31-12
2018
Yuuzhan Vong at War Mod Spotlight
Posted by Digz at Petrolution News on December 31, 2018
The Yuuzhan Vong at War Mod got an honourable mention in this years Best Upcoming Mod of the Year Awards and did so in 2016 in a similar category, so what is all the fuss about?
The mod looks to bring a new era into the game, one talked about in Star Wars lore as being the greatest threat to the galaxy, we see Grand Admiral Thrawn mention it several times in the books and it brings genuine fear that a threat so large can come from the Unknown Regions that could destroy the entire galaxy. The mod is looking to be released as some point in 2019, with various stages of releases to accompany the different elements of the mod, it's a refreshing approach from the development team to release in stages and focus on the elements of getting those right whilst working on the larger incremental updates.
By focusing on just one of the game modes, "Aftermath" below is the description of the game mode which describes it better than I ever could, source can be found here:
The Aftermath mode is a unique and exiting experience. You are the commander of a crippled battle cruiser that was left behind after a fleet engagement. Your job is it to not only protect the beings under your command but go even further and get your ship back up and running. Resources are scarce and limited, and you’ll have to send out your transports to gather resources from debris fields and wrecked ships on the battlefield.
Once you started to scour the battlefield for scraps and debris, you will make a scary discovery: It’s not only your ship that was left behind. An hostile battle cruiser suffered a similar fate, and its commander is trying to repair the ship as well.
This is the moment you will enter into an arms race and whoever manages to repair the ship first will have the fire power to defeat the enemy once and for all.
The mod even has its own technology upgrade structure which it has aligned to the Yuuzhan Vong war which lasts five years, aligning it with that makes much more sense and each faction will upgrade differently according to their own characteristics by lore. More information on the technology upgrade can be found on their Mod DB page here.
The mod also features updates to the galaxy map and adds realism and authenticity to it, it also adds in a concept of "nav points" they allow for re-routing during the longer hyperspace routes. So with all these exciting changes to the gameplay mechanics, new factions too, and adhering to the lore that captures the imagination of most Star Wars fans it is no surprise why this mod was an honourable mention for best upcoming mod category.We expect great things here!
If you want to get the latest updates for the mod make sure you stay tuned here and also visit their website and their Mod DB page.
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.
4-1
2018
Forged Battalion Gameplay
Posted by Banshee at Petrolution News on January 4, 2018
For those wondering how will the next Petroglyph's RTS, Forged Battalion, looks like? Here's a 20+ minutes video featuring its gameplay, by Smash GaminG!:
Share your comments here. What do you think? Are you interested on joining its early access on Steam on january 16th?
Thanks Houseplant for the news tip.
8-12
2017
v2.0 Demo Coming Soon(tm)
Posted by evilbobthebob at Phoenix Rising News on December 8, 2017
As you may or may not be aware, I am still working reasonably regularly on the mod and have got it to a stage where I feel comfortable releasing a focused demo version of Phoenix Rising 2.0. Currently, the version is in testing, but you can get a sneak-peek from Corey, lead developer on the Thrawn's Revenge series of mods, who has graciously begun a series of videos of the demo test build on his Youtube channel. The first video is here
2.0 will include all the changes noted in previous news posts, but there will be a summary of changes around the release time.
There is no concrete release date for the demo build, so stay tuned.
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!
30-7
2015
Mega File Editor reads Config.meg from GreyGoo
Posted by Banshee at Petrolution News on July 30, 2015
Hello everyone!
Mike.nl has released a new version of his Mega File Editor that is able to read the encrypted config.meg file from GreyGoo. That file stores the core rules of the game, such as unit stats, behavior, AI and much more. Humans are able to understand the .XML files and the .CLP files. It is unclear at the moment if the game is really moddable or not and what would be its limitations. Mike.nl has also updated his .MEG File Format document to cover the changes in GreyGoo.

