Revora News

  1. Mental Omega News Bulletin #27 (4/02/2017)

    By Speeder for Mental Omega APYR News

    So, in case you missed the big news, Mental Omega 3.3 has been released over a month ago.
    First of all, I'd like to express my sincere thanks to everyone involved in the development of this new version, most notably: AlexB, the current developer of Ares DLL, Nooze, the designer of majority of the new side's visuals, World Beyond, the artist behind new side's soundtrack, Rampastring, the developer of the new client, Mevitar, ONEX, Azri_Apoc, the designers of majority of new mechanical units, Seoras, De'Lante, for voicing so many units added after 3.0 and also Toveena, Alstar, Lovalmidas,  Cesare, Sandman, Esther, iForce, Martinoz, Ollerus, Nolt for designing maps, missions, various story and gameplay elements and of course lots and lots of testing. For the full list of credits please visit this section of our website. Thank you, you made it possible to take this project this far!
    The new release adds an entirely new faction - the Foehn Revolt - to the previously heavily modified vanilla sides from Command & Conquer Red Alert 2 Yuri's Revenge, which were already divided into 3 subfactions each, the new one being no exception. Haihead, Wings of Coronia and the Last Bastion are the subfactions of Foehn and each comes with its unique units, buildings, support powers and heroes. There are also new additions for the Allies, the Soviets and Yuri's Epsilon, as well as new missions, skirmish maps and game modes.



    What's also important is that the new release makes use of Rampastring's client, originally created for Dawn of the Tiberium Age mod, which allows us to do some interesting things. The most important thing this client has given to Mental Omega, is the possibility to use version 5 of CnCNet for multiplayer services. Since the release, there've been many players on our server with the amount of players peaking at around 150 at times. According to Rampastring, there've been 44 000 unique users of the client in a month since the release, which I think is nice for a mod.

    The new Mental Omega version arrived with an updated soundtrack, to keep the tradition of giving each of the factions a unique one. The soundtrack for the Foehn Revolt is an album called "Mindshell" created by World Beyond, which is available for download on his Bandcamp page in best quality. You can also listen to it on his YouTube channel.


    Now would be a good time to discuss what's ahead.

    We are aware there is a group of players who can't start missions at all, this is one of the fixes that will be included in 3.3.1 in a form of an Ares DLL update. Initial 3.3 release did not contain all of Act Two missions, so there's more of those to come for sure. We have several missions more already finished, but they require additional polish and internal tests before they are included in one of the Mental Omega updates. Speaking of those, we've been following your feedback and comments in all places possible and so here's a proposed changelog for the first mod update, for which there is no date just yet. Keep in mind this is not final, discuss it here.


    Proposed 3.3.1 Changelog

    One thing we want to expand for sure and already in patch 3.3.1 is the Challenges mode. These are quite fast and fun to make and it seems like many people are trying their best not to lose those battles. These challenge maps are made with an uncontrolled difficulty mindset, meaning that don't expect a balanced fight getting into those. Remember that you can adjust the difficulty and handicap of challenge maps using standard skirmish settings, and like with everything else, there's three difficulty options and the additional Mental AI toggle, which replaced the Meteor Shower mode in 3.3.


    New additions to the arsenals of Mental Omega factions are a possibility but not a priority right now, but if you have suggestions in regards to what you'd like to see next in the mod, let us know.
    That's all for now, stay tuned for more announcements! 



    If you'd like to help develop Mental Omega further, write an e-mail to
    We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
    Single contributions are also welcome and will speed up the development of the mod.


  2.'s tools source code are now available on GitHub

    By Banshee for Petrolution General News

    Hello everyone! Our friend, 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.




    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!

  3. C&C4 Mammoth tank

    By Madin for Tiberium History News




    The only structure that you will be able to build the Mammoth Mk IV from is the deployed defensive Crawler. As such it does not replace the TD Mammoth tank as the main high tier mass production vehicle, instead it is considered a 'luxury' addition.
    The other thing that you should know is that the only way to upgrade this Mammoth tank is to fully upgrade your defensive Crawler. Whether you consider this worth your time and money is up to you, maybe this information will help you decide.



