26-4
2008
Upcoming patch for UAW!
Posted by Banshee on April 26, 2008
Delphi-PG has recently announced some of the changes that will make into the next patch, which is being called 360/PC Interop Patch. The patch should improve many multiplayer aspects of the game, add some new features, fix a myriad of bugs and ballance some units.
The main feature is that it implements interoperable cross-play between Xbox and PC players in Ranked, Quickmatch and Conquer the World modes. Some other new features include a patrol mode with hotkeys, research enabled on single player campaign and more. Units like Constructor (Novus), Founder (Novus), Mirabel (Novus), Amplifier (Novus), Field Inverter (Novus), Ohm (Novus), Corruptor (Novus), Kamal (Hierarchy), Nufai (Hierarchy), Saucer (Hierarchy), Charos (Masari), Zessus (Massari), Alatea (Massari) and Disciple (Massari) received a little boost, while Vertigo (Novus), Hacker (Novus), Defiler (Hierarchy) and few others were nerfed. The population cap of some Hierarchy units was increased.
Another neat feature of this patch is the multi-thread support which will provide a considerable speed improvements for those with multi-core processors.
The list is located at this topic. According to Delphi, the list is not final, but it should give an interesting idea of what is about to come.
22-4
2008
Interview with the Judgement of the Jedi team
Posted by Duke on April 22, 2008
We've been lucky enough to get the chance to have an exclusive interview with the development team of Judgement of the Jedi, a total conversion mod for Universe at War.
Full Article Here.
We were also privileged enough to have them share with us 4 brand new pictures of their mod to the public! You can see them on this page.
16-4
2008
True Games & Petroglyph Team Up
Posted by Duke on April 16, 2008
QUOTE
Orange County , Calif. --April 15, 2008 - True Games Interactive ( www.truegamesinteractive.com ), a new global online game publisher announced today that it is partnering with award winning game developer Petroglyph. The two companies are working together on an upcoming Free-to-Play micro-transaction based online game for the Personal Computer. True Games will operate the Western version and collaborate with foreign publishers for global publishing opportunities.
So this appears to be the latest news on Petroglyph's supposed "Project '03". Stay tuned to Petrolution - we'll keep you updated with all the latest information

Original Article
2-4
2008
UAW Mod Tool interview with Ross Simpson!
Posted by Duke on April 2, 2008
Petrolution recently had the honour of being able to interveiw Ross Simpson, a programmer from Petroglyph about the Universe at War mod tools:
QUOTE
Hello, Ross. Could you introduce yourself to the Petrolution members?
Hello there, I'm Ross Simpson (aka Argent-PG on the Petroglyph forums),
I'm a programmer hired at Petroglyph last January to work on our
development tools. It's my job to develop new tools for any of our
future projects and maintain several of our existing tools.
I, along with Brian Hayes, are in the process of trying to get several
of our development tools ready for public consumption.
Hello there, I'm Ross Simpson (aka Argent-PG on the Petroglyph forums),
I'm a programmer hired at Petroglyph last January to work on our
development tools. It's my job to develop new tools for any of our
future projects and maintain several of our existing tools.
I, along with Brian Hayes, are in the process of trying to get several
of our development tools ready for public consumption.
You can read the article here.
31-3
2008
Some Love From PC Gameplay
Posted by Phoenix Rising on March 31, 2008
For those of you living in Belgium or Holland, you might have already had the opportunity to read about Phoenix Rising in your local gaming periodical, but for those of us not so fortunate, here's a recap. PC Gameplay, a Dutch-language magazine circulated throughout the Low Countries, featured us rather prominently in their mods section for the March 2008 issue. From what I can garner, the review was quite positive, even going so far as to compare us to an official product. I'm, of course, both flattered and thrilled that so many people are enjoying the hard, often uncompromising effort that was put into Space.
But the truth of the matter is that this mention was no random coincidence. Getting an article published for us was wholly the enterprise of our very own Theempirewins. Many thanks to Peter for taking it upon himself to do this for us out of no prompting of my own and also PC Gameplay for sending it to the presses! May it be the first of many such mentions for PR.
