6-6
2020
Command & Conquer: Remastered Collection has been released!
Posted by Banshee at Petrolution News on June 6, 2020
Command & Conquer: Remastered collection has been released yesterday. Here's the press release:
Command & Conquer™ and Command & Conquer™ Red Alert defined the RTS genre 25 years ago, and now they’re back and fully remastered in 4k by the former Westwood Studios team members at Petroglyph. The Command & Conquer™ Remastered Collection includes all three expansion packs, rebuilt multiplayer, a modernized UI, Map Editor, bonus gallery of unreleased FMV footage, modding support, and over seven hours of legendary remastered music by Frank Klepacki.
Check out the remastered experience in the official launch trailer below:
Both the Origin and Steam digital Standard Editions include the remastered versions of Tiberian Dawn and Red Alert, plus all three expansion packs (Covert Operations, Counterstrike, and The Aftermath), and tons of bonus features and improvements.
Head over to the PC Specs and Requirements page to find out what you'll need to start your campaign on the battlefield. And if you have any questions about how modding will work in the game, check out our FAQ or dive deeper with the Remaster Update and Open Source / Mod Support article here.
Welcome back, Commander.
It is worth mentioning that we have added support for both Conan Unconquered and Command & Conquer: Remastered Collection here at Petrolution. Also, the OS .BIG Editor tool has been updated to its latest version, with 64 bits support, being able to load and save .meg files, and correctly displaying the high resolution textures (32 bits TGA files) used in C&C: Remastered Collection. Enjoy the game and happy modding!
14-11
2019
Earthbreakers has been announced!
Posted by Banshee at Petrolution News on November 14, 2019
Petroglyph Games has recently announced a new game known as Earthbreakers. It is a spiritual successor to Renegade, so it is a First Person Shooter game that allows base construction using a team based resource system. Here's the trailer:
31-12
2018
Yuuzhan Vong at War Mod Spotlight
Posted by Digz at Petrolution News on December 31, 2018
The Yuuzhan Vong at War Mod got an honourable mention in this years Best Upcoming Mod of the Year Awards and did so in 2016 in a similar category, so what is all the fuss about?
The mod looks to bring a new era into the game, one talked about in Star Wars lore as being the greatest threat to the galaxy, we see Grand Admiral Thrawn mention it several times in the books and it brings genuine fear that a threat so large can come from the Unknown Regions that could destroy the entire galaxy. The mod is looking to be released as some point in 2019, with various stages of releases to accompany the different elements of the mod, it's a refreshing approach from the development team to release in stages and focus on the elements of getting those right whilst working on the larger incremental updates.
By focusing on just one of the game modes, "Aftermath" below is the description of the game mode which describes it better than I ever could, source can be found here:
The Aftermath mode is a unique and exiting experience. You are the commander of a crippled battle cruiser that was left behind after a fleet engagement. Your job is it to not only protect the beings under your command but go even further and get your ship back up and running. Resources are scarce and limited, and you’ll have to send out your transports to gather resources from debris fields and wrecked ships on the battlefield.
Once you started to scour the battlefield for scraps and debris, you will make a scary discovery: It’s not only your ship that was left behind. An hostile battle cruiser suffered a similar fate, and its commander is trying to repair the ship as well.
This is the moment you will enter into an arms race and whoever manages to repair the ship first will have the fire power to defeat the enemy once and for all.
The mod even has its own technology upgrade structure which it has aligned to the Yuuzhan Vong war which lasts five years, aligning it with that makes much more sense and each faction will upgrade differently according to their own characteristics by lore. More information on the technology upgrade can be found on their Mod DB page here.
The mod also features updates to the galaxy map and adds realism and authenticity to it, it also adds in a concept of "nav points" they allow for re-routing during the longer hyperspace routes. So with all these exciting changes to the gameplay mechanics, new factions too, and adhering to the lore that captures the imagination of most Star Wars fans it is no surprise why this mod was an honourable mention for best upcoming mod category.We expect great things here!
If you want to get the latest updates for the mod make sure you stay tuned here and also visit their website and their Mod DB page.
31-12
2018
Players Choice Mod of the Year Awards 2018
Posted by Digz at Petrolution News on December 31, 2018
The Players Choice Mod of the Year Awards hosted by MoD DB have been decided, over two weeks of voting and the top 10 have been announced! Gratefully the Empire at War games are well represented with two out of the top ten mods being from Empire at War: Forces of Corruption! Those two mods are Awakening of the Rebellion and Thrawns Revenge: Imperial Civil War.
The two mods have a great following and we are as a community so proud of what these two mods, as well as all other mods for the game, have performed in these awards and I'd like to congratulate the two teams from Awakening of the Rebellion and Thrawns Revenge on behalf of the community here and at Revora for their dedication, hard work, and sheer brilliance for creating such mods that we enjoy playing so much.
If you haven't heard of these fantastic mods I'll put a brief summary taken from their Mod DB pages with the relevant links and a helpful gameplay video to let you see the brilliance they have created.
Awakening of the Rebellion 2.7 is the upcoming Version and its a massive Update and Improvement then the actual release Version 2.6. The AI is almost rewritten and will be a challenge as ever before There are new Story Events and reworked existing ones. All Space and Ground-Units are updated and/or replaced with new Models/Textures. New Soundeffects and Music-Tracks, a New Galaxy Map that is almost Canon and new Space and Groundmaps.