    The basic Mammoth Mk IV has slightly better health then the TD Mammoth, and also a slightly better self repair (it works even when the Mammoth is taking damage). The rocket pods however have a much longer reload then the TD Mammoth, and are not close to being as effective against infantry.



    "You cannot run!"


    Since by the time you can build this Mammoth tank, you would also be able to upgrade your TD Mammoth with sonic grenades, deciding to build this unt might not be as simple as you think.


    Target laser

    So finally we get to something really different.
    This laser can only target ground units and structures, and has two different uses. Vs infantry it operates as a dazzle laser. The effect of the laser on infantry causes them to go prone, and greatly reduces the speed and range at which infantry attack. Finally it will also do a small amount of damage to infantry. This is more useful against infantry then you might think.




    Vs vehicles and structures, it works as a target laser that allows all of your units to do slightly more damage to the targeted unit (10% more). Unlike the dazzle laser, the effect of the target laser stacks up to 5 times (ie up to 50% more damage to a targeted unit).
    Obviously the target laser is the difference, and vs the Scrin and Nod late game units, a few Mk IV will be very handy if used correctly.




    The Beast!

    One of the major irritations that some had with this mod, was the removal of vehicle based rail attacks. I just never liked EA's implementation.




    Finally GDI can have vehicle based rail attacks, but see how awkward it is to get to!
    To get the beast Mammoth tank, not only do you have to have a defensive Crawler, but that Crawler has to be upgraded to its maximum level! (Tech level III).
    Once you have done this all Mk IV's will have not only have rail guns, but will also have double the rocket ammo, a true beast of a vehicle, if you factor in the extra health, better repair, and target\dazzle laser.




    The final note, if you remember from the Crawler news article, that the final upgrade boost the production speed of your Crawler? This means that you will be able to pump out rail Mammoths at twice the speed!

    I feel bad for your opponent!



  4. GDI Orca

    By Madin for Tiberium History News


    Once again the dimensional rift as replaced a current unit with a historic version of the unit, once again the main interest are, "what will the set-backs be? and can the classic technology be modernised?

    Well the first bit of good news is that the pulse scan has been integrated into the Orca. The pulse scan is invaluable in flushing out Nod Stealth tanks, and support missions against high tech Nod adversaries would have been extremely difficult without it.

    As usual though, powerful factions have had their say on how they think the Orca should be improved, and in order to insure that all parties are appeased, tactical command have approved two major upgrade packages that implement a wide array of suggestions.

    The Hunter



    Steel talons wanted their Orcas to perform mop-up operations. Steel talons typically get air support from Orca bombers, after which they role through and fatten everything!
    The Orca is not required during combat, but rather after the main engagement, to seek, and hunt out any survivors. As Steel talons can easily deal with most enemy vehicles and structures due to their impressive firepower, it is highly likely that infantry will make up a portion of the enemy leftovers. And so Steel talons upgrade kit includes a Gatling gun, with a reasonable amount of ammo.

    "Where's those Nod rocket troopers?"

    Steel talons expect that the 'hunter-seeker' operations will last a while, and so extra ammo is also a part of their upgrade package.

    Zone Operations Command



    There was never going to be any mystery to ZOCOM's demands. The only question was whether their demands could be met, and more importantly, how cool a ZOCOM refitted classic Orca would look!
    Zone Command have managed to refit the classic Orca with the ceramic armour that they made famous, and also even more iconic, the sonic grenade launchers.

    You do not want someone who knows how to control this beast, attacking you!

    As always, ZOCOM are all about going into enemy 'hot-spots', dealing quick high damage, and quickly retreating. They more often then not complete their mission.

    General information

    For those who have played Tiberian History: Release 7, the Orcas will no longer benefit from the Hard point upgrade. Instead when you purchase one of these upgrades, you will get the extra ammo.
    This bypasses the infuriating 'double upgrade' ammo exploit.
    Both upgrades are unlocked by building the Technology center (ie Tier 3), to give your opponent time to prepare.