24-3
2008
Alo Viewer 1.0 Demo Video
Posted by Duke on March 24, 2008
Mike.nl has been hard at work improving his ALO viewer for EAW/UAW .alo files. He's released a demo video at PG-DN of mirabel in all her glory being...puppeteered
Alo Viewer Demo Video
15-3
2008
Phoenix Rising on PC Gameplay magazine (dutch)
Posted by Banshee on March 15, 2008
The current edition of PC Gameplay magazine from Belgium and Netherlands features two pages about modifications and, in one of them, it features a short article about Phoenix Rising. Thanks to Blaat85 for spotting this one and providing a scan:

Here's a quick translation written by Mike.nl:
QUOTE
Phoenix Rising: Space
When Westwood Studios (Dune II, Blade Runner, Lands of Lore) was closed, a large portion of the Command & Conquer veterans decided to found Petroglyph. The first title they produced was Empire at War, an RTS in the Star Wars universe. Although the game was significantly better than earlier Star Wars RTS attempts, it did leave a thing or two to be desired. These desires are now (partially) fulfilled by Phoenix Rising: Space, an ambitious mod of Chris Chandler. The man describes his mod as a Partial Conversion. The Star Wars theme was kept, but the content was so drastically changed that you'll think you're dealing with an official expansion. There are new campaigns, dozens of new planets, moons and asteroid fields, improved AI routines, almost 100 new space fighters, battleships and space stations and dozens of new heroes. Furthermore, there is also an asynchronous tech tree which enables you to specialize your research of new technologies into specific directions. Depending on the side you choose, your goal is to bring order in the Galactic Empire, or to join the Rebels (boo!) in restoring the honor of the Republic.
Mod for: Empire at War: Forces of Corruption
Type: Partial Conversion
Status: Available
Site: www.eawpr.net
When Westwood Studios (Dune II, Blade Runner, Lands of Lore) was closed, a large portion of the Command & Conquer veterans decided to found Petroglyph. The first title they produced was Empire at War, an RTS in the Star Wars universe. Although the game was significantly better than earlier Star Wars RTS attempts, it did leave a thing or two to be desired. These desires are now (partially) fulfilled by Phoenix Rising: Space, an ambitious mod of Chris Chandler. The man describes his mod as a Partial Conversion. The Star Wars theme was kept, but the content was so drastically changed that you'll think you're dealing with an official expansion. There are new campaigns, dozens of new planets, moons and asteroid fields, improved AI routines, almost 100 new space fighters, battleships and space stations and dozens of new heroes. Furthermore, there is also an asynchronous tech tree which enables you to specialize your research of new technologies into specific directions. Depending on the side you choose, your goal is to bring order in the Galactic Empire, or to join the Rebels (boo!) in restoring the honor of the Republic.
Mod for: Empire at War: Forces of Corruption
Type: Partial Conversion
Status: Available
Site: www.eawpr.net
The current edition of PC Gameplay also includes a big article on red Alert 3 and many other interesting games. If it is available in your area, it is worth checking it out!
9-3
2008
The latest tutorials at Petrolution!
Posted by Banshee on March 9, 2008
Hello everyone! It's been about two weeks since we relaunched Petrolution with the new articles system. One lovely thing from this articles system is how easy it is to publish new articles. You share your knowledge, help new and advanced modders to learn new tricks, get recognized by your knowledge and you can end being spotted in the frontpage once in a while, because I'll be picking and spotting the coolest tutorials shared here in the news.
So far we have 9 tutorials, which is a good number for a start, although we must be realistic to know that only 5 were submitted by the visitors of the site and only 4 of them are really new.
Today, we are going to spotlight one of the tutorias from Dr. Nick with his Basic Skin Tutorial. While this tutorial already presumes that you made a Confederacy Trifighter and doesn't provide you the model to practice, it shows some interesting tricks to skin this unit. In the end, your skin can look like this, which is quite detailed:

And there are other interesting tutorials to take a look at:
-> Creating an Icon, from Drieick. It shows how to create an icon, convert it to DDS and pack it with Mike.nl's MTD Editor.
-> Death Clone Tutorial, from Dr. Nick. It shows how to make a death clone with timed explosions. Mainly focusing on the animation part, on 3ds max.
-> Making use of sound effects, from Drieick. It shows and explains the tags related to sound effects, with a quick example in the end.
And finally, Drieick has updated his excellent tutorial that Explains how AI works on EAW/FoC, some days ago. It is so far our top rated tutorial and really worth to check it out, if you wanna play with the AI ingame.
And that's it for now. Wanna be spotted in the next news and help the modding community for Petroglyph games to grow? Share your tutorials with us and make a lot of modders happier around the world.
