21-7
2008
Progress on the official UAW Modding Tools
Posted by Banshee on July 21, 2008
Hello folks. For those who are wondering if Petroglyph will ever release the so promised official modding tools for Universe At War, the rumours says that these tools are being tested by Microsoft. The words below were posted in the Petroglyph forums by SCC-PG some days ago. Since they don't throw us any news, we have to digg them up. This is the closest we may know about it.
We always have more progress on UaW fixes, features, and tools than can be immediately released. As you know, the certification process for that product is rather tedious and releases are subject to the interests of our partners. We will keep up the good fight and are always spending resources on that franchise. We do have a nice package prepared, which includes many things you've been asking for, but I don't know when it will be published. Sorry for that tease, but I figured some info was better than none.
Many at Petroglyph read your posts, but we're currently slow to comment mostly because we can't yet discuss what we're working on for trade secret or marketing reasons. Please feel free to speculate based on job postings and press releases, but otherwise, take anything you hear with a grain of salt--even if it comes from a trusted source. We have many irons in the fire and several very cool products in various stages of development; nobody external yet knows everything we've got cooking. Some projects are further along than you might guess and we hope to be the first to provide several new kinds of gameplay. I'm eagerly looking forward to the day we can announce our next project, but that may be a few weeks off.
While that quote isn't clear about anything, it is better than nothing. Other non-official sources also mentioned the mod kit being on Microsoft for testing. So, perharps, there is a light in the end of the tunnel, although it is hard to understand why Petroglyph is being so secretive about this. This silence is killing the community.
21-7
2008
State Of The Mod
Posted by Phoenix Rising on July 21, 2008
A lot of people are probably wondering where I went. And I don't really have a fantastic explanation; the daily grind concerning finishing up college simply got to the point where I was forced into putting the mod on hold. But that was a couple of months ago.
As I gradually received fewer demands on my time, I decided that I could not return to the public eye without having accomplished something significant, realizing that the time I have left as an "unemployed" student is coming rapidly to a close. So, despite my extended disappearance from the forums, this mod is not dead, not even close. Quietly, behind the scenes, I've been putting the finishing touches on space combat.
First and foremost, after two setbacks and two jury-rigged fixes, starbases levels have been torn asunder. Now, in order to build from the entire spectrum of ship classes at a single planet, you will need to construct one of each of the five starbases there. Specifically, Level 1 produces utilities, fighters, and bombers; Level 2 produces transports, freighters, and corvettes, Level 3 produces frigates and cruisers; Level 4 produces destroyers and capitals; and Level 5 just produces dreadnoughts.
The impetus behind doing this was to reduce the likelihood of units falling off the right of the interface, but more importantly, it allows for specialization previously unseen in Empire at War: if you build two of the same starbase level at a single location, all of the corresponding ship classes will be built in half of the time. It is now possible to, for example, dedicate a planet entirely to churning out new capital ships by installing five Level 4 starbases there. The only exceptions to this are research and upgrades, which take the same amount of time regardless of how many duplicate bases there are; however, you will still need the proper starbase in orbit in order to make such developments.
One of the improvisations I had to make to get this to work properly was to introduce a central, logical starbase to the game because the actual starbases could no longer serve in that function and other orbital structures seem to require exactly one to be present. Therefore, I came up with a space colony concept to serve as the focal point of your orbital presence. Space colonies work just like vanilla starbases in that higher levels replace lower levels, except they're cheap, totally defenseless, and only provide additional population. You must build a space colony in order to put any other structure in orbit; that's just how the engine works. Furthermore, if you lose the space colony in combat, all other structures will be lost as well at the end of combat. You've been warned.
The remaining majority of my work has been on revisiting the existing content from v1.0 and ensuring that it's as good as it can be. That could mean anything from redoing the previously-estimated stats for a ship based on new source material to devising a more interesting or fair upgrade branch to improving art assets. In the latter case, I'd like to unveil the new look for the Lancer-class Frigate:
I was never completely happy with the model that's currently in use, so I took the opportunity to bring in this one by Axingus and it's nearly perfect. Also, if you look closely, you can see a couple of the new projectile damage particles that I've come up with. Remember, the more feedback you as the player can give me as to what's off in the current release, the better I can respond to it in the next. Everything is still on the table.
Of course there is more, but it's not all ready to be revealed just yet. Hopefully that's enough for now though. I'm going to attempt to catch up on responses to posts and messages over the next few days, so I may not get to everything right away. Thanks for your patience. If you tried to contact me recently and I obviously didn't reply, you have my sincerest apologies. There's really no excuse for it whatsoever, but I'll try to get back with you shortly, if possible.
12-7
2008
Just checking in...
Posted by Banshee on July 12, 2008
Hello everyone! We've been silent in the recent days,... weeks... ok! Months! The truth is that most of the Petroglyph community was invaded or attacked by Hierarchy and their Red machines and monsters. They have abducted our Master permanently to their home planet. He is now a slave managing those who mod their gibberish. They tried to abduct me temporarily as well, but their attempt failed. Apparently the costs to bring me to their gateway were beyond their budget. However, I can't say the same about my friend Sonic, from Petro-Gamers, who got to visit their home planet. But, what about Duke? He's getting too much interested on the Hierarchy's red garbage as well.
