Petrolution is fully functional again.
Posted by Banshee at Petrolution News on November 5, 2013
Welcome back, everyone. Petrolution is working correctly again. We've managed to figure out the server mechanics that were affecting the redirection and they were disabled here. So, feel free to browse the site, submit tutorials, files, mods, etc.
We have a lot of sections about games that no longer belongs to Petroglyph or are not longer supported, but we'll keep them for now. Also, End Of Nations is no longer a MMO RTS, but it is rather a multiplayer online battle arena and it is in the sole hands of Trion. I don't know if we'll add content for this game on our own. Probably not, unless we see some interest in the responses for this news post.
Anyway, enjoy this place and contribute for it to make it even better.
The site is now browsable.
Posted by Banshee at Petrolution News on November 4, 2013
Hello everyone. You may now browse all sections of Petrolution as you used to do some months ago. I've done a little workaround that redirects you into something that works. Unfortunately, the redirection problem persists and it may prevent you from submitting some data, except to edit items, which is a big thing. I'll still try to figure out how to fix it, but the problem seems to be beyond the scope of Petrolution at the moment. Have fun.
Broken site links
Posted by Banshee at Petrolution News on November 3, 2013
Hello everyone. If you've been trying to browse this site recently, you might be noticing that some of the site content looks broken. Our problem lies with a redirection rule of apache that is beyond my scope or it's something I'm not being able to figure out where it comes from. But the content itself is fully functional. Feel free to browse it:
And for anything else, make sure that the link has index.php?page= and the ? are replaced with & until we figure out why things are breaking. Sorry for any inconvenience and enjoy this place.
New Maps Part Two
Posted by evilbobthebob at Phoenix Rising News on December 5, 2011
As promised, here is the second news post about the new maps coming to Phoenix Rising with the release of version 1.2. I hope you'll enjoy fighting on them as much as I enjoyed making them!
We begin with the grey ecumenopolis of Denon. Situated in a strategically important hyperlane intersection, this is an important world to control in many campaigns.
The landing zone at Denon offers a number of paths to the main base, and provides ample space for heavy equipment to be landed.
The long, wide streets are excellent for walkers and speeders alike. Infantry can shelter between some buildings to keep them out of the line of fire.
Altogether a nicer planet than Denon, Champala is an oceanic world, home to the Changrian species. Its rapidly changing tides meant that the native coastal cities are adapted to being partially submerged for extended periods.
One of the coastal cities of Champala nestles below an eroded cliff face.
Repulsorlift vehicles are recommended for attacks on Champala and all oceanic worlds, though walkers and wheeled tanks can ford some of the shallow sand banks.
The base on Champala is set on massive concrete foundations with heavy drainage pipes to keep the worst of the tides away from the main structures.
Far in the Outer Rim, New Alderaan is, as the name suggests, the homeworld of Alderaanians who escaped their planet's destruction. Much like Alderaan, it is a temperate world, though with strong seasonal variation.
A landing zone directly outside the main base, this should be held by defenders for as long as possible. It provides an excellent flaking route for attackers.
Deep in the mountains, this pass can be used to ambush attackers or flank round heavy defences.
AT-ATs emerge from the mist to assault the New Republic defensive line. The forest can provide cover for ambushing infantry.
A relatively unimportant world in the Outer Rim, Ord Biniir was covered in canyons and as a result, favoured by podracers.
The initial landing zone on Ord Biniir gives attackers a number of different canyons to choose from, some leading to the enemy base, some going to more hidden corners of the map.
The main base on Ord Biniir, built on one of the plateaus separating the winding canyons. Part of the rear base wall has collapsed, giving attackers an alternate route and providing defenders with a way to reinforce their ramp if necessary.
The main canyons surrounding the base. If turbolaser defences are present, heavy vehicles or anti-vehicle infantry are a must!
Well, that's all from me for a while. I have plenty more maps in the pipeline. Other big map changes in 1.2 include revamped structure positions in Galactic Conquest: now your ISDs can navigate those station defences! All space skirmish maps have been scaled up too, so starbases can no longer bombard each other as soon as the battle begins and ships can pathfind much more effectively.