5-3
2008
OS BIG Editor 0.58: An Unofficial Release
Posted by Banshee on March 5, 2008
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!
3-3
2008
Universe At War Patch 2 has been released!
Posted by Banshee on March 3, 2008
After a long wait and many obstacles, Petroglyph has finally been able to release the second patch for Universe at War. The patch doesn't simply fix bugs or ballances the game. It goes beyond that. With the camera zoom increased and directx 10 support improved, the graphics are more attractive, but the best thing is that this finally enables modding. The modding tools weren't released yet, but now you can already edit the xml files that comes with the game and play with it. We'll get deeper into that soon. For now, one of our resident modding experts, Kelathin, has written a nice review with all his experience on this new patch. Check it out!

General/Gameplay Changes
- Four brand new skirmish/multiplayer maps have been added:
Washington D.C. (1 vs 1)
Atlatea (1 vs 1)
Arecibo (1 vs 1)
Grand Canyon (8 players) - Atlatea, Arecibo, and Washington D.C. have been added to the Ranked game map rotation
- Most Abnormal Game Exit crashes should now be a thing of the past (oh man am I glad to type that)
- That occasional invulnerable walker thing? Fixed.
- Walker hardpoints are now always customizable after loading a saved game
- Camera distance increased by 22%
- Map transfer support added (maps go in Data\CustomMaps)
- Mod support added (full mod tools coming soon)
- AMD driver and detection issues resolved
- UI response time and behavior has been improved
- DirectX 10 performance improvements
- All shadows should now touch units’ feet
- Miscellaneous AI improvements
- Quick Match should now be more responsive when matching
- Players can no longer modify their settings in a Custom session once the host has started the countdown
- Outdated replays now appear in red to indicate that they were recorded with a different version
- Replays no longer quit at the point another player leaves the game
- Newly recorded replays should behave better in general (alternate universe replays should no longer happen)
- The camera view can now be rotated via the keyboard (left and right arrows)
- Removed 5 cows from Appalachia southwest starting area
- Several Russian and Korean language audio/text fixes
- General terrain and map beautification. Also, more crushing!
- Civilian pathfinding optimized for better performance
- The Inverter shield is now lowered upon being EMPed
- Conquerors no longer pass through buildings while using Vortex
- Masari Knowledge Vault upgrades are no longer cancelable by attacking the upgrade in progress
- Altea’s Peace now shuts off Saucer foo behaviors
- Allies can no longer be taken over by Mind Magnets
- Phased units are no longer targeted by Mind Magnet
- Avengers no longer spawn when Masari vehicles are uploaded by Vertigo
- Vertigo can no longer upload other Vertigos in multiplayer games (the ramifications were just too confusing)
- Midnight basketball league for at-risk youth added
Masari balance changes
- Figments no longer require Knowledge Vault Tier 1 upgrade for production
- Figment damage vs infantry increased by 50%
- Figment damage vs vehicles, walkers and structures reduced by 60%
- Figment health reduced by 15%, DMA pool reduced by 50%
- Figment cost reduced from 55 to 50, and build time reduced from 50 to 45
- Figment Light Mine damage vs infantry increased by 50%
- Figment Light Mine damage vs vehicles and structures reduced by 30%
- Peace Bringer Disintegrate damage reduced by 30%
- Peace Bringer Tractor Beam range reduced by 20%
- Peace Bringer Tractor Beam speed modifier reduced from 90% to 30% (Mirabel can now flee!)
- Peace Bringer global damage increased by 50%
- Peace Bringer range reduced by 40% in both Light and Dark mode
- Sentry DMA Pool reduced by 50%
- Skylord range increased by 18% in Light mode
- Skylord damage vs vehicles and structures increased by 15%
- Skylord price increased from 160 to 175
- Disciple damage vs infantry reduced by 50% in both Light and Dark mode
- Disciple damage vs vehicles, structures, and aircraft increased by 40% in both Light and Dark mode
- Conqueror Light mode range reduced by 10%
- Conqueror Light mode FOW reveal reduced by 10%
- Guardian Turret FOW increased by 10%
- Guardian Turret rate of fire increased by 10%
- Knowledge Vault Tier 2 upgrade build time reduced from 100 to 85 seconds
- Oracle range reduced by 35% in both Light and Dark mode
- Oracle cost increased from 60 to 80
- Oracle build time increased from 40 to 45 seconds
- Oracle beam weapon min range increased by 10%
- Sky Guardian price increased from 50 to 60 credits
- Sky Guardian build time increased from 35 to 38 seconds
- Sky Guardian upgrade price reduced from 75 to 50
- Sky Guardian upgrade build time reduced from 50 to 40 seconds
- Sky Guardian range in Light mode reduced by 15%
- Sky Guardian min range properly set
- Dark matter weapons now do 25% less damage vs dark matter armor.
