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31-12

2018

Yuuzhan Vong at War Mod Spotlight

Posted by Digz at Petrolution News on December 31, 2018

YVaW_Logo.png

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. 

 

ISD1_1.jpgscreenshot.5.jpg

 

 

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. 

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.

 

ea-blog-image-cc-remastered.jpg.adapt.cr

 

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 ;).

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.

 

BattleBlitzLogo.png

 

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.

 

 

BattleBlitzScreen1.png

 

BattleBlitzScreen2.png

 

 

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.

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!

26-10

2015

State of The Mod

Posted by Ghostrider at Phoenix Rising News on October 26, 2015

First of all, I would like to apologiese to all of the fans for the total neglect and lack of news in the last year.

 

You may be mistaken in thinking nothing is happening with the mod. - You would be wrong; progress has actually been quite positive recently, but real life cuts back on modding time for most of the team.

 

Before detailing some of the more exciting developments in the mod, it's probably worth a recap of what has happened to date, as this has profound implications on my particular area of focus - the campaigns.

 

Combat Mechanic

The entire basis os space comabt has been rebuilt to match the land mechanic, with a detailed and comprehensive armor and shielding system. Shileds now absorb laser fire, ranging frmo 20% to 45%, depending on unit class. Armor grades range from 8 points in fighters to 32 points for capital class warships, and all the weapons in the mod now have different damage ratings. HP are considerably increased.

The biggest change in tactical battles, is that laser cannons, and especially light laser cannons, are unable to penetrate heavy armor. This does not mean that your fighters are redundant, far from it. A cloud of snubfighters and transports can strip off the shields of destroyers and capital-grade warships, making them much more vulnerable to turbolaser fire, but you can't kill a star destroyer with snubfighters alone - you have to have turbolaser support. Bombers get proton rockets and proton bombs, and can be pretty nasty.

 

We have also added space population. The idea is that in order to crew and maintain a space-based unit, you need a support base. Your planets provide population and without spare population you can't build anything. This explains why the Acclamator and other crew-heavy designs, such as the Dreadnaught rapidly became obsolote. The Imperial class is much more effiecient in terms of deliverably combat power vs population support required.

 

On a strategic level this adds a new dimension to the campaign scenario. You need credits AND population to build warships. As a result, we have rebuilt the entire economy from scratch, with new pricing and a detailed planetary model that calculates planetary economies based on population, tech level, agricultural base, mineral resources, underworld and manufacturing capability. Agricultural wolrds are particularly important to feed and grow your fleets.

 

Proximity Jumps and Trade Routes

We have removed proximity jumps from the mod, so all space-based travel is based on the trade route. This makes strategic planning much more interesting, and you will find that key planets that lie at the junction of major trade routes are extremely important strategically, as these act as choke points to access different regions of the galaxy.

For example. Brentaal IV, which lies at the junction of the Hydian Way and the Perlemian Trade Route, is now probably the most imporatant piece of real-estate in the galaxy and is defended accordingly!

 

Armed colonies

All coloneis, from levels 1 to 5 are now armed with turbolaser cannons, and are heavily shielded and quite difficult to kill.

You will need cruiser support to take on a level 1 or level 2 colony, and multiple cruisers for a Level 3 Colony.

Level 4 colonies are extremely challenging, and need a large fleet, with at least destroyers, if not capital-class warships to have a chance of destroying the base.

Level 5 colonies are exceptionally challenging.

And if you think these are bad news, the asteroid bases are worse, so it is vital to send out expendable scouting parties to see what you are facing before you attempt an invasion.

 

Heroes

Heroes no longer come with elite warships. They now have command abilities but are just that - indivudal beings that need to be attached to a fleet to make a difference. So Darth Vader IV on his own is just a pilot in an TIE, but with a fleet he commands on the bridge of the largest warship.

 

Back to Basics

If we now wind the clock back to early 2014, we are in the process of updating all of the old campaigns with these points in mind. We have always had a goal of adding new campaigns to each release, but had no idea of the change that was about to take place.