Thrawns Revenge: Imperial Civil War
Thrawn's Revenge: Imperial Civil War is a total conversion mod for Forces of Corruption which brings the game into the Post-Endor period. The mod features a new era-based story progression system covering the timeline betwen the Battle of Endor and up until the start of the Yuuzhan Vong War. The mod includes hundreds of new planets accross almost 20 Galactic Conquest scenarios, hundreds of units and heroes, new particle and other graphic effects, and several new gameplay mechanics.
28-12
2018
EaW Remake Mod - Review
Posted by Digz at Petrolution News on December 28, 2018
I'm sure everyone has heard about Petroglyph re-mastering Command and Conquer and Blizzard working on remastering Warcraft 3, I'm sure a lot of people are wondering whether Petroglyph will ever remaster Empire at War - no need Petrgolyph, The Empire at War remake team have us covered!
The mod has overhauled the graphics of the game and has produced such quality and depth in design it really feels like a re-mastery, maybe if Jeroenimo, the creator of the mod reads this he may change the title to Empire at War Re-mastered! Before I go any further, I truly believe a picture, or in this case a video paints a thousand words so I'll just let you watch a video on Jeroenimos YouTube channel that was released a few days ago that shows off the new control ship and battleship skins:
The level of detail in the skins is completely out of this world and when playing the game it really gives you the feel of a modern day game and when you take down a ship you smile from ear to ear, just turn up the volume and play to your hearts content!
The mod also makes a big statement in trying to turn the world into an ever changing environment, we have seen big developers try and fail at this, we have seen others succeed. To quote the development team "The idea is to give the galaxy a more varied and alive ecosystem where you can build different units on different planets." This is a fantastic idea and to an extent EaW vanilla already has this concept but nowhere near the scale that this mod brings, you certainly do not want your enemy to be making those all powerful interdictor ships, this means expanding your empire in the campaign map and in the correct way is crucial. The level of thought required in your campaign has just increased tenfold and this, as gamers, is what we want. We want to be challenged, we want a living world that constantly changes and it brings into perspective the way we plan ahead in our campaigns. Different planets also have increased values in regards to your economy, so for example you want to go for Bespin alongside other climate planets that will give you income boosts according to its climate.
The gameplay itself is smooth, aggressive, and visually appealing with an expanded roster of ships. Many people will think just putting lots of ships in a game does not make it awesome, you're quite right but ensuring the factions are balanced with a large roster of ships does it make it awesome and this mod certainly does that. If you're undecided my advice would be to give the mod a go and I promise you won't turn back. A forewarning the mod is still in development stages, it has not been fully released yet so there is still some work to do and I think a top priority is to increase the stability of the game as it does crash from time to time, that is essentially the single drawback so far. It is on the Steam Workshop or you can find it on ModDB here. The Mod won an honourable mention in this years ModDB Mod of the Year Awards in the Players Choice Awards category, I'm a little sad it did not get into the top 10 but I'm sure next year upon even more work and exposure in the community it will. I've been watching Jeroenimos YouTube channel lately, particularly the tutorial videos on the mod which is essentially him doing a walkthrough playing the Empire campaign, there must be about 10 hours worth of footage in this walkthrough split into different videos so please give them a watch and by the end of the first walkthrough which is below I know you'll be hitting that download button.
Petrolutions official rating review of this mod is an 8/10
14-11
2018
Tiberian Dawn and Red Alert 1 being remastered by Petroglyph!
Posted by Banshee at Petrolution News on November 14, 2018
Some of you guys might think that this announcement belongs to our friends over CnC Guild than here, but we are truly thrilled to confirm that Command & Conquer Tiberian Dawn and Red Alert 1 are being remastered at Petroglyph Studios and being published by EA. Frank Klepacki will be doing the music, of course. The announcement comes from the official source and we'll quote it below:
Fellow Command & Conquer fans,
A month ago, we let the Command & Conquer™ community know we were bringing the franchise back to the PC, starting with a remaster initiative. The reaction from fans has been amazing, with many of you sharing your favorite C&C moments from the past 23 years. We have been reading these comments and listening intently. And now, we are ready to reveal our first PC offering and how your suggestions are already influencing our approach.
Today, I’m thrilled to tell you we are going back to the beginning. We have decided to remaster Command & Conquer: Tiberian Dawn. And while this is incredibly exciting on its own, we’re also aware of how passionate the community is about the Red Alert universe. So, we will also remaster the original Command & Conquer: Red Alert™. But what about the classic expansion packs you may ask - Covert Ops, Counterstrike, and Aftermath? Well, C&C and Red Alert wouldn’t be the same without them, so all three expansion packs will be bundled with the base games into one remastered collection - without microtransactions.
In addition to the excitement and support of this remaster initiative over the past month, there has also been a healthy skepticism that we can pull this off. How are we possibly going to remaster these titles while maintaining the authenticity of the original experiences? Bottom line, there is no better way to achieve this than to partner with some of the talented developers who brought these original games to life.
So, after years of the fans asking for their involvement, I am humbled to announce that EA is going to partner with Petroglyph Games to develop the C&C remastered collection.
Petroglyph Games includes many of the original developers from Westwood Studios, and some of the most influential members of the original Command & Conquer development team from 1995. Joe Bostic is known as the co-creator of C&C, having also served as the Lead Programmer on Tiberian Dawn and Red Alert. Steve Tall joined Joe as a Lead Programmer on Red Alert, and Mike Legg contributed to all forms of audio systems at Westwood, having been an employee since 1986! All three members helped start Petroglyph Games in 2003 after the closure of Westwood and are joined by a veteran group of RTS developers from the past 15+ years. And don’t think we haven’t noticed the #1 request from the community in all the comments from the past month... You want Frank Klepacki. So as a cherry on top for the fans, we are thrilled to announce that Frank will be re-joining Petroglyph Games to be our Composer and Audio Director for the remaster collection!
