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!
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.
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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
26-12
2018
Petroglyph Announce Conan Unconquered!
Posted by Digz at Petrolution News on December 26, 2018
The title says it all and the trailer certainly wets the appetite! Alongside Command and Conquer re-mastered Petroglyph are working on another title due to be released in the summer of 2019 called Conan Unconquered.
Conan Unconquered is a strategy game set in the barbaric world of Conan the Barbarian where you must build your stronghold and assemble an unconquerable army to survive the savage hordes of Hyboria. Wave after wave of increasingly more difficult enemies will rush at your gates and you will need to manage resources, research new technologies to advance your defenses, and recruit an ever-growing army if you are to save survive utter destruction.You can choose to play the game entirely alone in single-player, but Conan Unconquered can also be enjoyed in full two-player co-op allowing for a truly unique, shared multiplayer experience. Players share a base, but both can freely construct new buildings and amass an army to reach their common goal.Similar to games such as They Are Billions, the enemy hordes will keep coming at you and how long you can resist the invasion depends entirely on your ability to build your stronghold and lead your army. Gameplay is real-time, but you can also pause at any time to issue commands and start construction of new buildings. Battles will be bloody and savage with players having to deal with anything from fires raging through their stronghold to piles of corpses spreading death and disease.The savage horde is at your gates. Will you fall or will you remain unconquered?
The game as the quote above from the Steam page states it is going to be a defence game built upon your stronghold and armies that you build, it will have lots of re-playability with the maps being randomly regenerated and you can play this offline solo or online as a co-op game.
The steam page can be found here where you can find more information about the game.
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
.
5-2
2018
Demo bugfixes
Posted by evilbobthebob at Phoenix Rising News on February 5, 2018
- Improvements: Improved skirmish AI, buffed AA build pad turrets (now have double fire rate), added time-scaled particles for status effects. Made easy difficulty slightly easier.
- Improvements: Added units back into skirmish mode. Further skirmish AI tweaks.
- Bug fixes: Overracer bike icons; Text fixes for Rebel structures; attempted fix for crashes on Mustafar/Clakdor; attempted fix for save game crashes.
- Bug fixes: Fixed crash on Mustafar and Clak'dor maps. Removed debug info. Fixed reinforcement problems in skirmish (side effect: skirmish Golans and GC space colonies now prevent reinforcements in a radius around them)
- Bug fixes: Fixed squadron ability autofire scripts. Fixed CSA starbase upgrade cost in skirmish. Fixed text errors with Xg Star Wing and made Dominator III SD buildable once researched. Attempted to reduce the issue where fighter/bomber/transport units fly all over the map. Attempted to further improve savegame bugs.
- Bugfix: reduced planet texture resolution to improve performance, reduce chance of savegame crashes, and because the game can't render 4k textures.
- Fix for Tarkin respawn
- Fix for Clak'Dor VII crash
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!
3-9
2017
We're on the workshop!
Posted by evilbobthebob at Phoenix Rising News on September 3, 2017
Hey guys
With the update(!) to Empire at War on Steam, turning multiplayer back on, fixing some bugs, and adding Steam workshop support, I worked all day yesterday getting Phoenix Rising onto the workshop. It's available for download here: http://steamcommunit...873&searchtext=
Please post in this thread if you have any troubles installing/running the workshop version, as I haven't had much chance to test it myself.
30-8
2017
8-Bits Armies for Nintendo Switch
Posted by Banshee at Petrolution News on August 30, 2017
If you are a happy owner of Nintendo Switch, you'll be happy with this news: 8-Bit Armies is being ported to your video game soon. At least, according to this "Nindies" trailer.
29-7
2017
Battle Blitz has been released.
Posted by Banshee at Petrolution News on July 29, 2017
Hello everyone. Today, while browsing the web, I've found out about something Petroglyph has just released. For modding, it is useless. But if you have a Gear VR, it might be fun if you have 5 dollars to spare. It is called Battle Blitz.
There isn't much material to share about this game yet and probably there won't be. Here's how the site I've linked above describes the project:
Embark on a fun and challenging "lite" Real-Time Strategy campaign against an AI bent on your destruction! Construct your base, build your army, and determine your strategy of attack. Every map provides a unique challenge with new units, obstacles, and traps to contend with. You can even advance your technology to build the fearsome nuclear silo and rain molten destruction on your enemy! As you level up your character, you’ll earn rewards for technology advancements that can be placed into your own custom maps to share with other players. Other features include Touch controller support, an in-game tutorial, leaderboards, map editor, and the classic base-building, economy management, and strategic battles that strategy players love to dig into.
It seems that any similarity with 8-Bits Armies is not a mere coincidence. If you are interested in the game, click in any of the pictures and have fun. Thanks to Plokite_Wolf for the tip.
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!
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.
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.
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.
17-6
2014
News. Now that's a name I haven't heard in a long time...
Posted by evilbobthebob at Phoenix Rising News on June 17, 2014
Hello Phoenix Rising fans.