Our concept at the time was to create a new campaign to show the difference in strategic planning due to the lack of proximity jumps and have a campaign based on the 5 Super-Hyperrroutes of Perlemian Trade Route, Hydian Way, Rimma Trade Route, Correlian Run, and the Corellian Trade Spine.

60% of the campaign was completed when the campaign crashed on install and it soon became apparent that nothing was going to fix it. The problem was simple - too many planets and too big a campaign. The EAW engine simply couldn't handle it.

 

So we made the critical decision to break up all the existing campaigns into smaller chunks, each with fewer planets.

 

So - Core Worlds lost the Expansion region and shrunk back to the Core Worlds and the Colonies. This was highly successful and led to a better campaign with faster frame rates and quicker load times and much less lag.

 

The roll-out pulled appart the entire campaign set and rebuilt everything from scratch.

Prelminary testing of all 12 campaigns is now complete and the results are rather exciting.

 

I'll let you have more news, in detail, about each campaign in due course....

 

 

Ghostrider

 

 

 

 

7-12

2012

Recopia: Base of the New Republic Defense Fleet

Posted by evilbobthebob at Phoenix Rising News on December 7, 2012

Situated between the Corellian Run and the Hydian Way, the planet of Recopia is ideally located to strike the other planets of the Core Worlds. This strategic position, and the relative anonymity it provides, made it the base of operations for the New Republic Defense Fleet in the period immediately after the Battle of Endor.

Posted Image Posted Image

The reason this planet is ignored by the rest of the Core is its geography: sulphurous seas, poisonous fog and a lack of natural resources meant that a mere 200 million sentients call it home. They live scattered across the kilometre-high plateau islands that are dotted across the oceans, connected by bridges or airspeeder.

Posted Image Posted Image

Due to the sizes of the islands, vehicles cannot be deployed to the surface. Instead, airspeeders and infantry are required of any garrison or attacking force that wishes to take the planet. Any structure on the planet must be carefully chosen to make best use of the limited space available.

Posted Image Posted Image

The bridges provide choke points and defensible locations, while the small islands end up filled with skirmishing and air-to-air combat amid the lashing rain.

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.

7-8

2011

Petroglyph nVidia Hardware giveaway.

Posted by Banshee at Petrolution News on August 7, 2011

Do you live in USA or have some parent/friend living there? Check this out:

http://www.youtube.com/watch?v=OCMfhY-NKY8

For more information, check the Rise of Imortals Official Forums.

21-6

2011

End of Nations New Gameplay Trailer

Posted by Digz at Petrolution News on June 21, 2011

If you missed E3 2011 (well why?!?!) you can check out a new gameplay trailer for End of Nations, it's action packed and look s much more of an RTS game that it did a year ago, so good going!

http://www.youtube.com/watch?v=71_w9AGRcbM

21-6

2011

Machinima Interviews Nick Beliaeff on EoN

Posted by Digz at Petrolution News on June 21, 2011

Machinima interviewed Nick Beliaeff at E3 and they talked about End of Nations, which has been a bit quiet lately so take a look:

http://www.youtube.com/watch?v=-pElqqbU9CU

8-4

2011

Rise of Immortals Beta Key Giveaway

Posted by Digz at Petrolution News on April 8, 2011

Petroglyph has got a beta key giveaway for Rise of Immortals, so if you want to check out their latest up and coming game ahead of everyone else than like their facebook page which can be found here.

The winners will be decided later on today (US West Coast Time) so make sure you go to the RoI official forums to see who the winners are.

26-2

2011

Petroglyph announces Rise of Immortals

Posted by Banshee at Petrolution News on February 26, 2011

Petroglyph has recently announced a new and interesting game named Rise of Immortals. The game is part of the Guardians of Grazia franchise, set 300 years later in the story. Unlike Guardians of Graxia, the genre of this game is multiplayer online battle arena (MOBA). Check out the full press release of the game below:


LAS VEGAS, NV – February 22, 2011 – Petroglyph Games, Inc.™ today announced Rise of Immortals™, an online, free-to-play PC game that expands on the hit Multiplayer Online Battle Arena (MOBA) genre with new, innovative features designed to appeal to both core and casual players.