On a personal note, I can tell you the past few weeks have been surreal. During my first visit to Petroglyph, I was able to brainstorm “C&C feel” with Joe, sit with Frank and hear him recite Commando lines, and gab with Steve about whether we should fix the Tib Dawn Harvester AI. Getting to chat C&C with the original developers has been one of the highlights of my gamer journey, and I can’t wait for all the incredible conversations to come.
In addition to the fantastic team at Petroglyph, we will also be partnering with Lemon Sky Studios to help bring these original games to 4k glory. Lemon Sky is one of the premier art studios around the world, with a unique specialty in remastering classic RTS titles. After meeting their team and hearing their passion for C&C, we are incredibly lucky to have them team up with Petroglyph to develop the highest quality C&C possible.
The exciting part is that we haven’t started development yet. The community is literally getting in on the ground floor of this project and have every opportunity to help influence how we build this remastered experience. Please continue to engage on Reddit and community channels and help us create the best possible remasters of C&C and Red Alert!
Welcome Back, Commander!
Jim Vessella
Jimtern
Post your comments here and hint your C&C friends .
4-1
2018
Forged Battalion Gameplay
Posted by Banshee at Petrolution News on January 4, 2018
For those wondering how will the next Petroglyph's RTS, Forged Battalion, looks like? Here's a 20+ minutes video featuring its gameplay, by Smash GaminG!:
Share your comments here. What do you think? Are you interested on joining its early access on Steam on january 16th?
Thanks Houseplant for the news tip.
10-9
2017
Installing mods for Empire at War Gold Pack - Another method
Posted by Digz at Petrolution News on September 10, 2017
I released a video many years ago on how to install mods via Steam for Empire at War and Forces of Corruption. With the release of the new patch bringing back multiplayer and whatnot I thought I'd give the game another go and try out some mods too!
I could not install them for the life of me from the steam workshop (game just kept crashing), by my old option or in the game via the "mods" option where people said it'd close the game then restart with the mod. So I went for a final push and created shortcuts instead and used the information you would put into the launch options on Steam but into the "target" box of your shortcut file of the main .exe for the game.
Watch the video below, this was the final straw before I just played online and a few campaigns and let the game rest. Fortunately it worked for me and I can enjoy some of the great mods the community has made!
24-1
2017
Mike.nl's tools source code are now available on GitHub
Posted by Banshee at Petrolution News on January 24, 2017
Hello everyone! Our friend Mike.nl, from Petrolution Mod Tools, has posted the source code from pratically all his tools on GitHub. It uses the MIT License, so anyone can fork it follow this license... and yea, you'll need the latest Visual Studio to compile the code and some C++ skills to understand it.
His GlyphX Tools includes:
- alo-viewer
- particle-editor
- lua-converter
- string-editor
- mtd-editor
- animation-converter
- chunk-viewer
- map-preview-extractor
So, it's a jewel! Everything you need to know about the file formats used in the Alamo Engine, from Petroglyph Games, is there. Have fun!
25-12
2016
Happy Holidays: OS BIG Editor support for 8-Bit and Site Updated
Posted by Banshee at Petrolution News on December 25, 2016
Hello everyone! We wish you a happy holidays, regardless of your religion or if you even have holidays in the next days. And, in order to celebrate the occasion, we've decided to bring some life back to this place. Starting by the fact that many of you might be aware that Petroglyph Games has released 8-Bit Armies, 8-Bit Hordes and 8-Bit Invaders, in this year. In fact, 8-Bit Invaders was released only 9 days ago. You see? We are not that late into bring this news for you. Only miserable nine days. And of course, there is a trailer to explain to you what is it about and give a glimpse on the graphics and some of its features:
And, of course, we are adding support for these games here in Petrolution. Specially, because we do enjoy fun RTS games released by Petroglyph Games.
In fact, we've repaired all our content and updated the game icons for some of them, for the site revival.
But... some of you may be wondering... after all, isn't Petrolution a site about game modifications? Are these 8-Bit stuff moddable? To be honest, we don't know how much it could be modded. The Steam Discussions Forum for 8-Bit Invaders doesn't have a single topic about modding the game. If you browse its directory, you'll notice that it reminds a lot Empire at War in some sense. Afterall, both use the Alamo engine, except that it has received some upgrades in these years. And EAW is very modding friendly, which means that the current Alamo engine is still friendly with many things. However, so far I only could figure out that they allow you to customize the in game music quite easily there. However, we certainly want much more than tweaking the music of the game, right?
So, there is another occasional bonus of this place: we are offering you in first hand the latest version of OS: BIG Editor. This tool was supporting .MEG files for a while, but now it opens the encrypted config.meg files from Grey Goo and 8-Bit Armies, Hordes and Invaders. Unfortunately, I couldn't figure out the Key and Initial Vectors from End of Nations beta, otherwise, I would have added support for that too .
Anyway, OS: BIG Editor is not the first tool to support these encrypted config.meg files, since Mike.nl was the one who figured it out and implemented this knowledge at his Mega File Editor.
So, that should allow you to modify the XML files that are used to specify the features, powers and weapons from each unit. Does the Alamo engine used in 8-Bit Armies reads external files? Is there any volunteer to figure it out and share this knowledge with us? Post your thoughts here and, if these games are really moddable as they seem to be, we'll create dedicated modding forums here.
