about a new update, 1.3 back in January. If you haven't tried out this mod yet I seriously suggest you do because it is brilliant!

Posted ImagePosted Image


To download version 1.3 hit the download button below (it takes you to ModDB):


Imperial Civil War 1.3 (Installer)


And of course for the patch, 1.3.1 which was announced last week fixing some issues in the game, but please note you will need to install v1.3 above before you install the v1.3.1 patch, as the patch does not include the full version, you can download that below and also see the fixes:

ICW 1.3.1 Patch Installer (Steam and Disk)

Install directly on top of a clean install of 1.3. (Find your Imperial_Civil_War folder and use that as the installation directory). This installer works for both Steam and Disk installations.

Fixes:
-Easy AI difficulty lowered
-Corona collision mesh fixed
-Syca tech level issue fixed
-Thrawn and Tierce ground population fixed
-Corona and Venator balancing adjusted
-Marauder missile barrage removed
-Fixed issue with disabled tactical AI for minor factions in Art of War
-Fixed shadow mesh issue on New Republic soldier
-Changed several icons

17-2

2012

Empire at War 6 Anniversary!

Posted by at Petrolution News on February 17, 2012

That's right everyone, it's the 6 year anniversary for Empire at War and Petroglyph are showing the way on how to celebrate it:

Happy 6th anniversary Star Wars: Empire at War!

Help Petroglyph get 500 subscribers on our YouTube page by the end of the week by sharing this video and the YouTube page, and we will give away 5 signed box copies of the original game to the pool of those who helped make it happen!

http://www.youtube.com/v/djhXqpMXl38


If you want a chance to win a signed box copy of the original EaW game go to the Petroglyph forums here and share the Youtube video above and help Petroglyph get to 500 subscribers for their Youtube channel. Also go to the thread and post your favourite EaW mods so others can see!

11-2

2012

Star Wars Empire at War: Full Mod

Posted by at Petrolution News on February 11, 2012

A new mod has been released for Empire at War, it's called the 'Full Mod' and it adds a lot to the game, with changes to the skins and textures of units, structures and planet landscapes this mod is already looking like a mod to download. However it also adds in some new heroes and it has changed the difficulty of the Galactic Conquest so you won't be able to just beat it like you used to (no matter what level you were playing it on!).

You can view the changes here.

Otherwise what are you waiting for?! Hit the download button below or go here to view to the mods ModDB page to check out the mod some more.

Star Wars: Empire At War - Full Mod - Beta 1

7-8

2011

Petroglyph nVidia Hardware giveaway.

Posted by at Petrolution News on August 7, 2011

Do you live in USA or have some parent/friend living there? Check this out:

http://www.youtube.com/watch?v=OCMfhY-NKY8

For more information, check the Rise of Imortals Official Forums.

21-6

2011

End of Nations New Gameplay Trailer

Posted by at Petrolution News on June 21, 2011

If you missed E3 2011 (well why?!?!) you can check out a new gameplay trailer for End of Nations, it's action packed and look s much more of an RTS game that it did a year ago, so good going!

http://www.youtube.com/watch?v=71_w9AGRcbM

4-5

2011

Petrolution Rise of Immortals Beta Giveaway Contest!

Posted by at on May 4, 2011

Petrolution's own Rise of Immortal fansite was launched last week and to put it on the map we have been handed 5 keys to give away for Rise of Immortals from Petroglyph, their new MOBA game! So if you've missed out on the beta, then this could be your chance to get in.

The contest is all about fan fiction, and we leave it all up to you. This is your chance to get creative, have fun and win a key to the closed beta for Rise of Immortals in the process, so don't miss the opportunity to do so! Although here are a few key points:

The fan fiction has to be related to Rise of Immortals and it must be of your own making. Things that we're really looking for are drawings of Immortals or even of their weapons, wallpapers not forgetting stories regarding Immortals or possibly even some poetry! If you're really feeling up for it, you may even want to create your own Immortal and feed him/her into the storyline somewhere! You can see the Immortals and their pages that have been released so far here.

Don't be afraid to experiment, it's fan fiction after all, and I've always been told in these types of contests, crazy is usually good so if you have something that might surprise us then by all means go for it!

To enter the contest all you have to do is submit your entry via email using an active email address (so we can contact you if you have won) and attach the picture (if you've decided to go along the route of drawings/wallpapers/etc); or if you have a story or something in writing please attach it as a word document.

In the subject line of the email please make sure it reads: