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.
Campaign #1 - CORE WORLDS
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 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.
All of these campaigns start with a handful of planets and outdated Republic-era and Clone Wars technologies.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.
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
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
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
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
This smuggler world has a vibrant underworld and finds the Galactic Empire and its new taxes a considerable threat
Mega File Editor reads Config.meg from GreyGoo
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.
(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.
GreyGoo's third patch is online
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
Alhazen Human AI will no longer build all air pads and no units
Fixed an issue that could cause the AI to stop attacking
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
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.
Grey Goo, the next game from Petroglyph
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.
Sci-Fi At War Mod Latest Release v0.8
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!
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.
Star Wars Empire at War: Full Mod
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.
Petroglyph announces Rise of Immortals
Petroglyph has recently announced a new and interesting game named Rise of Immortals. The game is part of the Guardians of Grazia franchise, set 300 years later in the story. Unlike Guardians of Graxia, the genre of this game is multiplayer online battle arena (MOBA). Check out the full press release of the game below:
LAS VEGAS, NV – February 22, 2011 – Petroglyph Games, Inc.™ today announced Rise of Immortals™, an online, free-to-play PC game that expands on the hit Multiplayer Online Battle Arena (MOBA) genre with new, innovative features designed to appeal to both core and casual players.
Rise of Immortals is set in the world of Graxia, 300 years after the events of “Guardians of Graxia,”™ Petroglyph’s fantasy-based PC game released last year. Rise of Immortals features the popular action-strategy gameplay of traditional MOBA games, but adds enhanced socialization features, along with persistent character progression – a first for the MOBA genre. Instead of an account-based leveling system, players can advance their Immortals through a diverse, persistent skill tree, customizing and upgrading the characters to unlock unique abilities that persist from match to match.
In addition, Rise of Immortals features a social hub where players can show off their enhanced Immortals, chat, emote, browse leaderboards, shop, manage friend and guild lists and more. Players also have the option of taking their Immortals through cooperative Player versus Environment (PvE) scenarios to learn the game, try out new abilities, and earn persistent experience before jumping into Player versus Player (PvP) matches online.
“Many people at Petroglyph are huge fans of MOBA gameplay, so developing Rise of Immortals was truly a passion project for the studio," said Steve Wetherill, executive producer of Rise of Immortals for Petroglyph. “We recognize that there can be a high barrier to entry in current MOBA games on the market, and we wanted to expand the genre with a title that offers new features that will appeal both to current fans, as well as those who are new to this type of game.”
In addition to today’s unveil of Rise of Immortals, Petroglyph also announced that signups are now open for the game’s upcoming closed beta test. Players interested in trying this innovative and enhanced MOBA-style game can apply today to be part of the online testing by visiting http://www.riseofimmortals.com. Petroglyph will continue to expand the beta test over the next several weeks, prior to the game’s official launch in the spring of 2011.
Features of Rise of Immortals:
• 12 unique Immortals at launch with additional Immortals released on a regular basis
• Persistent per-Immortal level progression and skill trees
• Persistent artifacts for stat enhancements
• Player versus Environment instances with collectable items
• Player versus Player instances with up to 5v5 multiplayer
• Persistent experience and leveling in both PvP and PvE instances
• Collectible pets for combat and vanity
• Account and Immortal statistics tracking
• Player hub instances for socialization
Rise of Immortals is a free-to-play, micro-transaction-based online game that will be available via direct download. The game will launch with a dozen distinctive Immortals that players can further customize as they progress through the game. Items that can be purchased from the in-game store include new Immortal skins and consumable items like in-game boosters and elixirs. Post-launch, Petroglyph plans to release new content on a regular basis, including additional Immortals, arenas, skins, sound packs, pets and more.
• Rise of Immortals Website: http://www.riseofimmortals.com
• RoI on Facebook: http://www.facebook....riseofimmortals
• RoI on Twitter: http://www.twitter.com/riseofimmortals
• RoI on Flickr: http://www.flickr.com/riseofimmortals
• RoI on YouTube: http://www.youtube.com/riseofimmortals
And here's a quick movie showing the first 3 immortals that you'll be able to play with... although they look quite mortal in this video.
And finally, if you are unable to visit riseofimmortals.com for any reason, you can also browse their official site at http://roi.petroglyphgames.com.