So, share the word and enjoy the place: Petrolution lives!
7-6
2016
AI Breakthrough
Posted by Ghostrider at Phoenix Rising News on June 7, 2016
After weeks and months of testing, and trying to figure out how to get the AI to react as a human does in a galactic environment, the PR team have finally achieved a significant AI breakthrough:
The AI now aggressively attacks independent planets, takes worlds, builds fleets, and stomps all over unwary humans if given half a chance.
The AI equasions to do this have been in place do this for years, but for months the AI has lain dormant, effectively asleep. We have tried hundreds of different ideas to get the AI to activate - all to no effect.
And how did we achieve this?
The frustrating answer, familiar to most modders out there is simple. We changed 1 value in the XMLs, instead of increasing the value from 1.0 to 1.25 we should have decreased the value to 0.75. It just took 6 months of testing to realise that is what we needed to do!
WOW. Did the AI react or what?
It annihilated one of the testers in Core Worlds in under a quarter of the time taken for a human player to "WIN" Core Worlds if unopposed.
Now that we know the AI is working, I have to go back and undo many of the campaign changes put in place that were an attempt to make the AI respond, but the mod is finally alive and kicking. We need to test and polish a bit more, but this makes us a lot closer to where we want to be.
Ghost
11-3
2016
8-Bit Armies
Posted by Digz at Petrolution News on March 11, 2016
Petroglyph have just released a video announcing a new game they are working on and looks close to release from the games Steam page. It's features currently indicate a simple, back to basics retro-style RTS game that will get us playing what we love: a simple, fast paced RTS! Check out the video below they released:
Here's what Petroglyph are describing this game as on their Steam page:
A Blast from the Past
8-Bit Armies is a classic, C&C-style Real-Time Strategy PC game. It's our most fast-paced, friendly, and accessible RTS game to date. Featuring offline single-player missions, co-op mode, skirmish, and PvP multiplayer modes running on dedicated servers.
Initial release includes:
- 25 offline campaign missions
- 10 co-op missions to play with your friends
- 10 multiplayer/skirmish maps that support up to 8 players online
- AI with multiple difficulty options to play with cooperatively or fight against
- Classic Base-Building mechanics let you construct the ultimate HQ from which to launch attacks against your foes
- Destructible environments on maps ranging from small to very large
- Easy to understand modern military units and structures lets RTS beginners jump right in
- From the same team that brought you RTS classics such as Star Wars: Empire at War, Universe at War, and Grey Goo
8-Bit Armies is for anyone that enjoys RTS games, or felt overwhelmed by more serious games. With hours of solo and co-op gameplay included, there's something here for everyone!
9-12
2015
Campaign #1 - CORE WORLDS
Posted by Ghostrider at Phoenix Rising News on December 9, 2015
At the centre of the galaxy, you find the oldest, richest, most heavily populated... and the best defended planets in the galaxy. Single planets in the Core have more financial and military influence than whole sectors in the Outer Rim.
CORE WORLDS 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
PRM Alderaan
Alderaan has been a staunch supporter of the republic in the fight against the Separatists, with the Royal Alderaanian Shipyards providing the engines for the Acclamator-class Assault ships. Both influential and with excellent facilities, Alderaan is politically opposed to the New Order and Bail Organa is one of the key figures in promoting the idea of active resistance to the ever-growing power of the Office of Chancellor.
Strategic Considerations: No Immediate threats.
Heroes: Bail Organa
PRM Chandrila
Chandrila is a world of free speech led by Senator Mon Mothma, who led the Delegation of 2000 to limit the powers of the Chancellor. Chandrila has a strong defence-fleet and is working with both Bail Organa and Garm Bel Iblis to take increasing military action to oppose the New Order.
Strategic Considerations: Major threat from Corulag.
Heroes: Mon Mothma
PRM Corellia
The free world of Corellia is the leading manufacturer of light freighters and corvettes with unrivalled construction facilities. Invoking an ancient law, legendary Senator Garm Bel Iblis has kept Corellia out of the Clone Wars and is strongly opposed to the changes imposed by the New Order.
Strategic Considerations: Major threat from Byss.
Heroes: Garm Bel Iblis
PRM Farrfin
This smuggler world has a vibrant underworld and finds the Galactic Empire and its new taxes a considerable threat – especially as this is increasingly backed up by the Imperial Fleet and a growing Imperial Customs Service.
Strategic Considerations: Major threat from Coruscant.
PRM Fresia
This tiny island population is the home to Incom – producers of one of the most popular basic fighters towards the last days of the Old Republic – the Z95 Headhunter. Incom’s fortunes have dramatically changed for the worse with the creation of the Galactic Empire and the move towards disposable TIEs – and disposable pilots, something that the Fresians object to morally.
Strategic Considerations: Isolated, but Coruscant could be a threat in the future.
IMPERIAL Coruscant
Coruscant has everything – vast research capabilities, diverse production, immense wealth and a huge pool of talented individuals to nurture and develop.
In addition, both Sith lords – Darth Sidious and Darth Vader - are present on Coruscant, giving the Imperial faction a huge advantage. The political and financial influence of Darth Sidious is worth several star-systems, and Darth Vader frightens whole armies, both in space and in ground combat.
Strategic Considerations: Minor Threat from Farrfin.
Heroes: Darth Sidious, Darth Vader
While the temptation is to focus on military research, some effort should be spend to upgrade the trade fleet and add to Coruscant’s fleet in case the threat from Farrfin increases. Military expansion, both north to Dolomar and south to the Deep Core should be considered.