Posted by Ghostrider at Phoenix Rising News on September 8, 2011
Mod development is a double edged vibro-blade at times. Adding detail and expanding gameplay can have an effect on performance, and this has always been a challenge with campaign development, where you can’t just cram zillions of unarmed freighters around a trade planet to make it look real without making the PC sweat a bit.
The trick is to add enough units to make planetary defense fleets look and feel real, and to have enough variety that you each fleet is different, and yet balancing this with performance.
Several breakthroughs in the development process have made this a lot easier and add up to making a much better mod.
Firstly, PR looked at how the game engine works from a theoretical aspect. While we are unable to optimise the engine itself, we can optimise the data that the engine uses, and this has been done by eliminating unused XML data objects. So the Zann Consortium has been whittled down to a handful of pirate/independent units, corruption missions are gone and the interventions (the random missions that used to pop up) have been removed from the AI. Redundant GUI model code was also scrapped.
De-bugging also uncovers some unusual problems. During late V1.1 testing we discovered that someone had accidentally left a microscopic sized level 5 Starbase tucked under each planet in galactic mode, and removing this certainly made the graphics card a bit happier.
The other big change to V1.2 is the use of a config.meg file to wrap all the XML’s into a single package, which reduces hard-drive access time, and therefore improves loading times.
We also tried unplugging the AI completely (not just switching it off), but this made very little difference to performance, as some of the performance issues are inherent to EAW modding – so we work around as best we can.
For the campaigns themselves, there is a clear correlation between the number of units in play and degrading performance and simply capping the large campaigns to a maximum of 100 planets was a step in the right direction. However, the big breakthrough came in recent testing, when Evilbobthebob discovered that while large campaign files are certainly slower than small files, the really important factor is diversity. It’s better to have fleet of 50 identical frigates than a smaller fleet of 10 frigates, 10 bombers, 10 fighters and 5 freighters.
With this in mind we tested a new approach to fleet composition:
We can keep a huge stock list of available ships, but ensure individual fleets don’t have two different ships performing the same role, and keep the upgrade level consistent with the fleet.
For example, a smuggler world would have several YT1300b’s instead of a motley assortment of randomly upgraded freighters. This eliminates several unit variants in one go, but players are still attacked by a swarm of hard-hitting light freighters.
The next smuggler world might be poorer, but slightly more criminally minded and would have say HWK Medium Raiders for a slightly more piratical bias.
As a player you are met with a completely different foe, but the game engine is happy to only deal with one variant instead of six.
This approach has been applied across the entire mod, and while no two planets will have the same choices from what is now a large unit database, but the results work. In the last three months, all seven campaigns have been re-optimised (the Beta varsion) with this viewpoint and, if anything having fewer types of units in an individual fleet accentuates the differences between one planet and the next and makes the universe that much more interesting. And the performance benefits speak volumes as the CPU is better able to manage the galaxy.
The following test results were achieved on a 3.6GHz Quad Core - Alpha version early V1.2 testing, Beta version post optimisation
Loading Times (s)
Core Worlds (Alpha) 31
Core Worlds (Beta) 25
Inner Rim (Alpha) 36
Inner Rim (Beta) 21
Outer Rim (Alpha) 53
Outer Rim (Beta) 38
Operation Skyhook (Alpha) 51
Operation Skyhook (Beta) 40
Thrawn Offensive (Alpha) 50
Thrawn Offensive (Beta) 42
Galaxy Far Far Away (Alpha) 107
Galaxy Far Far Away (Beta) 60
Operation Shadow Hand (Alpha) 67
Operation Shadow Hand (Beta) 59
Max Frame Rate Per Second
Core Worlds (Alpha) 28
Core Worlds (Beta) 32
Inner Rim (Alpha) 24
Inner Rim (Beta) 36
Outer Rim (Alpha) 20
Outer Rim (Beta) 24
Operation Skyhook (Alpha) 18
Operation Skyhook (Beta) 23
Thrawn Offensive (Alpha) 17
Thrawn Offensive (Beta) 19
Galaxy Far Far Away (Alpha) 11
Galaxy Far Far Away (Beta) 18
Operation Shadow Hand (Alpha) 10
Operation Shadow Hand (Beta) 12
Average Frame Rate per Second (1 minute test)
Core Worlds (Alpha) 24
Core Worlds (Beta) 29
Inner Rim (Alpha) 18
Inner Rim (Beta) 28
Outer Rim (Alpha) 16
Outer Rim (Beta) 20
Operation Skyhook (Alpha) 15
Operation Skyhook (Beta) 21
Thrawn Offensive (Alpha) 14
Thrawn Offensive (Beta) 16
Galaxy Far Far Away (Alpha) 9
Galaxy Far Far Away (Beta) 15
Operation Shadow Hand (Alpha) 8.2
Operation Shadow Hand (Beta) 8.5
This translates to a 30% improvement on performance for all but the most complex campaigns, and as an added benefit, the new files proved to be smooth and responsive as one moved around the galaxy on all campaigns.