How to install EaW Mods with Steam Gold Pack
Some of you may know how to install mods in Empire and War & Forces of Corruption in the Gold Pack they purchased from STEAM, although many don't, so this is a video showing and explaining how to install mods using your STEAM version:
(I do apologise if my voice is echoed, I'm using my old mic and it does echo even when I tick off the option)
Using this way, the PR mod works 100% - AI works on Skirmish and on Galactic Conquest.
End of Nations Hands on Play at Gamescom!
Trion Worlds has announced that they will be putting End of Nations out there at Gamescom for people to play, offering a unique hands on experience in Cologne, Germany.
Here is what Lars Buttler, CEO of Trion Worlds had to say about the announcement:
"Gamescom offers the ideal opportunity for Trion to present its upcoming premium titles to the media, the industry and, last but not least, the consumer audience in an appropriate environment" - Lars Buttler CEO Trion Worlds.
If you are going to Camescom make sure you don't miss the Trion Worlds stand:
Trion Worlds will exhibit in hall 9.1, booths B011 and C010, at the gamescom convention from August 18 through August 22. Further details regarding Rift: Planes of Telara and End of Nations, as well as supporting events, will follow shortly.
You can read the full announcement here.
TGL Exclusive with Frank Klepacki
Last week The Gaming Liberty interviewed Petroglyph's Audio Director, Frank Klepacki, about his history in the industry, his creative sources, and something about being able to play the spoons... check it out:
TGL: Your career began when you joined Westwood Studios. How has the gaming Industry changed since you became part of it?
FK: The technology of gaming changed so rapidly,
that it was like new doors and possibility opened every year. Faster
systems, better graphics, and of course better sound. We went from
beep and blips to symphonys and cd quality music.
New Warn System
Here is a new system being impletemented:
Warn levels will now be in levels 20%
20%- Just a warn
40%- 1 day suspension
60%- 3 day suspension, member may not be promoted to project team or hosted. Will not affect those already there.
80%- 7 day suspension
Some warn guidelines:
Serious flaming is instantly warnable.
Less serious flaming is warnable after a warning is given in the topic to cease.
Special cases may result in a immediate ban.
Warn levels will be reduced after time has passed with no offenses.
This is an effort to actually make warns more of a an effective system here at Revora.
Please leave any feedback in the above topic.
Alright, first post in Petro. Let's see how many people actually know me
OS BIG Editor 0.58: An Unofficial Release
Hey everyone! With this patch 2, Universe at War modders started to explore all the potential of the new Alamo engine. Some of them already have some beta mod tools from Petroglyph for the game, while others are bravely exploring of the XML files that came with the game. And of course, with modding being finally practiced, a doubt has started to surround many of the new modders out there:
-> How do I save .meg files?
Honestly, Final BIG saves them, although you may not need .meg files to run mods with custom XML, shader and lua files, but they may make mods look more organized. Anyway, here at Petrolution, we are offering an open source alternative, which I've been working on for some time already.
Likewise Final BIG, OS BIG Editor also started as a tool for Command & Conquer games, but two months ago, it also gained support for the .meg files used on Petroglyph's games. The program might still be a work in progress, but it's already shaping into a good alternative. It has a cooler interface, more intuitive ways to extract, add and manage files and a binary viewer for the files as well, as most of Final BIG's features, except for stuff like DDS preview.
And as I said, this is a work in progress. There are some things that need to be fixed on it, specially the options. Anyway, any constructive criticism and feedback about this program will be appreciated. And happy modding!
An amazing tutorial of EAW's AI, by Drieick.
Drieick has recently posted an impressive tutorial explaining how to play with the AI XML files that triggers .lua scripts from Empire at War. The tutorials explains the variables, categories, expressions, functions, and much more... and it features some examples in the very end. Here's a snippet:
Variables and how they're interpreted
Here are the variables, which obivously start with the word "Variable_":
What they mean depends on how and where they're used; for example, if it's Galactic mode, Target could mean a planet and Variable_Self could mean the player attributes. However, in tactical mode, Variable_Target could mean a unit or a location on the map. Currently, on Target appears in the Lua source (defined in PGBaseDefitions.lua)
I'm not sure how exactly it determines locations, because there's no obvious grid, so I'mjust going to assume it's square pixel by square pixel, which is inefficient (Grid would be faster... or a bigger squareXsquare scaled grid).
And this is just the beggining. You can read the whole tutorial HERE and discuss it. Thanks a lot, Drieick. If anyone is interested on providing tutorials, post it on our modding forums or wait the new site goes live (which we recommend, since it will include a nice articles/tutorials system).