IMPERIAL Byss
Byss is the center of secret holdings in the Deep Core. With a massive 20bn population of immigrants tricked into travelling to a utopian world, Byss could become a major planet of influence.
Strategic Considerations: Major Threat from Abregado-rae and Corellia
Much effort should be made to consolidate holdings in the deep core and expand as if the smuggler fleet on Abregadoe Rae is able to merge with the Corellians, then the Deep Core is in danger.
IMPERIAL Corulag
This model Imperial world is isolated from Coruscant by the republic influences at the Naval Academy on Anaxes, and threatened by political activists on Chandrila. It must rapidly expand its fleet and defeat pro-republican sentiments.
Strategic Considerations: Major Threat from Chandrila
Heroes: Gilad Pellaeon
IMPERIAL Kuat
The Kuat Drive yards have unrivalled military production capacity – as long as you have the credits to spend.
Kuat has strong neighbours, but no immediate threats, and while it may be tempting to immediately start construction of a destroyer fleet, current limited incomes may prove this be an unnecessary strain on finances. It may be wiser in the short term to divert funds to more vulnerable holdings until their security has been established.
Strategic Considerations: No immediate threats. Powerful neighbours.
Heroes: Onara Kuat
IMPERIAL Gandeal
Gandeal is a mineral-rich resource world with small freighter yards that supplies the shipyards of Fondor with raw materials. This should be considered as facility for financial rather than military growth.
Strategic Considerations: Weak Military. Powerful neighbours.
Heroes: Barrow Oicunn
IMPERIAL Prakith
Prakith is the secret headquarters of the Inquisitorius in the Deep Core. With no immediate threats, this facility should be expanded to a support facility, building fleet and trade units.
Strategic Considerations: Light Military. Powerful neighbours. Medium term strategy Corsucant should make efforts to connect to Prakith.
Heroes: Antinnis Tremayne
Overall, this is a campaign for long term strategy. You certainly have far higher incomes than any other campaign in this era, but early opportunities for expansion are limited – and most be considered carefully. However, you have access to unsurpassed shipyards and with a solid financial base, your regions of influence should expand steadily.
26-10
2015
State of The Mod
Posted by Ghostrider at Phoenix Rising News on October 26, 2015
First of all, I would like to apologiese to all of the fans for the total neglect and lack of news in the last year.
You may be mistaken in thinking nothing is happening with the mod. - You would be wrong; progress has actually been quite positive recently, but real life cuts back on modding time for most of the team.
Before detailing some of the more exciting developments in the mod, it's probably worth a recap of what has happened to date, as this has profound implications on my particular area of focus - the campaigns.
Combat Mechanic
The entire basis os space comabt has been rebuilt to match the land mechanic, with a detailed and comprehensive armor and shielding system. Shileds now absorb laser fire, ranging frmo 20% to 45%, depending on unit class. Armor grades range from 8 points in fighters to 32 points for capital class warships, and all the weapons in the mod now have different damage ratings. HP are considerably increased.
The biggest change in tactical battles, is that laser cannons, and especially light laser cannons, are unable to penetrate heavy armor. This does not mean that your fighters are redundant, far from it. A cloud of snubfighters and transports can strip off the shields of destroyers and capital-grade warships, making them much more vulnerable to turbolaser fire, but you can't kill a star destroyer with snubfighters alone - you have to have turbolaser support. Bombers get proton rockets and proton bombs, and can be pretty nasty.
We have also added space population. The idea is that in order to crew and maintain a space-based unit, you need a support base. Your planets provide population and without spare population you can't build anything. This explains why the Acclamator and other crew-heavy designs, such as the Dreadnaught rapidly became obsolote. The Imperial class is much more effiecient in terms of deliverably combat power vs population support required.
On a strategic level this adds a new dimension to the campaign scenario. You need credits AND population to build warships. As a result, we have rebuilt the entire economy from scratch, with new pricing and a detailed planetary model that calculates planetary economies based on population, tech level, agricultural base, mineral resources, underworld and manufacturing capability. Agricultural wolrds are particularly important to feed and grow your fleets.
Proximity Jumps and Trade Routes
We have removed proximity jumps from the mod, so all space-based travel is based on the trade route. This makes strategic planning much more interesting, and you will find that key planets that lie at the junction of major trade routes are extremely important strategically, as these act as choke points to access different regions of the galaxy.
For example. Brentaal IV, which lies at the junction of the Hydian Way and the Perlemian Trade Route, is now probably the most imporatant piece of real-estate in the galaxy and is defended accordingly!
Armed colonies
All coloneis, from levels 1 to 5 are now armed with turbolaser cannons, and are heavily shielded and quite difficult to kill.
You will need cruiser support to take on a level 1 or level 2 colony, and multiple cruisers for a Level 3 Colony.
Level 4 colonies are extremely challenging, and need a large fleet, with at least destroyers, if not capital-class warships to have a chance of destroying the base.
Level 5 colonies are exceptionally challenging.
And if you think these are bad news, the asteroid bases are worse, so it is vital to send out expendable scouting parties to see what you are facing before you attempt an invasion.
Heroes
Heroes no longer come with elite warships. They now have command abilities but are just that - indivudal beings that need to be attached to a fleet to make a difference. So Darth Vader IV on his own is just a pilot in an TIE, but with a fleet he commands on the bridge of the largest warship.
Back to Basics
If we now wind the clock back to early 2014, we are in the process of updating all of the old campaigns with these points in mind. We have always had a goal of adding new campaigns to each release, but had no idea of the change that was about to take place.