First off, I'd like to apologise for the extremely long time between news posts. If this was the only way you kept up with the mod, I can forgive you for thinking we'd ceased development. Those of you who read more of the forums see the team members making comments from time to time, and we made a call for alpha and beta testers for the latest version over the past year. Still, this doesn't make up for the silence we've sustained up to now.
I'd like to change that myself, primarily because I finally have some free time and partly because our team leader and the prime driver of the mod, Phoenix Rising, is without a computer capable of doing modding right now. This isn't particular cause for alarm, because the current build of the mod is very feature-complete. However, there still remain areas that need polish and improvement.
So what have we been doing for the past two years? Our initial plan for the next version of the mod was primarily based on integrating the information provided by the release of The Essential Atlas. As software project tend to do, we experienced some rather strong feature creep, and as one thing led to another, we realised we had a version of the mod that is no longer a mere incremental update. In fact, we have:
- General
- Made numerous changes to improve performance
- Remade and rebalanced the hero system
- Rebalanced tech trees
- Galactic Mode
- Brought our galactic maps in line with The Essential Atlas
- Added new planets
- Entirely rebalanced and remade our core sandbox campaigns (still a work-in-progress)
- Created a new planetary bonus system
- Created a new hyperspace system
- Rebalanced freighters, including the addition of light transports
- Improved the display of research
- Combat
- Improved land combat
- Begun the process of adding infantry weapon models
- New units
- Improved weather system
- Added many new maps in land and space
- Entirely revamped space combat to be in line with land combat:
- New armour, health and shield system
- New weapon balancing and types
- Better display of unit statistics
- New units
- Increase in map size to accommodate the changes
- Improved land combat
Many of these changes, especially those based around planets and maps, have already been mentioned in prior news posts. Check those for more information on those specific topics. As for the rest, I hope I can bring you more news posts in the near future providing examples and details. In the mean time, I'm happy to answer questions you may have here on the forums.
evilbob
13-3
2014
Grey Goo, the next game from Petroglyph
Posted by Banshee at Petrolution News on March 13, 2014
Petroglyph has recently announced their next real time strategy game: Grey Goo, which should be published by a mysterious company called Greybox. It should feature 3 new factions and all the good and solid mechanisms that makes real time strategy games fun, such as base building, resource collection and a focus on macro-management rather than micro-management. The game will be Windows only originally and it should be sold on Steam. It can be played online and offline (skirmish) and it should feature a story driven campaign. According to Petroglyph, the game should be available on late 2014 and it will feature soundtracks from Frank Klepacki. For more information, head to Grey Goo's Official Website.
3-11
2013
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:
-> Tutorials
-> Mods
-> Articles
-> Maps
-> Downloads
-> Modding Utilities Downloads
-> Community Modifications Downloads
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.
27-12
2012
Battlestar Galactica at War is back!
Posted by Darthbyron56 at Petrolution News on December 27, 2012
Hey Guys, Byron here. Avid BSG fans will be well aware that between 2010/2011 NBC issued a take down notice of a single BSG mod from Moddb.Since Moddb didn't want to get into trouble they decided to remove all BSG related content from their website.
However, we have started up our Battlestar Mod project again, and hopefully we can continue to develop it without NBC feeling threated by its presence.
So what have we been up to?
Well most of the content used in BSG Colonial Wars needed upgrades. Textures weren't great and most models need re-rigging.
Our Priority at the moment is to re-rig enough units to get you guys a mini-mod by 2013. We are aiming for something small, but quite diverse. We aim to change the graphics of the game so you feel like as if your playing a Total Conversion mod.
As mentioned all models are being Re-rigged, and re coded to be more accurate to the ships shown in the show. We have already re-rigged the Battlestar Galactica, and have put its Flak Shield ability to test against some cylon raiders, and the results are fantastic. The video below from our November update shows you this ability being used.
Due to some set backs re-rigging was placed on hold and minor modding of Factions, Galactic Conquests and Planet placement has taken over at this moment. But I am pleased to announce that we have finally overcome the rigging issues we were experiencing with the rigging process, but I'd like to show you what I've been up to in the meantime.
This video shows the new and updated effects that we are looking to create with our mods Galactic Conquest. As you can see we've taken to offering an accurate representation of a Galaxy by adding in Nebula and Star effects, we've even gone as far as adding Suns to each Galaxy.
The area of space you see in this video is known as Helios Alpha, and is one of the primary Helios for the Tweleve Colonies. It features the following planets:
Icarus,
Picon,
Caprica,
Gemenon,
Tauron,
Zeus,
Peresphone,
Erebos Asteroids.
Let us know what you think, after many attempts at getting the effects to work correctly I cracked it. We are aiming to develop another 3 of these areas for the other Helios' within the Twelve Colonies. You'll also notice some sound updates for the GC.
The mod is well and truly back in production, however as always we must say that Real Life events to come before any modding, so If you haven't heard from us in a while don't assume we are dead, we might just be very busy.
If you want to keep up to date with is visit www.bsgmods.com/forum and register there with us. The forums is quite New and we still don't have many members.
Thanks Guys,
Byron













