<![CDATA[Kotaku: universe at war]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: universe at war]]> http://kotaku.com/tag/universe at war http://kotaku.com/tag/universe at war <![CDATA[ Universe At War Patch Lets Xbox 360, PC Players Duke It Out ]]> Sega and Petroglyph's real time strategy sci-fi game Universe At War: Earth Assault was all patched up today, bringing with it an exhaustive list of changes, tweaks and fixes. The most notable? The saucer's build time was reduced from 30 to 28 seconds. Almost as exciting was the addition of Xbox 360 versus PC cross-play in Ranked, Quickmatch and Conquer the World game modes, something that should make it much, much easier to find a game for Universe At War players.

For the full list of changes implemented in patch 3, hit the jump for details.

General Changes:
Implemented Interoperable cross-play between Xbox and PC players in Ranked, Quickmatch and Conquer the World modes.
Team voice chat fixed so that communication between players is on a team basis during tactical combat
Fixed an issue where difficulty for Achievements was not being tracked correctly resulting in cases where Achievements might not always unlock.
Fixed an issue where the Corruptors would not fire on enemies within their attack radius.
Fixed an issue where Defilers would walk in place if the Project Radiation ability was targeted to close to them.
Fixed an issue where Collectors would stop collecting because they were trying to reach resources outside the playable area.
AI players are now added to custom multiplayer sessions with unique color and team settings.
In replays objects should no longer be tinted as if under the fog of war.
Implemented a quality of service check for multiplayer games to improve game matching, especially in Conquer the World mode.
Fixed an issue where Altea's aura would not un-phase enemy units.
Fixed an issue where Avengers would take zero pop-cap.
Fixed an issue where cloaked units that have been in the sight radius of a Sight-linked unit loose their ability to cloak until Sight link is removed.
Fixed an issue that was having a Conquer the World player leave the session if the other player disconnected BEFORE the stats results could be reported, preventing the player who remained connected from getting the win.
Fixed an issue where the light/dark mode was not properly reset during a tactical battle restart.
Fixed an issue where units selected in a group would not respond to orders if some were locked down by a Hacker.
Forged Alliance Achievement Renamed to Peacebringer. Requires the player to defeat 2 ranked game or CTW opponents on the opposite platform.

Xbox 360 Specific Changes:
Performance optimizations.
Fixed a random game freeze issue related to particles.
Fixed a random game freeze related to voice chat.
Fixed several Out of Sync issues, including a high-latency issues which would
cause the game to go OOS instead of correctly waiting for players.
Added Guard mode to the special ability carousel.
Added Patrol mode to the special ability carousel.
Fixed an issue where network selection lag would cause the carousel to never come up.
Fixed an issue where the build queues selected from the Command carousel would randomly disappear in battle.
Fixed an issue with paint select decal selecting units outside its radius.
Mirabel now plays her unit responses.
Fixed an issue with Foo cores not adhering to double-click movement rules.
Fixed an issue where Hackers were able to be built without the Science Center.
Fixed the invisible radar map issue in the Novus Homeworld tutorial.
Fixed an issue where the A button might appear behind something in the Novus patch menu.
If saving a replay to a full memory unit an appropriate error message is now displayed.
Players can no longer incorrectly bring up the pause menu at the battle end screen.
Multiplayer is now properly paused when the Battle End Screen is activated after the game is over, so you don't get continuing sound and rumble effects.
Fixed an issue that was causing the skirmish lobby to force the pop cap *UP* to 60 if you added 3 AI even if your chosen pop cap was less than 60.
Fixed an issue where the Y button prompt appears off the Radar Map and fails to function when maximum build cap is reached.
Fixed an issue with accepting an invite while the attract movie is up.
Fixed issue with white texture showing up for the neutral detection array's scan pulse ability.