Our concept at the time was to create a new campaign to show the difference in strategic planning due to the lack of proximity jumps and have a campaign based on the 5 Super-Hyperrroutes of Perlemian Trade Route, Hydian Way, Rimma Trade Route, Correlian Run, and the Corellian Trade Spine.
60% of the campaign was completed when the campaign crashed on install and it soon became apparent that nothing was going to fix it. The problem was simple - too many planets and too big a campaign. The EAW engine simply couldn't handle it.
So we made the critical decision to break up all the existing campaigns into smaller chunks, each with fewer planets.
So - Core Worlds lost the Expansion region and shrunk back to the Core Worlds and the Colonies. This was highly successful and led to a better campaign with faster frame rates and quicker load times and much less lag.
The roll-out pulled appart the entire campaign set and rebuilt everything from scratch.
Prelminary testing of all 12 campaigns is now complete and the results are rather exciting.
I'll let you have more news, in detail, about each campaign in due course....
Ghostrider
30-7
2015
Mega File Editor reads Config.meg from GreyGoo
Posted by Banshee at Petrolution News on July 30, 2015
Hello everyone!
Mike.nl has released a new version of his Mega File Editor that is able to read the encrypted config.meg file from GreyGoo. That file stores the core rules of the game, such as unit stats, behavior, AI and much more. Humans are able to understand the .XML files and the .CLP files. It is unclear at the moment if the game is really moddable or not and what would be its limitations. Mike.nl has also updated his .MEG File Format document to cover the changes in GreyGoo.

(Click the picture for a high resolution screenshot)
Head to Petrolution Mod Tools Website to download the Mega File Editor and much more. If you have any successful modding experience with GreyGoo, please, report it here and show it to us. It can seriously affect the future of this site.
28-3
2015
Grey Goo's 4th patch: the ballance patch
Posted by Banshee at Petrolution News on March 28, 2015
A couple of days ago, Greybox has released the first ballance patch for Grey Goo. Here's the official notes on it with a long list of changes:
The first balance patch is here!
Here is the finalized list of changes going into the first major balance update released on Tuesday March 24th. These include revisions inspired by the testing done on our Public Test Branch. See the previous balance details here.
Any changes labeled with [PTB] resulted from data collected during the Public Test Branch.
Due to the number of balance adjustments we are implementing with this patch, both 1v1 and 2v2 ranked leaderboards will be reset upon the update's arrival. Your Elo matchmaking rating and win-loss records will be wiped during this reset, allowing you the opportunity to test your skills in a new season.
General
The formed Goo, Repair Subroutine Upgrade, and Sentinel Repair Upgrade regeneration effects now only activate when the units and structures are not actively taking or dealing damage.
Targeting priorities have been re-factored to prioritize units over structures in most cases.
Beta Faction
Air Canister Upgrade
[PTB] Range down from 450 to 350
Stalker
[PTB] Health up from 100 to 110
[PTB] Damage down from 11 to 9
[PTB] Movement speed down from 120 to 115
Stealth Sniper Upgrade
Range down from 500 to 425
Stealth is now always active outside of combat and will reapply 8 seconds after combat ends.
Predator
Health up from 130 to 140
Hailstorm
Damage down from 25 to 20
Range up from 750 to 800
Armor penetration down from 3 to 0
AoE radius down from 150 to 125
Guardian
[PTB] Rate of fire down from 1.75 to 1.5
Range down from 650 to 550
Long-Range Ballistics Upgrade range down from 1200 to 900
Long-Range Ballistics Upgrade damage down from 35 to 25
Cloudburst
[PTB] Damage down from 40 to 24
Stratus
Health down from 100 to 75
Warbird
Rate of fire up from 0.5 to 1
Ammo up from 4 to 5
Cost up from 270 to 315
Nimbus
Ammo up from 2 to 3
Damage down from 75 to 50
Nimbus Napalm Upgrade now lasts 5 seconds down from 5.5
Nimbus Napalm Upgrade AoE radius down from 250 to 200
Avalanche
Shot timings have been shifted to have a smaller cast time and a longer cooldown. Rate of fire remains the same.
Cost down from 675 to 600
Hand of Ruk
Range down from 2000 to 1500
Wall
Armor down from 3 to 0
Build time up from 25 to 30
[PTB] Pillar cost up from 50 to 90
Pillar health down from 1250 to 1000
Straight cost up from 50 to 90
Small Power Hub
Health up from 300 to 400
Medium Power Hub
Build time down from 50 to 45
Large Power Hub
Health down from 900 to 800
Repair Pad
Heals for 15 every 2 sec up from 20 every 5 sec
Build time down from 50 to 30
Cost down from 500 to 300
Health down from 1500 to 1000
Hanger
Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec
[PTB] Build time up from 30 to 35
[PTB] Cost up from 240 to 245
Extractor
Health down from 1000 to 750
[PTB] Extractor size reduced to match the Human Extractor
Harvester
[PTB] Health up from 80 to 120
[PTB] Movement speed up from 100 to 125
Refinery
[PTB] Creates Harvesters every 20 sec up from 15
"No-Build" Influence Radius
Small Hub radius increased from 400 to 600
Medium Hub radius increased from 400 to 600
Large Hub radius increased from 500 to 600
Headquarter radius increased from 800 to 1000
Goo Faction
Drover
Range down from 250 to 200
Strider
[PTB] Health down from 125 to 115
[PTB] Rate of fire down from 1.25 to 1
Tempest
Damage down from 25 to 18
Small Protean
Health up from 150 to 160
Small and Large Protean
Slow enemies by 50% down from 90%
Crescent
Damage down from 10 to 6
Range down from 1500 to 1000
Projectile speed up from 150 to 200
Projectile Endurance Upgrade AoE radius down from 100 to 75
Projectile Endurance damage down from 5 to 2
Projectile Endurance range down from 1500 to 1000
Destructor
[PTB] Rate of fire down from 1.75 to 1.5
[PTB] Damage down from 42 to 36
[PTB] Health down from 155 to 150
Movement speed down from 120 to 105
Target damage and splash damage have been separated. Splash damage down from 42 to 15 but target damage remains the same.