(Click the picture for a high resolution screenshot)
Head to Petrolution Mod Tools Website to download the Mega File Editor and much more. If you have any successful modding experience with GreyGoo, please, report it here and show it to us. It can seriously affect the future of this site.
28-3
2015
Grey Goo's 4th patch: the ballance patch
Posted by Banshee at Petrolution News on March 28, 2015
A couple of days ago, Greybox has released the first ballance patch for Grey Goo. Here's the official notes on it with a long list of changes:
The first balance patch is here!
Here is the finalized list of changes going into the first major balance update released on Tuesday March 24th. These include revisions inspired by the testing done on our Public Test Branch. See the previous balance details here.
Any changes labeled with [PTB] resulted from data collected during the Public Test Branch.
Due to the number of balance adjustments we are implementing with this patch, both 1v1 and 2v2 ranked leaderboards will be reset upon the update's arrival. Your Elo matchmaking rating and win-loss records will be wiped during this reset, allowing you the opportunity to test your skills in a new season.
General
The formed Goo, Repair Subroutine Upgrade, and Sentinel Repair Upgrade regeneration effects now only activate when the units and structures are not actively taking or dealing damage.
Targeting priorities have been re-factored to prioritize units over structures in most cases.
Beta Faction
Air Canister Upgrade
[PTB] Range down from 450 to 350
Stalker
[PTB] Health up from 100 to 110
[PTB] Damage down from 11 to 9
[PTB] Movement speed down from 120 to 115
Stealth Sniper Upgrade
Range down from 500 to 425
Stealth is now always active outside of combat and will reapply 8 seconds after combat ends.
Predator
Health up from 130 to 140
Hailstorm
Damage down from 25 to 20
Range up from 750 to 800
Armor penetration down from 3 to 0
AoE radius down from 150 to 125
Guardian
[PTB] Rate of fire down from 1.75 to 1.5
Range down from 650 to 550
Long-Range Ballistics Upgrade range down from 1200 to 900
Long-Range Ballistics Upgrade damage down from 35 to 25
Cloudburst
[PTB] Damage down from 40 to 24
Stratus
Health down from 100 to 75
Warbird
Rate of fire up from 0.5 to 1
Ammo up from 4 to 5
Cost up from 270 to 315
Nimbus
Ammo up from 2 to 3
Damage down from 75 to 50
Nimbus Napalm Upgrade now lasts 5 seconds down from 5.5
Nimbus Napalm Upgrade AoE radius down from 250 to 200
Avalanche
Shot timings have been shifted to have a smaller cast time and a longer cooldown. Rate of fire remains the same.
Cost down from 675 to 600
Hand of Ruk
Range down from 2000 to 1500
Wall
Armor down from 3 to 0
Build time up from 25 to 30
[PTB] Pillar cost up from 50 to 90
Pillar health down from 1250 to 1000
Straight cost up from 50 to 90
Small Power Hub
Health up from 300 to 400
Medium Power Hub
Build time down from 50 to 45
Large Power Hub
Health down from 900 to 800
Repair Pad
Heals for 15 every 2 sec up from 20 every 5 sec
Build time down from 50 to 30
Cost down from 500 to 300
Health down from 1500 to 1000
Hanger
Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec
[PTB] Build time up from 30 to 35
[PTB] Cost up from 240 to 245
Extractor
Health down from 1000 to 750
[PTB] Extractor size reduced to match the Human Extractor
Harvester
[PTB] Health up from 80 to 120
[PTB] Movement speed up from 100 to 125
Refinery
[PTB] Creates Harvesters every 20 sec up from 15
"No-Build" Influence Radius
Small Hub radius increased from 400 to 600
Medium Hub radius increased from 400 to 600
Large Hub radius increased from 500 to 600
Headquarter radius increased from 800 to 1000
Goo Faction
Drover
Range down from 250 to 200
Strider
[PTB] Health down from 125 to 115
[PTB] Rate of fire down from 1.25 to 1
Tempest
Damage down from 25 to 18
Small Protean
Health up from 150 to 160
Small and Large Protean
Slow enemies by 50% down from 90%
Crescent
Damage down from 10 to 6
Range down from 1500 to 1000
Projectile speed up from 150 to 200
Projectile Endurance Upgrade AoE radius down from 100 to 75
Projectile Endurance damage down from 5 to 2
Projectile Endurance range down from 1500 to 1000
Destructor
[PTB] Rate of fire down from 1.75 to 1.5
[PTB] Damage down from 42 to 36
[PTB] Health down from 155 to 150
Movement speed down from 120 to 105
Target damage and splash damage have been separated. Splash damage down from 42 to 15 but target damage remains the same.
Purger
Range up from 800 to 1000
Damage down from 400 to 300
Catalyst Vents
Grant 160 health per pickup to the Mother Goo and Proto-Purger up from 85
Mother Goo
Stealth detection range down from 800 to 400
Armor penetration down from 10 to 0
Max health has increased from 1300 to 1600
Health per size has increased from 200 to 320
Catalyst digestion health per second up from 5 to 8
First size max health down from 500 to 320