PC Specific Changes:
Added Patrol mode via hotkey: Ctrl+A
Added progress bars to display unit/upgrade production in tactical and global modes.
Added multi-threaded support for systems with multi-core processors providing a large performance increase on those systems.
Research now available in Single Player Campaign.
Fixed an issue where using a laptop with a touchpad containing a horizontal and verticals scroll touch option would break the mini-map.
Fixed an issue where the help text would display off screen.
Fixed an issue where dropdown text would get cut off at extremely high resolutions.
Fixed an issue where tooltips for the capture ability would give an incorrect time.
We now hide the Private Game combo box when hosting, so you must make the decision about hosting a private game when you first create the session ... you can't change your mind later.
Fixed an issue which was preventing disconnected game notices from ever being displayed.
Game now pauses when LIVE dialog screen is up.
Fixed an issue which was causing multiplayer games from ending properly if the game was minimized when the battle ended. In Conquer the World this could prevent a player from being awarded a territory in some cases.
We now check save files to make sure they haven't been corrupted on the PC.
Fixed an issue where the game would crash when holding ALT key while loading and saving a game.
Fixed an issue with the research tree and other menus closing intermittently while in a MP game.

Novus Balance Changes:
Hackers now autonomously lock down targets in range.
Constructors now repair 14% faster.
Increased Constructor’s FOW reveal by 20%.
Reduced Constructor’s build time from 18 to 13 seconds.
Reduced Constructor’s price from 650 to 500.
Increased Constructor’s crush defense from 10 to 30.
Increased Founder’s Prowess health from 900 to 1100.
Increased Founder’s FOW reveal range in Prowess mode.
Increased Founder’s health from 500 to 650 in performance mode.
Decreased Vertigo’s FOW by 10%.
Increased Vertigo’s health from 700 to 775.
Increased Vertigo’s guard radius by 15%.
Increased Mirabel’s base weapon damage by 20%.
Decreased Mirabel’s Snipe recharge from 55 to 52 seconds.
Increased Mirabel’s missile damage volley by 10%.
Increased Mirabel’s missile speed by 10%.
Decreased Mirabel’s missile range by 25%.
Increased Amplifier’s movement speed by 10%.
Changed Amplifier’s armor from light to heavy.
Decreased Amplifier’s global cost from 450 to 400.
Decreased Amplifier’s tactical cost from 900 to 800.
Decreased Amplifier’s build time from 28 to 26 seconds.
Increased Amplifier’s guard range by 15%.
Increased Amplifier’s crush from 6 to 21.
Increased Field Inverter’s FOW reveal by 15%.
Decreased Field Inverter’s global cost from 600 to 500.
Decreased Field Inverter’s tactical build time from 30 to 28 seconds.
Increased Field Inverter’s guard range by 25%.
Increased Field Inverter’s shield mode walk speed by 25%.
Increased Field Inverter’s damage by 15%.
Decreased Hacker’s speed by 15%
Increased Hacker’s guard radius by 20%
Increased Hacker’s cost from 500 to 600.
Decreased Hacker’s max targeting range on lockdown ability by 15%
Increased Ohm’s max attack range by 25%.
Increased Ohm’s run speed by 10%.
Increased Ohm’s health by 15%.
Increased Ohm’s guard radius by 20%.
Decreased Corruptor’s cost from 600 to 500.
Increased Corruptor’s guard radius by 20%.

Hierarchy Balance Changes:
Increased Kamal’s health 900.
Decreased Kamal’s FOW reveal by 20%
Increased Nufai’s health from 700 to 750.
Increased Nufai’s guard radius by 15%
Increased Defiler’s cost from 775 to 850.
Increased Defiler’s build time from 26 to 30 seconds.
Increased Defiler popcap from 3-5 (updated)
Increased Saucer’s guard radius by 10%
Increased Saucer’s popcap from 3 to 4.
Decreased Saucer’s build time from 30 to 28 seconds.
Decreased Saucer’s cost from 825 to 750.
Increased Saucer’s speed by 10%.