    As you upgrade individual Orcas, you can mix and match your upgrades!


    The Orca gun ammo is also limited, and has to be reloaded at the Orca pad.

    Thanks to Black_Drakon for the Orca model and texture!
  5. Release 8 - Trial #2

    By Madin for Tiberium History News

    Release 8 Trial #2 Intro

    So as an introduction into what will be a very controversial potential addition, I am going to explain my mindset when I first thought of adding this unit.

    I was just doing general CnC image browsing and I came across the Tiberium twilight GDI defensive Crawler (not deployed), and I thought "you know what that does not look bad!"
    I remembered that a Kane's Wrath mod had added a GDI Offensive Crawler, and while I do not like the look of the Offensive Crawler, I immediately went back to Tiberian Sun firestorm and thought about GDI's mobile Warfactory. At that point my thinking was that I would look into adding the defensive Crawler as a high healthed mobile Factory, in the spirit of the Firestorm mobile War factory.
    At this point I had never played any CnC4 at all, so the idea of adding CnC4 gameplay to TiberianHistory never came up (as stated the idea of a mobile unit factory was thought of well before CnC4).

    Eventually I realised that If I wanted sound files etc, I would have to purchase CnC4, which I did.

    So those who are looking for CnC4 gameplay will be somewhat disappointed.
    So now the question is, did anything get carried over in terms of the abilities of the CnC4 defensive Crawler?



    1. The Crawler can self repair in both deployed and un-deployed modes.
    2. The Crawler is able to repair vehicles (and when upgraded structures) in a small radius around it.
    3. The Crawler can be upgraded twice (the upgrades lead into each other).
    4. The Crawler will be able to deploy infantry and vehicles (the list has not been decided yet).
    5. The Crawler will get its defensive gun when upgraded!

    Presume that anything not listed is not in the mod.


    The Crawler is a high level reinforcement power (Tier IV at the Space Command Uplink) that drops off the infamous defensive Crawler. You can drop it anywhere (were there is space!) on the battlefield.
    You will only be allowed one Crawler per team (the support power is greyed out after deployment).





    The Crawlers primary purpose is as a mobile unit factory (infantry and vehicles, although it will be a small selection that is yet to be decided). The secondary function is to act as a repair post (deployed only).



    It is designed to be used in the front line, and as such it has a lot of health (at least the same as a Con yard when deployed, at least 3/4 of an epic unit when mobile).



    Further functionality can be added via a couple of upgrades.


    The first available upgrade, will upgrade your Crawler to tech level II. The main feature of this upgrade is the defensive turret that gets added. While this turret is not even close to an upgraded AGT or the monstrous Jackhammer, because of the sheer health of the structure that it is placed on, it will do a lot of damage!



    The second important feature is a significant increase in the repair power and radius of the Crawler. If you plan on using your Crawler on the front line, this is a vital upgrade (it will also effect the Crawlers self-repair).




    Once the first upgrade has been purchased, the second upgrade 'Tech level III' will become unlocked.



    This upgrade is certainly not as big a jump as the first upgrade, however:

    1. It doubles the barrels on your defensive tower, effectively doubling the damage!
    2. It adds a large stealth detection radius, handy if you are facing Nod.
    3. Increases the shroud clearing radius.
    4. It halves the amount of time that it takes to produce units at the Crawler!



    The defensive turret will only appear on the deployed Crawler. The stealth detection and increased vision will be on both deployed and mobile states.
    Please be warned that the Crawler upgrades only apply to your current Crawler. If it is destroyed then you will have to repurchase the upgrades, so please consider this.

    Trial info

    As before this is being trialled, so it might not make it into release 8. However I will say that the only thing that will stop me from using this is extensive bugs that effect the mods gameplay. It is a lot more likely that this will make the main roster then the Nod trike for example. If it does not make it, and if there are not too many bugs, I will include it as a rare crate item for you to try it out.