The rest of the community as also affected by these Hierarchy attacks or simply didn't got anything new from the silent Petroglyph Studios. According to Petroglyph, they are working on
-> Mike.NL modding tools are now hosted at Petro-Gamers. He has also released a new version of the .ALO Viewer. The version 1.1 was released few days after the 1.0, which comes with the following features:
* Particles. Note: only the most common UaW particles are supported so far.
* Sounds!
* Support for Universe at War.
* Support for Mods. Select the 'active game/mod' from a menu.
* Works under Vista! Bones are readable.
* Auto-finds animations.
* Full list of bones, meshes, proxies and dazzles. Turn each on or off and show the bounds of meshes.
* Extended and improved model details.
* Shadow mesh debugging.
* Easy animation playback. Double-click for looping, single-click for play once.
* Exact camera positioning. For taking easy and consistent screenshots.
* Full render options. Control AA, Bloom, shadows, heat and Shader LOD.
* Debug Log. Find out why a shader failed to load or how many frames an animation has.
* Improved support for old video cards.
* Quick ALT & LOD select. Check quickly how a certain ALT or LOD looks in-game.
1.1 brings all that and a fix an orientation bug, which makes the viewer much more reliable.
-> Also on Mike.NL, he has released a very neat tool for all modders out there: The Alamo Object Importer. This should allow you to import all .ALO files at your 3Dsmax 6 or 8. Note that Dazzles are not supported yet by this tool. For dummies, this allows you to edit the 3D models that comes with the game... or even the ones from third party mods. But remember that, if you import something and modify it, you must have the permission from the author to do it and give him a proper credit. Do not make it pass as your own, since it is considered theft and it may ruin your reputation on any decent modding community.
-> And let's end this news with a very recent news. I mean, this was done few hours ago! Fantastic, for a site that wasn't updated for over a month. Anyway, our friend Mike.NL has justed updated the Animation Converter tool with a fix for a bug that prevented some users from loading files.
10-6
2008
UAW Patch 3 is available!
Posted by Banshee on June 10, 2008
It's been a while since people started to become able to download the third patch for Universe at War. The means to download it are still obscure. If you tried Live, like I did, it is really a tough mission. I wasn't lucky to download it with it. After some minutes, the game exited abnormally with no warning whatsoever. LIVE is a plague, isn't it? If you did a fresh install of the game, you must have the patch by now. If you didn't, download it from this link and run it.
The third patch is faster for those who have multi core machines. There are many ballance changes and you can play against the lame and n00b XBox360 players if you have a gold (*cough* paid *cough*) LIVE account. Apparently, regardless of all efforts from Petroglyph to make the game easier to console players, PC players still have many advantages over them, specially when dealing with unit groups (numbering them, etc). The mouse is much quicker, efficient and flexible than a joystick analog pad, let's be honest. The full patch change list is located HERE.
Finally, remember, download the patch HERE. The fan opinions on this patch are quite mixed. Users reported a faster game, but there are still a lot of bugs to be fixed in upcoming patches. Some other users reported additional multiplayer sync issues with the game... probably because of the multi-core thing, which considerably increases the complexity of the multiplayer. I'm sure Petroglyph is already working in a newer patch for the game.
29-5
2008
And another commmunity manager leaves...
Posted by Banshee on May 29, 2008
Driph has recently informed the community that he is no longer the community manager for the Petroglyph. Here's his good bye message:
This last year at Petroglyph has been a hell of an experience, and it's been an honor to look over such a dapper crowd of aficionados, but it's time for me to move on.
Fret not, dear community! You'll be in the loving and capable hands of Delphi and Evania, and there are some particularly exciting things to look forward to in Petroglyph's future. Good times are ahead, good times are ahead.
Thanks again for letting me be a part of the show. Take care, all.
Take care, Driph and good luck on whatever comes next for you. And thanks for the support given to the existing Petroglyph fan sites, including our very own Petrolution.
Now, the community management role is temporarily in the hands of Evania and our well known Delphi.
13-5
2008
Petro-Gamers Roundtable Discussion
Posted by Banshee on May 13, 2008
Petro-Gamers.com has launched a new feature at their site called Roundatble Discussion where they invite some people who contribute to the Petroglyph community and get their honest answers from a couple of questions.

In this edition, the following people participated:
* Sonic - Petro-Gamers Webmaster
* Saracen - Petro-Gamers Co-Webmaster
* Foshjedi2004 - UAW Files Webmaster
* Kelathin - Petrolution Staff
* Elegy - GameReplays.org
* Banshee - Petrolution Contributer
* Duke - Petrolution Leader
* Mastermind - Revora Network Leader
We have all shared our opinions on topics like Universe at War as a franchise, Adam Isgreen, Petroglyph's & True Games and the Petroglyph community. Click HERE to read it and post your thoughts in a reply (guest post allowed).
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
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:
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:
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.
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:
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).