Purger
Range up from 800 to 1000
Damage down from 400 to 300
Catalyst Vents
Grant 160 health per pickup to the Mother Goo and Proto-Purger up from 85
Mother Goo
Stealth detection range down from 800 to 400
Armor penetration down from 10 to 0
Max health has increased from 1300 to 1600
Health per size has increased from 200 to 320
Catalyst digestion health per second up from 5 to 8
First size max health down from 500 to 320
Initial Mother Goo starting health down from 400 to 240
Proto-Purger
[PTB] Starting health down from 2000 to 200 to maintain build time from Catalyst Vent change.
Human Faction
Trident
[PTB] Health up from 115 to 140
[PTB] Damage down from 8 to 7
Build time up from 20 to 25
Cost up from 100 to 125
Revolver
Damage down from 6 to 5
[PTB] Health down from 100 to 95
Dagger
Armor down from 3 to 0
[PTB] Range up from 350 to 375
[PTB] Damage down from 3 to 2
Health up from 75 to 90
Gladius
[PTB] Range up from 350 to 400
Movement speed down from 95 to 90
Howitzer
[PTB] Cost down from 440 to 385
Damage down from 30 to 23
Range up from 800 to 900
Armor penetration down from 3 to 0
AoE radius down from 150 to 100
Mine (default) no longer has stealth
Mine duration down from 12 to 3 sec
Proximity Mine Radar Upgrade mine duration down from 18 to 9 sec
Longbow
Movement speed down from 130 to 110
Damage down from 42 to 24
Lancer
Damage level one DPS down from 50 to 10
Damage level two DPS down from 60 to 40
Damage levels one and two now last 3 seconds up from 2
Scimitar
Damage down from 125 to 60
Ammo up from 1 to 2
Rate of fire up from 1 to 2
Cost up from 300 to 350
Mine Drop Upgrade
[PTB] Armor penetration down from 3 to 0
[PTB] Mine no longer has stealth
[PTB] Mine duration down from 10 to 6
Monitor
Health up from 75 to 100
[PTB] Movement speed down from 275 to 250
[PTB] Vision up from 1000 to 1200
[PTB] Cost up from 75 to 105
[PTB] Build time up from 25 to 35
Scythe
Movement speed down from 400 to 375
Armor penetration down from 6 to 0
AoE radius down from 75 to 50
Damage up from 13 to 20
Rate of fire up from 0.5 to 1.25
Aircraft Repair Upgrade
Repairs 8% every sec up from 5% every sec
Alpha
Movement speed up from 50 to 75
Explosion interval health threshold down from 500 health to 300 health
Repair Subroutine Upgrade
Repairs 10% every 5 sec up from 5% every 5 sec
Air Pad
[PTB] Cost up from 60 to 80
[PTB] Build time up from 15 to 20
Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec
Conduit
[PTB] Health up from 250 to 300
Teleporter
Build time up from 75 to 120
Cost up from 750 to 1200
Cooldown up from 150 to 180
Now has a visible 5 second charge up telegraph and an audio queue before activation
Wall
Armor down from 6 to 0
Build time up from 30 to 40
Pillar cost up from 30 to 80
Pillar health down from 1000 to 750
Straight cost up from 30 to 80
Regeneration up from 15/sec to 25/sec
Human Sentinels
Now have a population of 1
Take 10 seconds to teleport up from 5
Artillery Sentinel
Range down from 1750 to 1000
[PTB] Damage up from 15 to 20
[PTB] Health up from 250 to 300
Armor down from 6 to 3
Anti-Heavy Sentinel
Armor down from 6 to 3
Anti-Air Sentinel
Damage down from 8 to 4
Armor down from 6 to 3
Extractor
Health down from 1000 to 750
Harvester
[PTB] Movement speed down from 130 to 125
Refinery
[PTB] Creates Harvesters every 10 sec up from 7.5
"No-Build" Influence Radius
Core radius increased from 800 to 1000
13-3
2015
GreyGoo's third patch is online
Posted by Banshee at Petrolution News on March 13, 2015
Yesterday, the third patch for Grey Goo has been released. It should be a quick hot fix patch with the following changes:
March 12, 2015 Update Notes
AI
Alhazen Human AI will no longer build all air pads and no units
Fixed an issue that could cause the AI to stop attacking
Hotkeys
Fixed an issue were hotkeys were inconsistent when using the Goo interface
Human Teleporter eject hotkey now works properly
Fixed issue where hotkeys were not properly displaying for tech upgrades
Units
Bastion taunt now properly affects Beta units that are mounted on walls
I guess that the issue that could cause AI to stop atttacking was the critical one that needed to be wiped from the history, considering that single player games are played by many people. That's probably the reason that they've made this hot fix in first place. They've been announcing some heavy ballance changes for the upcoming patches and you are able to test it already.
17-2
2015
GreyGoo's second patch is online.