Hierarchy balance changes
- Gravitic Turret now has a minimum range of 40
- Gravitic Turret price increased from 300 to 400
- Radiation Spitter Turret Cost increased from 450 to 475
- Monolith Stealth reveal refresh timer updates more often
- Walkers now bring all turrets to bear on targets
- Walker Foo Chamber healing amount increased by 10% per second
- Nufai Phase Claw damage vs vehicles and infantry increased by 20%
- Brute damage vs infantry increased by 15%
- Brute charge ability now does 100% damage to all unbuffed turrets
- Brute Death from above damage vs all vehicles reduced by 15%
- Lost One damage vs aircraft increased by 20%
- Walker Arc Turret damage increased by 20% vs aircraft
- Monolith Beam weapon damage vs infantry increased by 10%
- Mass Drop damage vs Aircraft increased by 100%
- Defiler popcap increased from 2 to 3
- Defiler build time increased from 24 to 26 seconds
- Defiler Project Radiation Ability recharge increased from 20 to 28 seconds
Novus balance changes
- Amplifier spin-up time per damage stage reduced by 3 seconds
- Corruptor stealth reveal refresh timer updates more often
- Corruptor damage vs all infantry types increased by 10%
- OHM damage vs heavy infantry increased by 15%
- Blade Trooper damage vs all infantry increased by 60%
- Dervish Death Blossom range reducedby 30%
- Redirection Turret FOW reveal increased by 15%
- Redirection Turret projectile chaining damage reduced by 10%
29-2
2008
Universe at War MOD Tool Rundown
Posted by Duke on February 29, 2008
With the release of Patch 2 which will enable us to begin modding UAW properly - Petroglyph has put together a selection of BETA Mod Tools that will be included in the release. These arn't publicly available but here at Petrolution we managed to get our hands on them and Kelathin has written up a bit of an introduction to them.
QUOTE
...Overall, the modding future for Universe at War looks fairly bright. The main dampeners on the modding community so far have been Live restrictions. Universe at War Patch 2 is suppose to enable an override folder that will allow modders to create mods without messing up Universe at War. The new tools show Petroglyph was listening to the Empire at War modder community input and their frustrations on alamo 1.0 engine limits. While the Toolkit may not be a full blown SDK; the alamo engine has become far more moddable thanks to Petroglyph's toolkit.
Check out the full article Here!
26-2
2008
Petrolution Version II Official Launch!
Posted by Duke on February 26, 2008
Greetings all.
Today is a proud day in the history of Petrolution. The old tattered, coffee stained page that was Petrolution has been carefully torn out and laid to rest under an Oak tree overlooking the sea. In it's place, a new page is being written. Brand New, ready to be filled with activity and content that is exciting, informative and useful. A new day has dawned my friends, and the horizon is looking gorgeous!
Just over two years ago Petrolution was launched originally. Over it's time it's been a steady rock in the community providing resources to the people it served. Today, we're ready to transform Petrolution into a Petroglyph Modding Resource Hub!!.
From this day forth we shall endeavour to bring to you the most up-to-date information about the modding of Petroglyph's Games. We aim to provide full coverage, modding guides and tutorials, resources and tools at your fingertips and a helpful community where you can ask for help with anything related to the modding of Petroglyph Games.
We have completed a brand new original website for Petrolution. It's jam-packed full of awesome features awaiting you. We've incorporated a very flash article system that was originally built by 2playgames that allows you to login with your Revora Username and password to begin sharing and commenting on articles, tutorials, mod pages and files. There are many features to take advantage off so check out the Help Page to find out more about them.
I'd like to take this time here to thank everybody that's played a part in both the development of the new Petrolution site - and in the development of the Petrolution in general. If I miss anyone out, I apologize. Remember, I'm only New too
- AdmiralGT - The original vision behind Petrolution. Founded and put together the original version of the site and set the standard for future Staff.
- Torn - Torn did the graphical design for the first Petrolution template, his work is greatly appreciated.