Overall, this means that medium performance systems should be able to play on Core Worlds, Inner Rim, Outer Rim and Operation Skyhook, while lower end PC’s should be able to play Core Worlds and Inner Rim.
And yes - it means that some laptops might be able to play Core Worlds at least, and mine is now used extensively for testing!
Several Fighters Have Broken Off From The Main Group; Come With Me!
Posted by Phoenix Rising at Phoenix Rising News on January 1, 2010
Nowhere will heroes matter more than in Operation Skyhook. The Rebels cannot destroy the Death Star, and thus win, without a starfighter hero. Fortunately, the campaign is full of them: Skyhook will have more heroes in play than any other historical campaign in the mod. We've added 17 new heroes expressly for use in this conflict - not even counting the others we've accumulated over the years. Thanks to extensive research and our innovative hero mechanic, numerous characters previously relegated to the background, from the ranking commander to the intrepid fighter pilot, will have the chance to act out the drama on center stage. So, without further ado, the Imperial cast in the fight for the Death Star:
Antonio Motti - appointed by Tarkin to be brevet admiral of the Death Star Priority Sector fleet, currently stationed at Despayre. Motti is the ranking Navy officer assigned to the project. He is exceptionally ambitious and self-confident, but owes his rank to political maneuvering rather than outright skill. As a military leader, his focus is on tangibles - keeping his fleet in top form - though he is seen as overrated.
"Backstabber" - Vader's right wingman, known only by this moniker. Savage to the point of recklessness in combat - had he not the skill to match.
Bevel Lemelisk - chief scientist behind the Imperial Death Star, Lemelisk leads the design team at the Maw Installation. A genius among geniuses, he can greatly improve existing technology and accelerate new research.
Boba Fett - arguably the best bounty hunter in the galaxy. Word is, he can be contacted at Ylesia or Tatooine.
Cassio Tagge - top Army commander aboard the unfinished Death Star. Although a Tagge by birthright, Cassio's lot is in protecting Tepasi from external threats rather than unveiling new breakfast sandwiches. Old enough to remember what it cost the Republic by underestimating the Separatists, a mistake he won't see the Empire repeat. He is typical of bright career officers at the height of the New Order: competent, but cautious.
Daine Jir - Stormtrooper officer with the 501st, the unit attached to the Military Executor. Working in such close proximity to Vader has led to an air of informality, and the Dark Lord has come to respect his blunt commentary. Jir coordinates troops any time the 501st attacks something, making him an offensive specialist.
"Dark Curse" - longtime survivor of Black Squadron. Knows how to not get killed in TIE combat as well as anyone.
Darth Vader - the Dark Lord of the Sith and leader of the Imperial Military awaits with his personal attack fleet at the headquarters of Oversector Outer on Eriadu. Vader has been charged with finding the hidden Rebel High Command base and tracking down any and all stolen copies of the Death Star plans... although the Emperor also requires him to expedite construction on the Death Star from time to time, a duty he finds most annoying. His command style is the epitome of terror: all force and no finesse.
"Mauler" Mithel - left wingman in Vader's personal squadron. Mithel achieved this elite position by consistently outthinking - and destroying - his opponents while dogfighting.
Moradmin Bast - Tagge's second-in-command, Tarkin's personal aide, and chief manager of the Death Star. Ideological ally of his superior, the High General. Bast is generally well-liked, which allows for smooth operations.