Initial Mother Goo starting health down from 400 to 240
Proto-Purger
[PTB] Starting health down from 2000 to 200 to maintain build time from Catalyst Vent change.
Human Faction
Trident
[PTB] Health up from 115 to 140
[PTB] Damage down from 8 to 7
Build time up from 20 to 25
Cost up from 100 to 125
Revolver
Damage down from 6 to 5
[PTB] Health down from 100 to 95
Dagger
Armor down from 3 to 0
[PTB] Range up from 350 to 375
[PTB] Damage down from 3 to 2
Health up from 75 to 90
Gladius
[PTB] Range up from 350 to 400
Movement speed down from 95 to 90
Howitzer
[PTB] Cost down from 440 to 385
Damage down from 30 to 23
Range up from 800 to 900
Armor penetration down from 3 to 0
AoE radius down from 150 to 100
Mine (default) no longer has stealth
Mine duration down from 12 to 3 sec
Proximity Mine Radar Upgrade mine duration down from 18 to 9 sec
Longbow
Movement speed down from 130 to 110
Damage down from 42 to 24
Lancer
Damage level one DPS down from 50 to 10
Damage level two DPS down from 60 to 40
Damage levels one and two now last 3 seconds up from 2
Scimitar
Damage down from 125 to 60
Ammo up from 1 to 2
Rate of fire up from 1 to 2
Cost up from 300 to 350
Mine Drop Upgrade
[PTB] Armor penetration down from 3 to 0
[PTB] Mine no longer has stealth
[PTB] Mine duration down from 10 to 6
Monitor
Health up from 75 to 100
[PTB] Movement speed down from 275 to 250
[PTB] Vision up from 1000 to 1200
[PTB] Cost up from 75 to 105
[PTB] Build time up from 25 to 35
Scythe
Movement speed down from 400 to 375
Armor penetration down from 6 to 0
AoE radius down from 75 to 50
Damage up from 13 to 20
Rate of fire up from 0.5 to 1.25
Aircraft Repair Upgrade
Repairs 8% every sec up from 5% every sec
Alpha
Movement speed up from 50 to 75
Explosion interval health threshold down from 500 health to 300 health
Repair Subroutine Upgrade
Repairs 10% every 5 sec up from 5% every 5 sec
Air Pad
[PTB] Cost up from 60 to 80
[PTB] Build time up from 15 to 20
Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec
Conduit
[PTB] Health up from 250 to 300
Teleporter
Build time up from 75 to 120
Cost up from 750 to 1200
Cooldown up from 150 to 180
Now has a visible 5 second charge up telegraph and an audio queue before activation
Wall
Armor down from 6 to 0
Build time up from 30 to 40
Pillar cost up from 30 to 80
Pillar health down from 1000 to 750
Straight cost up from 30 to 80
Regeneration up from 15/sec to 25/sec
Human Sentinels
Now have a population of 1
Take 10 seconds to teleport up from 5
Artillery Sentinel
Range down from 1750 to 1000
[PTB] Damage up from 15 to 20
[PTB] Health up from 250 to 300
Armor down from 6 to 3
Anti-Heavy Sentinel
Armor down from 6 to 3
Anti-Air Sentinel
Damage down from 8 to 4
Armor down from 6 to 3
Extractor
Health down from 1000 to 750
Harvester
[PTB] Movement speed down from 130 to 125
Refinery
[PTB] Creates Harvesters every 10 sec up from 7.5
"No-Build" Influence Radius
Core radius increased from 800 to 1000
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.
22-6
2014
Anatomy of a Starship
Posted by evilbobthebob at Phoenix Rising News on June 22, 2014
Probably the best way to introduce the new space combat mechanics is to take a detailed look at our new (WIP) infobox layout. You may recognise many of the elements from the revamped land combat; many of the elements are also new. I'll go through each in the order they appear using the classic example of the Imperial II-class Star Destroyer. Please note that all values shown are WIP.
Tactical Population Cost
This is a new number based on the total volume of the hull (or hulls in the case of a starfighter squadron). It is balanced around the idea that an Executor-class Super Star Destroyer consists of 400 population points, the maximum available space population. For carriers, it also includes the volume of all the starfighter squadrons as in the case of the Imperial II. This means that you can field 5 Imperial II-class and their entire complements at one time. These values are currently in the process of testing and tweaking, and the exact values may be different in the released version.
Starship Icon
All the starship icons have been brought into lineusing uniform lighting and rendering settings to create a better quality icon set.
Starship Name
As usual, we retain the full names of all ships, including their upgrade version.
Starship Class
From Starfighter through to Dreadnaught, a starship's class helps shape its maneuverability and sensor range statistics. It also determines which shipyard type is needed to construct it.
Special Abilities
With the new version, we have many greatly improved autofire scripts for ship special abilities, so we feel comfortable including more than the two accessible from the GUI. In most cases, the tractor beam will be the hidden, autofired ability, and it will usually target whatever the ship has been told to attack. Note here the Imperial II has a Tractor Beam, Emergency Thrusters (power to engines ability) and Blast. Blast is a new ability we have added to many main-line combat ships. It moves the firepower of the main battery (in this case, the octuple turbolasers and turboions) up a notch, so that has increased range and firepower.