- Banshee - The Supreme Banshee, without Banshee Petrolution would have collapsed a long time ago. He has held it together and has spent a lot of time supporting the site. Banshee has also helped a lot with the development of the new template, we can't really thank him enough. Thanks brother

- Mastermind - MM has been a key influence of Petrolution, while he may not be the great frontman he's been around, updating news and keeping things running smoothly.
- Phoenix Rising - PR is the only member of the former Petrolution staffing team that is still here. A great modder and we look forward to working more closely in the future.
- Brad - Brad is probably relatively unknown to many of you - but he is a great friend of mine and has done the graphical work for Petrolution v II. He is also going to stay on and support the website as a community leader and moderator. Cheers Brad!
- Jeeves - A wealth of information regarding CSS & XHTML development. His support of me coding up this website has been highly valuable. Without his assistance this release date would be many many weeks into the future.
- Dark Lord of the Sith - DlotS has helped a lot with the development of the new look Petrolution. His assistance in many areas is greatly appreciated.
I'd also like to introduce the new staff members here at Petrolution.
- Bex - Bex, or swgbex is an acomplished and respected modder for the Empire at War series. Particularly notable with his work in the Imperial Assault 2 mod for FOC and documentation on Mike.nl's modding tools. Bex will continue modding with Universe at War and will provide help in the forums to anyone that asks to the best of his ability. He has also written and reproduced many modding tutorials for Petrolution.
- Kelathin - Kelathin is a well known member of the Petroglyph fan community and has joined us on Petrolution to help out wherever he can. He is a skilled modder and heads up the Judgement of The Jedi mod for Universe at War. Kelathin will be providing support on modding related issues in the forum as well as helping our community go forward into the future.
Brad has been introduced above
And so this about wraps it up. Welcome to the new Petrolution, stay tuned for much new content to come. Here's to a new Day
19-2
2008
Live From San Francisco
Posted by Phoenix Rising on February 19, 2008
Armed with Phoenix Rising-themed business cards and CDs of the latest release, I'm currently in San Francisco for the Game Developers Conference, a veritable who's who of industry professionals. While I search for someone willing to pay me to do what I love, check out these hot, fan-made topics in the forums:
Zarkis' work in exploring the AI has already led to a number of fixes and improvements that will make the v1.1 patch, and now he has released his own take on the AI. The Zarkis AI strives to address some of the deficiencies in the Galactic Conquest-mode AI from a production standpoint, so if you just can't wait for the patch, be sure to check this out.
If you're looking for more flash in your tactical experience, look no further than Dal MP's Aesthetics Pack. This pack focuses on making the turbolaser bolts look and feel better and also has an added side-effect of improving performance, so there's really no reason not to try it.
Last but not least, Dane Kiet is organizing a multiplayer Skirmish tournament, which is the perfect opportunity to check out multiplayer on PR if you haven't yet done so. This is especially true for those of you having issues with the AI - you'll be in for a few surprises against a live opponent. The tournament comes in 1 vs. 1 and 2 vs. 2 flavors and will commence as soon as there are enough players, so sign up today!
18-2
2008
An amazing tutorial of EAW's AI, by Drieick.
Posted by Banshee on February 18, 2008
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:
QUOTE
Variables and how they're interpreted
Here are the variables, which obivously start with the word "Variable_":
Variable_Target
Variable_Enemy
Variable_Self
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).
Here are the variables, which obivously start with the word "Variable_":
Variable_Target
Variable_Enemy
Variable_Self
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).
14-2
2008
Universe at War: Designer Diary
Posted by Duke on February 14, 2008
Some of you would have heard of a chap by the name of Chris Rubyor. Chris, or Delphi is the Lead Designer in Universe at War: Earth Assault and thanks to Gamespot he's taken the time to write up a neat little article about the balance and gameplay structure of UAW.
QUOTE
When it came time to get our hands dirty and start the long process of balancing, we decided to go back to our C&C roots. Instead of crunching the numbers, we went with a "how do the units and combinations feel in combat" approach. Do they feel overly powerful? Can they be countered? Is the unit fun to use? Visually, does the unit's damage match the graphical effects? Most importantly, does the balance fit the faction theme? To help this process, our code team had multiplayer up and running very early in the project. This was crucial to obtaining feedback quickly on unit functionality and balance. So for 10 months we played multiplayer games daily, taking in feedback and adjusting units
Worth a read for all modders who want to get a pro's insight into game balancing
Full Article @ Gamespot!