Rise of Immortals is set in the world of Graxia, 300 years after the events of “Guardians of Graxia,”™ Petroglyph’s fantasy-based PC game released last year. Rise of Immortals features the popular action-strategy gameplay of traditional MOBA games, but adds enhanced socialization features, along with persistent character progression – a first for the MOBA genre. Instead of an account-based leveling system, players can advance their Immortals through a diverse, persistent skill tree, customizing and upgrading the characters to unlock unique abilities that persist from match to match.

In addition, Rise of Immortals features a social hub where players can show off their enhanced Immortals, chat, emote, browse leaderboards, shop, manage friend and guild lists and more. Players also have the option of taking their Immortals through cooperative Player versus Environment (PvE) scenarios to learn the game, try out new abilities, and earn persistent experience before jumping into Player versus Player (PvP) matches online.

“Many people at Petroglyph are huge fans of MOBA gameplay, so developing Rise of Immortals was truly a passion project for the studio," said Steve Wetherill, executive producer of Rise of Immortals for Petroglyph. “We recognize that there can be a high barrier to entry in current MOBA games on the market, and we wanted to expand the genre with a title that offers new features that will appeal both to current fans, as well as those who are new to this type of game.”

In addition to today’s unveil of Rise of Immortals, Petroglyph also announced that signups are now open for the game’s upcoming closed beta test. Players interested in trying this innovative and enhanced MOBA-style game can apply today to be part of the online testing by visiting http://www.riseofimmortals.com. Petroglyph will continue to expand the beta test over the next several weeks, prior to the game’s official launch in the spring of 2011.

Features of Rise of Immortals:
• 12 unique Immortals at launch with additional Immortals released on a regular basis
• Persistent per-Immortal level progression and skill trees
• Persistent artifacts for stat enhancements
• Player versus Environment instances with collectable items
• Player versus Player instances with up to 5v5 multiplayer
• Persistent experience and leveling in both PvP and PvE instances
• Collectible pets for combat and vanity
• Account and Immortal statistics tracking
• Player hub instances for socialization

Rise of Immortals is a free-to-play, micro-transaction-based online game that will be available via direct download. The game will launch with a dozen distinctive Immortals that players can further customize as they progress through the game. Items that can be purchased from the in-game store include new Immortal skins and consumable items like in-game boosters and elixirs. Post-launch, Petroglyph plans to release new content on a regular basis, including additional Immortals, arenas, skins, sound packs, pets and more.

Links:
• Rise of Immortals Website: http://www.riseofimmortals.com
• RoI on Facebook: http://www.facebook....riseofimmortals
• RoI on Twitter: http://www.twitter.com/riseofimmortals
• RoI on Flickr: http://www.flickr.com/riseofimmortals
• RoI on YouTube: http://www.youtube.com/riseofimmortals



And here's a quick movie showing the first 3 immortals that you'll be able to play with... although they look quite mortal in this video.

http://www.youtube.com/watch?v=U1JV1jopMQs

And finally, if you are unable to visit riseofimmortals.com for any reason, you can also browse their official site at http://roi.petroglyphgames.com.

2-2

2011

Guardians of Graxia: Elves & Dwarves Expansion Released

Posted by Digz at Petrolution News on February 2, 2011

The expansion to Guardians of Graxia has been released (yesterday in fact). Head over to the STEAM store, Impulse to purchase the expansion and soon to be on GamersGate. Please be aware that you must buy the original first in order to play the expansion pack. You can read the press release below:

PETROGLYPH ANNOUNCES IMMEDIATE AVAILABILITY OF ELVES & DWARVES, THE FIRST COMPLETE EXPANSION FOR GUARDIANS OF GRAXIA™ PC

Elves & Dwarves is currently on major Direct Download services at 10% off during the first week.

Las Vegas, NV (February 1, 2011) -- Today Petroglyph announced immediate availability of Elves & Dwarves complete expansion for Guardians of Graxia™ PC, a fantasy turn-based strategy game based on the Graxia intellectual property by Petroglyph. Guardians of Graxia is also offered as a board game.