Manufacturer
We have always included manufacturer bonuses on various appropriate planets such as Kuat. Now you can see exactly which ships will benefit, with the inclusion of the Manufacturer in the infobox.
Cost
This is the base hull cost, not including complement (which is included in the final cost at a 50% discount). Costs have been modified across the board to provide a more challenging economic planning experience.
Time
This is the base hull construction time, measured in galactic time. For the Imperial II, this is 15 weeks. Note that building over a world with appropriate shipyard bonuses, or by building more of the same class of shipyard, this time can be dramatically reduced.
Dimensions
Width x length x height, in meters, the basic size of the hull.
Volume
The total volume of the hull in cubic meters, often using exponential notation. Here for example, the Imperial II is 121 million cubic meters in volume. This statistic informs hitpoint calculations and has a great effect on the likelihood for a ship to be hit by enemy fire.
Acceleration
With the change to the new space combat mechanics, we have moved towards a more "realistic" approach. While ships still have a capped top speed, it is directly proportional to their acceleration. This is measured in terms of G-force, the acceleration experienced by a being on the surface of a planet with standard gravity, roughly 10 m/s2.
Maneuvrability
This statistic is the turning speed of the starship, measured in degrees per second. It is primarily class-based.
Hyperdrive
The class of the hyperdrive in the starship (if any), which determines its ability to travel across the galaxy in hyperspace. The smaller the better!
Shielding
Here is one of the new statistics. Shielding is now measured in Shield Points (SP) and has an absorption percentage shown after it. This is the amount of damage the shield can absorb from a single shot before it takes SP damage. So for example, a turbolaser shot hitting the Imperial II shield with a damage of 96 will do around 58 points of shield damage.
Hull
Hull has also changed a great deal. It is now measured in Hull Points (HP), like that of land combat. This value is primarily volume-based. Following the HP is the armour value and type. The Imperial II has 32 Vehicle armour. This means that it absorbs 32 damage from any incoming shot before the hull itself is damaged. For example, the same 96 damage turbolaser will do 64 points of hull damage on impact.
Range
This statistic shows the maximum and minimum ranges of the weapon systems on the ship, followed by its line of sight range. All values are in meters. In this case, the longest range weapons are the octuple turbolasers, while the shortest are the individual turbolaser cannons.
Armament
We have greatly condensed the weapons display into a shorthand that provides much more information. We have done away with "light", "heavy" and so on, instead simply telling you the weapon type, their number, and their damage output. So, here the Imperial II has 6 octuple turbolasers with 240 damage per bolt, 2 octuple turboions with 240 damage per bolt, 2 triple turbolasers with 144 damage per bolt, and so on. Note that ion weapons do 200% damage to shields, but cannot damage anything except Droid armour. The number of tractor beams is also noted, which adjusts the cooldown of the tractor beam ability.
I hope this little snippet has provided some insight to the changes we've been making over the past 18 months. If you have any questions, I will endeavour to answer below, however note that I did not implement these changes myself.
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
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
11-12
2012
An Overview of Battle for Graxia and Lazarus
Posted by Digz at Petrolution News on December 11, 2012
Watch my video on YouTube below about Battle for Graxia and Lazarus one of the Immortals in the game. Battle for Graxia is a re-development of Rise of Immortals and is a MOBA game which is constantly growing in popularity that is available on STEAM now for the open beta.
http://www.youtube.com/watch?v=438x7CwKjK0
10-12
2012
"Commenor must be some major-league trading planet"
Posted by evilbobthebob at Phoenix Rising News on December 10, 2012
Sited in the Colonies, Commenor is a bustling, arid trade world. Its surface is covered with starports and landing strips for the tonnes of cargo that arrives and leaves, bound for the Core and the Rim. The planet swiftly became independent after the Battle of Endor, but its strategic location means that it's unlikely to stay that way for long.