31-1
2008
Universe at War 360 Screenshots!
Posted by Duke on January 31, 2008
For those of you that possess and Xbox 360 and are thinking about getting the xbox version of Universe at War when it comes out, Gamespot has given us a couple of nice little interface shots so you can see what you're in for

It looks interesting, personally i've never quite understood how you could have an Real Time Strategy game on a console - but I guess I might have to hire it when it's out
Check out some more images at GS!
30-1
2008
G4 X-Play Universe at War Review
Posted by Brad on January 30, 2008
I dunno if anyone else has heard of this site before, because I certainly hadn't, but by the looks of it, it's some big cable gaming TV station in the States.
Not being in the States myself, after several minutes waiting for their video review to load, I was pretty impressed by it. See what you think for yourself...
Clicky
Having seen that, it also delights me to inform you that in fact there will be a patch to deal with the camera zoom! It'll be zooming out by an additional 22%, which you can read more about on the Petroglyph Community forums at this topic.
27-1
2008
What's Next
Posted by Phoenix Rising on January 27, 2008
First off, I want to thank our fans for the response to the release. It's been fantastic!
To those disenchanted by the bugs, don't write us off yet. Realize that the reason for doing a public beta is actually to identify the bugs for the development team so that we can fix them. We don't have formal in-house testers, so it's up to you all to fill this role. So far, the people on the forums have been great in doing this. Their good work has resulted in a number of hotfixes that you can apply to your copy of the mod to address some of the issues before we release a comprehensive patch. Those fixes can be found scattered around the forums, but most of them have been compiled here. Just be cautious when making these changes, as they will prevent you from playing multiplayer.
Now that we've reached our major milestone with the version 1.0 release of Space, what's next for the mod? My goal right now is to get space combat working to perfection - or at least as close as can be attained through modding - which will eventually culminate in a version 1.1. The long-term goal is to have our vision of land combat done by version 2.0, but that is realistically still a long ways off.
In the short time span since the release, I've already made a great deal of changes to address various bugs and balance issues that have cropped up. I'll attempt to detail the most important of those changes:
A lot of people have commented that the galaxy map is too crowded. I was actually aware of this before the release, but because of our timeline, did not want to attempt such a massive undertaking on short notice. I had set the scale last summer, but without knowing which planets I would need for the campaigns, it was just a best guess. Since Thrawn's campaign had never been presented in a topographic format before, I wasn't readily aware that most of the flashpoints actually occurred in just a handful of sectors. Now we know and can better accommodate.
The rescaling is done, but that wasn't the major issue with it. The biggest problem is making sure that all planets are still connected to each other at the increased distance, which I'm still working on. I had decided that connectivity was more important than scale for the release, but now that I have more time, we can eventually have both.
I believe we've solved the crashes involving bombing runs. See the forums for details. This is only one source of the exceptions, so keep reporting bugs and we will find the others!
This is important. All turbolaser and turboion weapons have had their damage and range increased by half. The problem was that I had used the RPGs to judge relative damage, but RPGs operate on a six-second round or something similarly synchronized, so it seems their damage had been adjusted for time. Well, in real-time, lasers can fire about every two seconds and turbolasers every three, as it is in the mod. To account for this, I've increased the damage (and thus the range) so that turbolasers are three times as powerful as a comparable laser, but since they're slower to fire, they effectively output twice the damage. As it was, they were doing four-thirds the damage output, which felt weak to me. Prepare to lose some frigates if you're not careful!
Line of sight has been changed to being class-based opposed to armament-based. If the range of your guns exceeds your line of sight, you will require spotters to fire at the maximum distance.
All ships transport size or larger have been given a damage control ability. This allows them to make slow repairs to hull damage at approximately one-tenth of their shield refresh rate. It is not a replacement for dedicated repair craft, however.
The BTL K-wing has been given a fresh conversion thanks to the new version of Starships of the Galaxy, which is actually the first source to give it detailed stats. I've also taken the opportunity to redo its upgrade branch. I had actually gotten the K-wing close on pure speculation, but a few aspects have changed. Speed, acceleration, maneuverability, hyperdrive, and shielding remain the same on the base model, while hull increases modestly. The main differences are to payload. It now features a total of 18 proton torpedoes and 6 plasma torpedoes, spread out three to a launcher instead of being directly affixed to a hardpoint. On top of that, 4 concussion missiles are added on the first upgrade. To compensate, the double laser turret has been downgraded to light, which effectively makes it a turreted version of the Y-wing's laser cannons. So it trades some of its fighter defense for roughly double the warhead capacity of the released version. The cost has also been increased accordingly.