    I would like to thank all those who are leaving the mod, for your support over the years. I understand and respect your decision, I will not try to change your mind. Please understand that adding this does not mean that I like CnC4 (having played it it is worse then I ever could have imagined!), but from a gameplay perspective, this interest me too much not to add it.

    Thanks to Gunship_Mark_II for the Drop pod code and FX!
  6. T3A Ladder Update (BFME 1)

    By Echo for The 3rd Age News

    Ladder News 2016!



    The T3A Ladder was updated and now all ladder profiles can receive their own profile page. Linking your profile is not mandatory, but you will need it if you want to have a player profile page and awards on display.

    To link your profile, we will need your Revora account ID found in your profile link. Simply post that ID in this topic as well as the ladder profile(s) you're using, we will then link your profile(s) to your ladder name.

    Also, we decided to implement pages for all ladders, limiting the number of players per page to 25. This way, it will not look as cluttered as before. The Quick Match Generator received a visual overhaul and was provided with an auto-complete function to type names in faster (also helps to affirm that players are indeed registered).


    Lastly, as some of you have noticed, we're about to introduce 3vs3 Quick Match. We're making some final adjustments before it goes live. Stay tuned!


    Have a great remaining holiday season and a happy new year celebration!

  7. Contra 009 Beta 2 Released

    By predator_bg for Contra News (eng)

    Merry Christmas and Happy New Year!
    Hi everyone, as promised, we are releasing yet another version of Contra mod. 
    A year has passed by since the last beta version, and we made a lot of changes. As usual we have made many new things for you guys to discover and enjoy. Improved old and bad things, fixed bugs, and added new stuff for you to play with. Two brand new Challenge maps are available: Demolition and Flame.
    Before actual download link, there are few new visual improvements to show, so let's start.
    USA Laser Avenger tank
    Old Avenger model got replaced with new one, but it is not just visual update. New Avenger has only one weapon, which is of course anti air, but he got new hybrid armor. Armor which is resistant to RPG missiles more than usual AA unit, and also resistant to Jet Missiles. You could say, it is combination of regular tank, and anti-air tank.
    USA Air Force's Black Hawk
    In order to balance generals' powers, we did some changes there too. So Air Force general's Shockwave Bomb is removed, and replaced with SEAL drop. SEALs are dropped by 3 stealth Black Hawks, which are very well armored too. This power is available at rank 5.
    USA Air Force's Navy SEAL
    So as explained above, SEALs are dropped by stealth Black Hawks. All together 9 Seals, very well armored and equipped with M32 grenade launcher effective vs all ground targets. They come as a good support, or ambush attack from behind. In future, SEALs will get the ability to swim, and place explosive charges on structures. They are also stealth while not moving or shooting.
    GLA Toxin Pump
    GLA Toxin general's demo traps are replaced with toxin pumps now. This nice little thing can spill both toxin and acid (despite of the name) around itself and damage nearby units. It is manually controlled. Acid damages pump and destroys it, but if you purchase Neutralizers upgrade at rank 3, pump won't damage itself anymore. Of course, both toxin and acid can be even more upgraded to bring more damage. Plant those things on map, pollute everything and enjoy watching your enemy dying slowly. Toxin pump is stealth, and can be destroyed by any unit.
    Last but definitely not least, is improvement on GLA structures. PredatorBG took some time to improve GLA textures, and with this, all structures look much better.
    This is render of GLA assault general's Temple
    No more yellow boring walls, now we have nice looking bricks.
    And here is a picture of all GLA structures together:
    Before you download and start playing, please read these most important gameplay changes, and avoid unpleasant surprises :D

    • all USA Valanx units now come with already upgraded TOW (but nerfed) weapons
    • all USA Valanx units passengers cannot fire from inside anymore
    • all USA Laser generals units, can go through rampage from game start, meaning, they upgrade lasers individually with experience
    • all GLA tunnels no longer have a mounted weapon, and don't give free tunnel defenders, but they are much cheaper and built very fast
    • all GLA command trucks are limited to 1
    • you can reach rank 6 now, which gives you additional 3 science points which you can spend on your general's powers

    ...for complete changelog article, visit this link:

    Complete changelog

    And now, finally download link:



    Now, we will take some rest from working on new version, and we will be available for online playing with you. So, we are inviting you to join us in Tunngle and play with us, if you see us there, feel free to challenge anyone for a game.