Mulchive Wermis - senior captain in Vader's armada. In charge of the Devastator, the Dark Lord's flagship of choice over the Immortal when he needs to get somewhere fast. Wermis is adept at procurement, but privately dislikes battle.
Nahdonnis Praji – commander of the Desert Sands sandtrooper unit on the Devastator. Has gained Vader’s trust with a no-nonsense attitude and repeated results. Excels at troop maneuvers.
Natasi Daala – anonymous tactical prodigy and former kitchen corporal that caught the eye of Tarkin. Under the Grand Moff’s command, she is now an admiral responsible for the security of the secret Maw Installation.
Raith Sienar – the brains behind the Expeditionary Battle Planetoid might be persuaded to work openly for the Empire if Imperial forces can get to Lianna. He is a master engineer without peer.
Soontir Fel – disgraced squad leader with the pathetic 181st fighter wing. His skill at starfighter tactics is unquestioned, but Fel has fallen out of favor politically. One glorified victory is all it should take to return him to the front lines; say, at Ord Biniir.
Villian Dance – leader of the first TIE squadron aboard Motti’s Steel Talon. Dance is Corellian flyboy who can spin circles around just about anyone in the Horuz system.
Wilhuff Tarkin – Grand Moff dually in charge of quashing Rebel activity in the Outer Rim and the Death Star project, presently overseeing the final construction phase of the latter. Author of the Doctrine of Fear – and not afraid to destroy a planet or two to prove it. Despite that, Tarkin is more of a New Order figure than a military one and is most adept in the arena of words.
Wullf Yularen – head of the Imperial Security Bureau aboard the Death Star. Yularen is fanatically devoted to Palpatine and is there to surreptitiously maintain the loyalty and morale of fellow personnel.
Ysanne Isard – the ambitious daughter of the Intelligence Director and an Intel agent herself, Ysanne has been sent on an unsurvivable mission to recover data on the location of the Death Star construction site. She could, however, prove more capable than anyone yet realizes.
The Thrawn Offensive Part III - New Republic Fleet
Posted by Ghostrider at Phoenix Rising News on August 4, 2009
The New Republic fleet is a random mix of ancient and modern, stolen, retrofitted supported by a small but growing selection of purpose built modern warships. Designs range from 100 year old Clone Wars Mark I Dreadnaughts to the E-wing Escort Starfighter Series I – a model that is so new that flaws in the production run (faulty lasers) have yet to be discovered. The depth and diversity of the fleet is such that it is best to cover designs by era rather than model or indeed type!
Early Civil War Designs:
Z-95 Headhunter: Despite its age, the Z-95 Headhunter is a hugely popular model, ranging from the ubiquitous commercial Z-95 I3 model with hyperdrive and modest shields, to the more expensive Z-95 AF1 Combat model with additional concussion missile launcher through to the common militarized Alliance AF-4 model with augmented shields, lasers and advanced concussion missiles.
Mankvim Light Interceptor: The CSA’s Mankvim 814 Series has proved almost as popular as the Headhunter for those in the market for a cheap fighter product. Models include the 815 Courier upgrade with increased speed; The 816 manoeuvrability upgrade (marketed as a cheap Interceptor circa Yavin); the 817 Endorian essentials upgrade for the very rich with laser upgrades and the very rare 818 combat model with R-41 shield generators.
R-41 Starchaser: With the original Hoersch-Kessel Drive production model obsolete after the Clone Wars, the Mark II model with third party speed/missile modifications was a production standard by the Civil War era. Subsequent Mark III military-spec shield upgrades to match the T-65B are common but far from state-of the art.
BTL Y-Wing: The early rebellion stalwart has been improved and modified over the years and remains a key part of the NR Fleet. Variants include the Yavin era A4 with Ion cannon, the S3 GCW version with gunner and the modern S4 post Endor low maintenance edition with effective hull plating and improved bomb load.
CR90a Corvette: This 50 year old design must have been quietly upgraded to military spec shields at some point and is still a common sight in the Republic fleet.
Marauder-class Mark II Corvette: A few rare leftovers from the more piratical beginnings of the Alliance with upgraded shields and additional ion cannon armaments.
