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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!

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

 

 

27-12

2018

Petroglyph Announce Conan Unconquered!

Posted by Digz at Petrolution News on December 27, 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.

8-4

2018

Phoenix Rising v2.0 Public Beta

Posted by evilbobthebob at Phoenix Rising News on April 8, 2018

After the success of the demo, I have decided to move forward with a public beta phase, released via update to the Steam version of the demo. This will introduce the full set of galactic conquests that are currently work-in-progress. You should expect more bugs than the demo version, but also many more opportunities to try out new parts of the mod.

Known issues:

Missing text

Poor performance in some GCs

Missing CSA units

Unit filter buttons may sometimes display an incorrect state if pressed rapidly

Sandbox missions may show incorrect information

 

Changelog from demo:
Full GC set (Work in progress)

New filter buttons: click to hide different classes of space units/research

Updated tech trees for Rebels and Empire

Fixed some weapons not firing from muzzles correctly

Space colonies now correctly show up in battle results

 

Please report bugs here or on the Steam discussion page.

17-10

2017

Forged Battalion has been announced

Posted by Banshee at Petrolution News on October 17, 2017

Petroglyph Studios has announced a new RTS game for Steam known as Forged Battalion. Here's the trailer:



In this game, you're part of a resistance group, taking the world back from a military force called The Collective at the end of the 21st century.

It should come with the following features:

- Strong focus on unit customisation and building your own faction. You can alter every unit's chassis with different weapons, locomotor types and regenerative armor.
- There will be a 'persistent tech tree', meaning that each battle will contribute to your overall progress, helping to unlock new blueprints.
- There'll also be co-op and competitive multiplayer for up to eight players, also something that is being called a 'dynamic story campaign' and Steam Workshop support.
- Expect superweapons.
- The first early access version should include at least five campaign missions, different multiplayer modes and five multiplayer maps.

Forged Battalion will launch in 2018 on Steam Early Access. Thanks to Plokite_Wolf 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!

4-9

2017

New Patch for Star Wars: Empire at War (Steam)

Posted by Banshee at Petrolution News on September 4, 2017

It seems that Disney has recently made some kind of deal that made Petroglyph add some interesting updates to the Steam version of the game. Here's their developer note about this subject:

 

A note from the developer.


Hi Everyone,

We have continued to watch the EAW community closely over the years and appreciate all the excellent support you have given us and the game. Thanks to all of you for the great feedback, awesome mod packs, and overwhelmingly positive reviews.

Check out the full press release here.

Here is a list of improvements made to the game.

· Steam multiplayer support in both FOC and EAW
· Enabled selection/list of player mods on hard drive, including mods via Steamworks
· Enabled windowed mode support
· Additional bug fixes and optimizations

We hope you enjoy this special update.

- Petroglyph

 

 

In a small note: the original multiplayer worked with GameSpy, which is gone for a very long time already.

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.

 

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.

 

AloViewer.png

 

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 :p.

 

 

OSBIGEditor0581small.png

 

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!

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!

 

Source.

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.jpg

 

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.

 

Screen_243.jpg

 

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.

 

Screen_242.jpg

 

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

 

Screen_241.jpg

 

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.
 

Screen_244.jpg

 

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. 

 

Screen_245.jpg

 

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

 

Screen_247.jpg

 

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. 

 

Screen_246.jpg

 

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. 

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.

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

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.

5-11

2013

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.

4-11

2013

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.