In the first major expansion for the game, Elves & Dwarves, the world of Graxia is greeted by two new Guardians from faraway islands, Flist the deceitful Elf and Broxin the greedy Dwarf. They bring with them even more powerful units and abilities to engage on six additional skirmish maps, some of which have random tile generation for unique gameplay.

"With the success of Guardians of Graxia and its first map pack, we're excited to announce the most compelling content update to the game yet,” said Tony Mullins, Associate Producer. “While Flist and Broxin are worthy Guardians to command into battle, winning a game on the new randomly generated tiled maps is sure to put a twist in your previous strategies!"

Guardians of Graxia features fantasy turn-based strategic gameplay using cards that are your units and actions, on a tiled map representing floating islands. The PC version combines the best of both online and board game aspects, and contains more than 240 unique units and spells. The game supports a single player campaign and numerous skirmish maps. Currently released are the core game, Map Pack 1, and today's expansion.

“Guardians of Graxia now provides even more engaging encounters the community has been waiting for, starting with the Elf and Dwarf races on expansive new maps," said Mathew Anderson, Community Manager at Petroglyph. " Haven't played Guardians of Graxia yet? Give the new demo a try!”

About Guardians of Graxia

Graxia is a planet with mystical energies allowing for entire continents to drift high in the sky. These floating landmasses are filled with the cities and dens of many magical races. Guardians create enchanted portals which are the only means to cross from one drifting continent to another. The portals are used by Guardians to transport armies to conquer the land found on the other side. In time, Guardians have become Heroes of Graxia through conquering their neighbors and saving the lands from tyranny.

To learn more about Guardians of Graxia, please visit http://www.guardiansofgraxia.com.

About Petroglyph

Founded in 2003, Petroglyph is an award-winning, independent game development studio located in Las Vegas, Nevada. The Petroglyph team specializes in the Online Real-Time Strategy (RTS) and Action RPG genres, leveraging the experience gained from developing original hit franchises for PC and consoles. Petroglyph uses their proprietary GLYPHX® Online game engine, tools and technology to power their next-generation titles.

For more information about Petroglyph, please visit http://www.petroglyphgames.com.

Facebook: http://www.facebook....ardiansofgraxia
Twitter: http://www.twitter.com/petroglyphgames
YouTube: http://www.youtube.com/petroglyphgames

29-1

2011

Guardians of Graxia: Elves & Dwarves expansion coming Feb. 1st

Posted by Digz at Petrolution News on January 29, 2011

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The Elves and Dwarves update to Guardians of Graxia is to be released on the 1st February 2011, it was announced by Berek over at Petroglyph here.

The new expansion will consist of Elves and Dwarves (I reckon that you already guessed that part), Flist the deceitful Elf and Broxin the greedy Dwarf are two new Guardians that will feature in the expansion along with 14 new units to battle with on six brand new maps.

It was also announced that a demo will be released on the day of release, which again is February 1st so you can try out the new expansion before you buy!

12-1

2011

Guardians of Graxia Expansion Pack This Month!

Posted by Digz at Petrolution News on January 12, 2011

Berek has answered a question on the Petroglyph forums about when the expansion pack is to be released, it is no secret that the expansion pack was going to come really early 2011 but its coming this month for sure.

BandC asked on the forums:

It seems like an expansion pack will be coming out soon. Do we have an exact date yet? It's almost mid-January.


Berek replied:

To answer your first question, this month!


You can check out the thread here and in the meantime wait out for more news on the expansion!

8-1

2011

End of Nations New Concept Art

Posted by Digz at Petrolution News on January 8, 2011

Some new concept art has been released for End of Nations, you can check them out in the concept art section of the EoN site.

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4-10

2010

End of Nations Preview on G4TV

Posted by KiwiWarrior at Petrolution News on October 4, 2010

A new preview for End of Nations by G4TV:

In an industry filled with fantasy MMO clones of World of WarCraft, it’s always refreshing to see a developer strive for something unique. In this case, Petroglyph’s attempt at an RTS/MMO mash-up, End of Nations seems poised to introduce fans of one genre to those of another by virtue of some explosive, tank-on-tank action.