The Modular Taskforce Cruiser has also gotten a new conversion (and upgrade branch), this time from WEG sourcebooks. Intended as a non-combat vessel, it loses much of its shielding and hull from where it was, but I've also given it a built-in system spy ability to simulate some of the other modules, such as the Observation Module. Build cost for the MTC has been decreased to compensate for its loss of durability.
Due to some sort of confusion on Wookieepedia, it turns out that the ATR Assault Transport doesn't actually have laser cannons at all, so I've removed them. The ion cannons remain, but I've switched them to light turboion cannons, thus stripping it of all starfighter-scale weaponry. Make sure you escort these in the future.
The IPV has switched roles. All of its turbolasers have been replaced with laser cannons and the capacity of its launcher has been increased to 24 missiles, but otherwise the upgrades remain the same. Sources lean towards its guns being "boosted laser cannons" instead of actual capital-scale turbolasers, which is more in-line with its mission profile as a counter-smuggler ship.
I've added the YV-666 Light Freighter as a neutral transport. I went with the 62 m Fact File length of Hound's Tooth to allow it to fill a role as a heavy freighter-transport for CEC, despite the remaining canonical designation. You can read about it (and the rest of the changed ships) in the Units section.
Speaking of freighters, I found out that I had overpowered their income generation ability such that they were capable of producing more revenue fully upgraded per planet than mines in terms of population and structure slots respectively. This had never been my intent, so I've halved the extent of their income upgrades. Fully upgraded freighters now produce 250 credits/week instead of 400. In Skirmish, however, they produce slightly more than the previous levels. Meanwhile, mineral extractors generate less.
Golan platforms in Skirmish are now "reinforced" with double shielding and hull since all other ships are at full upgrade status. I may also improve their armament; I haven't decided yet.
The AI now builds more balanced fleets in Skirmish, in addition to better selecting targets to attack. For one, less battlecruisers are being built and the star dreadnoughts have been removed from the AI's building options completely, such as to avoid the massive build delays. AI players will also upgrade their Golan base quicker than before.
Finally, the AI has been disallowed from scouting with its starfighters. Fighters, bombers, and transports will now actively dogfight and engage your ships, so be prepared. Also, the AI should be smarter about hiding freighters/non-combat ships, escorting capital ships, and exploiting lowered shields in tactical combat.
Changes are occurring all the time, so keep reporting those bugs for us!
23-1
2008
Challenge the devs, this thursday!
Posted by Banshee on January 23, 2008
Do you own Universe at War? If you do and you have some free time tomorrow, from 6:00pm PST on? Then, on that time, open UAW, get online and try to get a custom match with one of the dangerous creatures below:
driph (driph!)
Virtualted (Ted Morris!)
scc silver (Steve Copeland!)
and Euryidium (Chris Rubyor!)
You know these mutated humans from "I am Legend" movie? Likewise them, the creatures above attack in the night (from 6:00 PM PST). However, the mutants there are more like 'little ants' compared to the evil and dangerous monsters mentioned above. If you kick their asses, Petroglyph may (or not) compensate you with unknown prizes. Maybe you'll be better paid than what the USA govern would pay if you found Osama Bin Laden.
We've also received a picture from one of them. It is veeeeery scary! Look:

Good luck and I hope these creatures do not consume you in the next night. Ahhh, I almost forgot: have fun!
14-1
2008
Petrolution, the future thereof
Posted by Duke on January 14, 2008
Hey everyone!
I'm Juggernaut2008 and i've taken over here as Petrolution division leader. Petrolution has been somewhat lacking in aliveness for the past age. I propose to change that. Get ready for a whole lot of changes to the Petrolution website and forum as we bring about a whole new direction and expand on the purpose Petrolution was created in the first place. Stay tuned
In Universe at War news we finally have a release date for the United Kingdom! SEGA has confirmed their 2008 Q1 release schedule and UAW is listed as 25th January. That seems to be the same date for a large proportion of Europe also.
So if you're in the UK and havent pre-ordered. Do so now!!
~JN