Posted by Banshee at Petrolution News on February 17, 2015
The second patch for GreyGoo has recently seen the light of the day. Here's the official changelog:
February 17, 2015 Update Notes
AI
Default AI is now Lambert instead of Random
Audio
Fixed an issue where the RTS Primer VO audio was incorrect in German
Units
Aircraft will now prioritize empty landing pads first when ordered to land by right clicking on Hangars/Airpads
Further improved the extents shrinking from 50% to 25% to minimize artillery/AoE impact of grouped units
Campaign
Adjusted Easy and Normal difficulty settings. Hard difficulty is unaffected.
Fixed an issue where script-spawned units were not being given the correct health modifiers
Fixed a bug in The Barricade that caused some enemy Guardian units to idle in brush instead of properly mounting wall pillars
Engineering
Added matchmaking improvements to allow players easier access to searching for matches worldwide
Improved logic for detecting players disconnecting to force a win or avoid a loss
Servers will now temporarily pause when connection loss is first detected
Added improvements to performance that prevents certain cases from lagging the client severely
Structures from an eliminated player will now properly clear up passability upon deletion
Fixed a crash local to 32 bit machines
Fixed a crash that would occur while loading a multiplayer match
Fixed a lock that would occur for clients when the host would close the lobby
Fixed an issue where 2v2 Ranked matches were not properly reporting
Fixed crash that would occur when starting skirmish match
Terrain Editor
Fixed crash that would occur when launching a custom map with the spigot marker inside the HQ boundaries
Fixed crash that would occur when loading an untouched custom map
UI
Moved Quick Match window up in the Multiplayer screen while search is ongoing
Added translations for new text
Fixed an issue with compressed Korean text
Added a new Extras section to the menu with a quick launch button for the Terrain Editor
Made various fixes to improve performance in the UI
Fixed an issue where the game would unpause immediately after pausing in single player
I've seen many people complaining at the lack of stability of this game. I hope this patch improves this situation.
4-2
2015
GreyGoo's first patch has been released.
Posted by Banshee at Petrolution News on February 4, 2015
GreyGoo has recently received an official patch. Here's the official changelog:
February 3, 2015 Patch Notes
Art
Fixed issue where some units attacks were appearing through Fog of War
Audio
Fixed bug where the Has been revealed announcement was being triggered whenever a players units were killed
Fixed an issue where the Has been revealed announcement was triggered after a vent plug was destroyed
Fixed issue where sound effects from the impact of Howitzer mines would sometimes not play
AI
Fixed issue where enemy AI Beta units would attempt to use players Repair Pad
Achievements
Glutton for Punishment can no longer be achieved against Idle AI
Engineering
A units extents now shrink when moving through groups of other units to make moving through groups smoother
Disabled units pushing other units to the side to prevent further issues as a result of the change
Fixed a rare issue where refineries could create an island of un-navigable terrain
Fixed crash caused by loading a save game from a previous version
Fixed crash caused by Goo projectiles being shot down
Fixed an issue where a structures deconstruction animation would sometimes not play
Fixed exploit where Human structures would still be teleported after being destroyed
Fixed error that was being given when attempting to save on The Terminal
Fixed cursor disappearing when accepting an invite during a cutscene
Changed agro state generator for Human HQ to prevent a stacking situation that could potentially cause a crash
Design
Fixed the resource display on The Aperture Device to better represent the resource locations
The timed even in The Aperture Device will no longer start if the player moves their Mother Goo away from the node
The Crescent fire objective in The Trench can no longer be triggered before its intended time by restarting the mission
Fixed an exploit with selling Conduits
Fixed an issue where players could hide their Purger in the brush
Added additional target filtering to Tempest Surveillance Virus upgrade to prevent it from targeting ground and air incorrectly
Fixed an issue where Tempest Surveillance Virus Upgrade affected ground units if it hit an air unit that was flying above a ground unit
UI
Fixed several incorrect descriptions in the Encyclopedia
The orange bar in the quick match panel will no longer change size when the player invites another player to a premade team
Fixed issue where timers would sometimes not appear in the German version
Fixed issue where the no power icon was appearing after a buildings construction was completed
Updated the no power icons in Magos Pass to be consistent with the other no power icons in the game
Terrain Editor
Added support for custom user XML and Animations
Fixed several crash issues
Fixed Skydomes not properly appearing in the editor
Fixed issue where props and objects were being visually removed but were still counting in the object count
Fixed issue where Fog of War was not appearing when the user checked the fog box
Improved water shader for user-created maps
It's worth mentioning that the Terrain Editor now support custom user XML and animations. The possibilities of custom user XML files are yet to be seen. How far does the game can be customized with that feature? If anyone decide to play it, we kindly invite you to post your results in a reply to this news post.
27-1
2015
Grey Goo has been released.
Posted by Banshee at Petrolution News on January 27, 2015
Ladies and gentlemen, as the title of this news says, Grey Goo is the latest game released by Petroglyph Games. Of course, Petrolution will be supporting it. You can now post your mapping tutorials, tools and anything related to Grey Goo in our site. And in order to start our support for this new RTS game, we have an exclusive updated Open Source .BIG Editor in our download section. This new version of OS BIG Editor opens .meg files with format 2 and 3 (Grey Goo uses format 3) from newer games from Petroglyph. It still does not open the nasty config.meg file from Grey Goo, neither the one from End of Nations beta. They seem to be protected with some very odd sorcery that has yet to be studied by the community. So, that's it. Get posting and help us to make this game become more modding friendly.