    Contra 009 Tunngle room screenshot

    We would also like to thank some youtubers, which helped us in promoting Contra, with posting their videos. Either on multiplayer or challenge games. Visit their channels, and watch some good videos:

    Persun (our tester and balance advisor)

    And a few more final words, about our future plans. So next release will be Contra 009 FINAL. Which will have some finished things from this version, and fixed bugs. This 009 Beta 2 is almost as complete as 009 FINAL would be, but we decided to release it under beta code name, in order to give you guys something for holidays. We plan to release 009 FINAL in 2017, if our RL goes as planned.
    We would like to thank you for all support, and for voting on MOTY. Keep in mind, we are just 2 people that are working on all aspects of this mod. We have RL same as you guys have.
    See ya next time!

  8. Happy Holidays: OS BIG Editor support for 8-Bit and Site Updated

    By Banshee for Petrolution General News

    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.





    Anyway, OS: BIG Editor is not the first tool to support these encrypted config.meg files, since 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!

  9. TDH: Widescreen Edition Released

    By Mathijs for The 3rd Age News


    The Dwarf Holds, a classic BFME1 mod, has been optimized for users with widescreen monitors.

    Playing the original TDH on a widescreen monitor meant having to deal with a very close map zoom. This version fixes that, while also upping the mod's FPS to the standard of BFME1 Patch 1.06. To install it, download it here and run the installer.

    If you haven't done so yet, make sure to download our BFME1 widescreen UI patch, which fixes the stretched interface experienced when playing the game on a widescreen resolution.

    If you don't yet know how to enable widescreen in BFME1:

    • Open your My Battle for Middle-earth Files folder, easily accessible by typing %appdata% in the Windows Search bar.
    • Open Options.ini and add the following line: Resolution = 1920 1080 (if you have a different widescreen resolution, type that instead)
    • Play the game in full Widescreen!

    Thanks and have fun playing,
    The Dwarf Holds Team & Staff

  10. Release 8 - Trial #1

    By Madin for Tiberium History News

    Release 8 Trial #1



    The name 'Scavengers' was applied to the numerous groups who, while not part of the Nod military machine, were willing to do various acts against GDI (which included frequent attacks) ... for a price.

    While their equipment was not up to the standards of Nod's main military, they easily matched Nod's 'Raider' squads, and in some cases surpassed them.
    While these groups would typically be referred to as mercenaries, because of the much more localised, and mostly unprofessional nature of the Scavengers, and because they often operate within their gangs (often bike gangs), they are considered a sub-category of mercenary.

    The fact that many of these groups refuse to identify themselves with Nod is actually of benefit to the brotherhood, as it means that there is plausible deniability of Scavenger activities against GDI. Nod often claimed that the Scavengers were 'grass-root' insurgents, all while providing them with weapons, ammunition, and cash!

    Do not underestimate the Scavengers capabilities!





    The Scavenger support power will be a new reinforcement power that will be added to the Nod Air tower.
    It cost $3000 and drops off 4 'Assault bikes'. Please note that this support power is the only way to get these units!




    The main feature of these trike's is the triple mortars at their rear, which provide excellent anti-infantry and anti-structure performance. A couple of small calibre machine guns are also attached on either side of the trike, in case any infantry get too close!






    The Scavenger style is the same as Nod raiders, hit-and-run. Pick off weaker targets, and harass the opponent!


    Trial info

    The reason that this is being called a trial, is that I am unsure about the implementation of this unit. So I am literally trying it out to see if I like it. If I come up against any major issues during testing, I will remove this unit from Release 8's main roster and relegate it to a crate item (so you will still have a chance to try it out).




    There will be at least one more trial item, and it will cause controversy!