The game takes place in a near future in which economies and governments have collapsed and the world has fallen into a state of perpetual conflict. As factions and agencies compete against one another, the wars continue to rage. There’s a large, persistent world here that’ll call gamers home from a long weekend only to find that the global conflict has escalated, or that their friends have successfully vanquished a particular foe.


You can read the full review here.

Here is another link featuring two videos:

http://www.rockpaper...Paper, Shotgun)

26-8

2010

A New Preview and Interview

Posted by KiwiWarrior at Petrolution News on August 26, 2010

I think these two are very well done;

Interview

Strategy Informer: Will your armies be persistent a la what has been done in Company of Heroes where units become more skilled the more battles they’ve been in?

Joe Bostic: Your army in End of Nations can be thought of much like a collection of miniatures for a tabletop wargame – you collect many and decide which to bring into battle according to how you plan to meet the challenges of that battlefield. Your units can be buffed and equipped with enhancements, but they don’t gain experience as individuals. As the commander, you gain experience in combat and this enhances your power as you level and also unlocks new abilities that can enhance your units in the field. Collecting rare units is also part of how you become more powerful as you go from battle to battle.


Strategy Informer: Will there be guild/clan support when the game is released?

Joe Bostic: Guilds and clans will be supported at launch. Sometimes we refer to these as “alliances” or “brigades”. The details of features that guilds will support is still under development.

Link for more info,

http://www.strategyi...interviews.html


Preview

The premise is simple - exacerbate the global economic crises we've been seeing over the past couple of years, throw in food riots, anarchy etc... and you see a breakdown of national identity, of society, a literal 'end' of nations. Out of that chaos arose a totalitarian regime called the Order of Nations, which apparently used to be part of the UN. You, as the player, take control of one of the many resistance fighters who's trying to rebel against their tyrannical rule.

Being an MMO, you naturally need an 'avatar', something to represent you to the world. Now, for some reason I had some preconceived notion that your base is your avatar (which maybe it is, I guess) but you actually do create a 'character' who is the commander of your army, even if he/she is not really 'seen'. Again, like MMO's you have classes, and each class in End of Nations grants special units, bonuses and abilities. At the moment, Petroglyph have revealed the Strike, the Assault and the Artillery class. These are all armour based classes, and indeed the current unit roster is looking like it's filled mainly with tanks, jeeps and other assorted mechanized entities. When asked about the possibility of infantry units, Michael Legg did say they were looking at possibly creating a new class for infantry, as well as exploring Naval and Air classes and/or units.

Link

http://www.strategyi...s/previews.html

15-8

2010

End of Nations: MMORTS 101: The Class System

Posted by Digz at Petrolution News on August 15, 2010

In the second dev diary for EoN; Joe Bostic, Creative Director discusses the various aspects of the commander classes and how to utilize them effectively:

The Commander Classes

More than in any traditional RTS game, where factions can certainly join up for team-based PVP, the classes in End of Nations create a much stronger force by working together. MMOs have mastered this sort of team dynamic, which End of Nations has applied to commander class design to create a satisfying cooperative experience unheard of previous RTS games.

We’re very proud of how well our three commander classes synergize, each performing a unique role in cooperative play. In many encounters, the Armor commander will charge in first, choosing the moment of attack and getting the enemy’s attention while the Assault commander zips in to eliminate the enemy’s most vital forces and pick off stragglers and runners. The Artillery commander will jump in last, reducing the foe’s effectiveness with stunning effects and smoke before dishing out tremendous damage.


Military Advances

Classes progress by gaining experience levels. With every level, commanders automatically gain signature abilities, as well as points to invest in a tech tree. These tech trees function much like talent trees, and allow players to customize their commanders to suit their preferred play style. Players unsatisfied with their tech tree choices can easily respec and try a new build.


To see the full dev diary click here

15-8

2010

Guardians of Graxia Skirmish Map Screenshots

Posted by Digz at Petrolution News on August 15, 2010

Here are some screenshots of the Guardians of Graxia skirmish map which you can see below:

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And you can see how all of those locations can be seen on the gameplay screen:

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