Ardent-class MC30 Frigate: All of the Mon Calamari original passenger liners were swiftly retrofitted for military service and the basic hull has been improved and modified throughout the Civil War period. Variants range from the early MC30a, through the MC30b GCW upgrade featuring a complete weapons and hull overhaul, to the relatively modern MC30c with further shield upgrades and an additional pair of warhead launchers.
EF-76 Nebulon B: This venerable design is still in common service, mostly in the form of the EF-77 variant with upgraded heavy lasers, but the Kuat Drive Yards have been tinkering with the design and have a few EF-78 models for escort duty in and around the production yards.
Cruisers and Light Destroyers: Stolen Carrack Mark I’s, CW-era Dreadnaughts, Valiant MC40a Light Cruisers (with warhead upgrade) and a handful of Recusant-Class Light Destroyers (both in the original CIS Mark I and upgraded Rebel Mark II form) can still be seen throughout New Republic worlds in supporting roles.
Rebel Designs and Beyond:
As the Rebel Alliance formed, warship innovation become a key survival factor in both the early years and more recently with the formation of the New Republic, development of purpose-built warships rather than liner conversions has become the norm for the fleet. At the forefront are the T-65 X-Wing, the RZ-1 A-wing, B-Wing Assault Starfighter and most recently, the E-Wing Series I Escort Starfighter along with a number of key innovations in Corvettes, Frigates and Cruisers.
T-65 X-Wing: Early rebellion T-65B’s are still in service alongside the faster T-65C’s, but key locations in the Republic have been assigned the latest heavily shielded T-65F variant for defence.
RZ-1 A-Wing: The early years of the Rebellion had to make do with custom conversions of the Hoersch-Kessel Drive R-22 Spearhead, but since the victory at Endor, the Mark II Incom model with laser cannons that flip from front to rear facing has become a production standard. Recent New Republic upgrades to shielding are just starting to be seen in the fleet.
B-wing Assault Starfighter: New Republic Engineers have given the B-Wing design a complete overhaul, improving speed, manoeuvrability and shielding and squeezing in additional warhead capacity into the bargain with the B-Wing/E model.
DP20a Gunship: As with the CR90 design, the modern DP20 gunship has been overhauled with improved shielding and hull plating and is a common sight throughout the Republic.
CC-7700 Frigate: A product of the Corellian Engineering Corporation, the CC-7700 was the Rebel answer to the 418 Interdictor cruiser, and is a lightly armed gravity well vessel.
CC-9600 Frigate: CEC’s fast, heavily armed, frigate carries 30 heavy turbolasers and 12 turbo-ion cannon, making it a formidable warship for its size, and can be found defending key Republic worlds.
Dondonna-class Assault Frigate: In an excellent use of material, Rebel engineers took ancient clone-wars era-dreadnaughts and rebuilt them as Assault Frigates with considerably enhanced shielding, additional weapon emplacements and improved handling characteristics. More recent developments have seen a complete redesign of the Assault Frigate Mark II with the addition of a further 12 Quad lasers and a 20% boost to shielding.
Both Liberty-class and Reef Home-Class MC80 Star Cruisers are a common sight throughout the Republic, with a modest number of more modern MC80a variants better suited to standing up to Imperial-Class Star Destroyers in the fleet as well. However, the New Republic has recently unveiled the first for the fleet – a new class of warship – the Republic-class Star Destroyer. Even though this is just over 1km in length, it is easily a match for an Imperial-I Star Destroyer, and with a fearsome compliment of A-wing, B-Wing and E-wing Starfighters together with combat-ready upgraded Gamma-class ATR-6a Assault Shuttles and DX9b Stormtrooper Transports, this adds significant firepower to the Republic.
However, the scattered nature of New Republic forces has been caught off-guard by the impeccable timing of Grand Admiral Thrawn, and some losses in the Outer Rim are inevitable while the New Republic reacts and it may need to consider trading space for time to give the fleet a chance to re-group for a counter-attack. The massive manpower shortages throughout the Republic may also give rise to some harsh decisions, forcing the decommissioning of older transports and trading vessels to allow for increased military flexibility. One positive note remains; Starfighter Command may still have enough strength and superior firepower compared to the Imperial fighters to slow the Imperial advances while the rest of the fleet is mobilised.