From an initially defensible landing zone, attackers must choose if they want to push up a ramp onto the upper landing strip, or move out onto the open ground below the small clusters of mismatched city buildings.


Commenor's varied architecture is the result of its trading heritage; a melting pot of many different races and influences. Of course, both the Empire and New Republic would like to make their mark on the planet...


Whoever takes control of this world, it will certainly assure them dominance across the Trellen Trade Route and easy access to the Slice.


10-12
2012
The Road To Coruscant
Posted by Phoenix Rising at Phoenix Rising News on December 10, 2012
Two-and-a-half years after the Empire was sundered and beaten at Endor, the war against its successors has stagnated. The New Republic has failed to gain more than a foothold in the Core and member worlds are beginning to doubt its legitimacy as a galactic government. The risk of this fragile coalition unraveling is too great, thus Supreme Commander Ackbar has drafted a campaign to thrust into the fortified Core and seize the galactic capital. This is the Road to Coruscant.

Director Isard acquired the throne a little more than a year ago; however, it took the sacrifice of Brentaal to the New Republic in a complicated coup to put her there. From Brentaal, there are two paths to Coruscant: through Anaxes, or through Borleias. With Admiral Ragab locked in a standoff with Commandant Wermis on the Brentaal-Anaxes front, any movement on Borleias would require reinforcements. The answer came in the form of resurrecting the all-hero Rogue Squadron.
A secret training base was established on Folor, with General Salm in command. There, six new starfighter squadrons will be forged, including Commander Antilles' Rogue Squadron. The reformed Rogues are made up of seasoned pilots with a variety of leadership skills that, in most cases, also happen to hail from key worlds. They are equal parts elite unit and poster subject.
The plan is to temper the Rogues with a series of active duty exercises against Imperial forces in the relatively quiet Rachuk sector before commencing the main offensive. Rear Admiral Devlia coordinates the sector's Force Escort from the capital of Vladet.

When the time comes, the Rogues will rendezvous with the New Republic Special Forces units staging on Noquivzor, along with whatever Fleet elements Ragab can spare. This group will move on Borleias under General Kre'fey. A word of warning: Borleias may look mundane, but the name has been linked to General Derricote, the eccentric bioweapons engineer.
In addition, Isard has a noted obsession with Rogue Squadron, who had previously helped foil several of her schemes. If the Rogues were ever annihilated to the last pilot, not only would it be a personal victory for her, but also an insurmountable propaganda nightmare for the New Republic.
A more conventional victory for the Empire would occur if loyalist forces were able to reconnect the Perlemian, pushing the New Republic from Brentaal, Ralltiir, and, finally, into the Colonies. Such a position would all but spell an end to the New Republic presence in the Core - and any hope of claiming the capital - for the foreseeable future.
Coruscant, of course, is the only prize for the New Republic. Controlling the Palace would secure the Provisional Council's authority, while the Rotunda would allow a senate to convene for the first time in years. The expected battle will be anything but easy: some of the best units in the Empire are garrisoned here. That's why Rogue Squadron will lead the way.
26-3
2012
Revora News - Petrolution
Posted by Pasidon at Petrolution News on March 26, 2012
Oh, hi. Pasidon here. So we got the weekly Revora news stuff back up, and you're all invited. Yay... hopefully that made you feel special. But yea, I will be posting news from all around Revora and you guys here at Petrolution are encouraged to get involved. So if you are involved in a project and want it posted in the news, PM me. Or if you guys want, you can get one active member in your community and just have him send me stuff once a week. Send me project links if they are new projects or get a big update. I really want to see you guys get me some news before this Friday for the big reveal... big PR opportunity for the whole community.
25-3
2012
The Revolution Is Here: Phoenix Rising v1.2!
Posted by Phoenix Rising at Phoenix Rising News on March 25, 2012
The culmination of 39 months of work. Hope you enjoy it! We look forward to your feedback.
If you've previously installed other mods, make sure they haven't put any files in XML or Scripts folders in EaW\GameData\Data and FoC\Data. PR v1.2 is fully compatible with other mods; it just looks like certain mods are incompatible with us!
If you've previously installed the LucasArts 64-bit OS, 2+ GB RAM patch found here, you must apply this compatibility fix after running the PR v1.2 installer. The LA patch alters the original files for FoC v1.1, creating an instability in mods with custom AI. PR v1.2 allows 2+ GB RAM natively.
















24-2
2012
Imperial Civil War 1.3 Download and Patch Release
Posted by Digz at Petrolution News on February 24, 2012
Corey posted in our news thread for the Thrawn's Reven mod about a new update, 1.3 back in January. If you haven't tried out this mod yet I seriously suggest you do because it is brilliant!
To download version 1.3 hit the download button below (it takes you to ModDB):
And of course for the patch, 1.3.1 which was announced last week fixing some issues in the game, but please note you will need to install v1.3 above before you install the v1.3.1 patch, as the patch does not include the full version, you can download that below and also see the fixes:
Install directly on top of a clean install of 1.3. (Find your Imperial_Civil_War folder and use that as the installation directory). This installer works for both Steam and Disk installations.
Fixes:
-Easy AI difficulty lowered
-Corona collision mesh fixed
-Syca tech level issue fixed
-Thrawn and Tierce ground population fixed
-Corona and Venator balancing adjusted
-Marauder missile barrage removed
-Fixed issue with disabled tactical AI for minor factions in Art of War
-Fixed shadow mesh issue on New Republic soldier
-Changed several icons
28-12
2011
We Would Be Honored If You Would Join Us
Posted by Phoenix Rising at Phoenix Rising News on December 28, 2011
For two years, Nertea has been my Shadow Hand, operating strictly behind the scenes in our effort to transform land combat. While it was great for the suspense of the announcement, admittedly, that was a terrible way to welcome someone to the team. I'd like to use this post, which highlights his remaining vehicles realized under v1.2, to give him a proper show of community appreciation. Without his contributions, the ground revamp would not have been possible.



Mobquet designed the Overracer Speeder Bike to do one thing: zoom. In terms of raw velocity, it's one of the best bikes on the market that isn't hampered by the control issues shared by swoops. Other than the optional light blaster cannon, there are few amenities of note, which is fine to the racers and scouts that primarily employ the Overracer. It's become a favorite of groups opposed to the New Order, which have been known to strip it even further to maximize stealth potential.



The newfound Empire conscripted Uulshos Manufacturing to build an armored command landspeeder to replace the LAAT in the role of ferrying officers in battle. The result was the QH-7 Chariot Light Assault Vehicle. Despite the bulk associated with tactical computers, encrypted comm units, and active countermeasures, the Chariot boasts impressive speed thanks to five thruster engines. On backwater worlds, the belly laser cannon allows it to double as a combat vehicle.



The Arrow-23 is a utility landspeeder that Aratech markets towards nature enthusiasts on semi-developed planets. It is larger and better armored than the typical family speeder to provide a certain level of comfort in the wild. It's also blazingly fast and highly modifiable, qualities that make it attractive to paramilitary organizations. The Alliance ended up with so many Arrow-23 Landspeeders that it became the default option for tramp shuttle, heavy scout, and battlefield ambulance.



When the Confederacy collapsed, the potential size of the Empire effectively doubled and, despite omnipresent propaganda, its forces were continuously spread thin as it pushed Rimward. Nen-Carvon offered a solution in the form of the PX-10 Compact Assault Vehicle, a self-driving light tank with a singular crew requirement. The tracked chassis is near impervious to pre-industrial technology, although its sensory inputs can be electronically jammed. Still, the PX-10 has been used against unruly Core denizens.



Ubrikkia Transports debuted the Talon I in the interwar period when galactic crime was on the rise. It is a modern example of an older concept: a militarized airspeeder built to engage starfighters in atmosphere. Although lacking the shields and powerplant of a spaceworthy craft, its sleek fuselage allows the Talon I Combat Cloud Car to excel at dogfighting. They are common to metropolitan defense forces and are occasionally fielded by the Empire in favor of noisier TIEs.