Masari Balance Changes:
Decreased Light Mine damage by 50% for standard and upgraded figment mines.
Increased Charos, Zessus, Altea and Disciple’s guard radius by 15%
Increased Zessus’ health from 800 to 850.
Decreased Altea’s walk speed for both light and dark modes by 15%
Increased Altea’s health from 600 to 725

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Kotaku-5014727 Mon, 09 Jun 2008 18:00:54 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5014727&view=rss&microfeed=true
<![CDATA[ Universe At War Demo On Marketplace ]]> 51PG0wQwbBL._SS400_.jpgBack in Leipzig, McWhertor and I hung out at Sega's booth while Crecente played Universe at War on PC for hours. After a while, he let me take his game for a spin. I immediately blew up a non-replaceable ship. As I may have mentioned before, he was not happy.

But Universe at War looked fantastic, despite its only moderate reception. And now it's available as a demo on the Xbox 360. So if you enjoy RTSs but don't have a PC or trust console-ported controls, it might be worth giving a download. And just think: if such demos were around back at Leipzig, I probably wouldn't have to run all my posts by Tristan before publishing. And Mini Bash might have approved my raise, too.

Demo: Universe at War: Earth Assault
[Major Nelson]

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Kotaku-379434 Mon, 14 Apr 2008 10:30:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=379434&view=rss&microfeed=true
<![CDATA[ Console RTSs Are Good For The Genre ]]> Petroglyph's Creative Director Adam Isgreen is an RTS veteran, having worked on loads of Command & Conquers and, more recently, Universe at War. But he isn't worried that RTS titles making their way to consoles will in some way dilute the experience. In fact, he believes just the opposite:

...you could look at the transition of RTS from PC to console as "dumbing down" of the genre, but really that's completely inaccurate. The evolution of RTS from PC to console is all about re-discovering the core fun of the genre while stripping away the redundancy, over-complication, and bloat that has been attaching itself to RTS games over the years.
He continues:
If anything, I'm glad that console is becoming dominant for gaming because it's going to force some evolution on a genre that has been fairly static for quite some time. We need to grow the RTS market and bring in new players, not isolate it further into eventual niche obscurity.
The only problem is that while all of that sounds great in theory, the practice of running an RTS without a mouse a keyboard hasn't worked out so great yet.

Which is exactly why we all need Halo Wars to be really, really good.

"Universe at War: Earth Assault" Post Mortem Q&A
[TheArmchairEmpire]

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Kotaku-362466 Fri, 29 Feb 2008 12:40:41 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=362466&view=rss&microfeed=true
<![CDATA[ GameStrata Launches Today, Tracks Your Stats ]]> For stat junkies, a new site is launching that will track your every move during online gaming sessions. Called GameStrata, the free site will follow your progress in console and PC games by the currently partnered companies Capcom, EA and Sega. What seems so promising is that the service doesn't just track simple kills or wins and losses. Instead, the site aggregates tons of detailed information, like shots fired per match, total amount of damage dealt or frags per minute.

The downside is that GameStrata registration is currently using a token system, requiring you to sign up in hopes of receiving an invite (similar to the moderate pain it was to first join Gmail). But we tested the service and received an invite with no problem after our registration. Here's the full list of games that GameStrata will be supporting at launch:

Lost Planet: Extreme Condition (PC, Xbox 360, PS3) Battlefield 2 (PC) Guitar Hero III: Legends of Rock (Xbox 360, PS3, Wii, PC) Universe at War (PC, Xbox 360) The Club (Xbox 360) - Coming February 19th
GameStrata ]]>
Kotaku-350129 Tue, 29 Jan 2008 10:40:51 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=350129&view=rss&microfeed=true
<![CDATA[ Want The Universe At War OST? It's Free! ]]> uaw_ost.jpgLooking for a last minute stocking stuffer that won't set you back more than three CD-Rs? Give your loved ones (who are apparently just an afterthought) the Universe At War official soundtrack, which has been released by Petroglyph today for free. Three discs worth of music from the game's three distinct factions is sure to be the perfect soundtrack to your holiday. The OST was composed by Frank Klepacki of Dune II and Command & Conquer fame, so you know it's worth the download.

Introducing the Universe at War Soundtrack, Merry Christmas, Petroglyph Community! [Petroglyph]

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Kotaku-337015 Fri, 21 Dec 2007 16:40:45 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=337015&view=rss&microfeed=true
<![CDATA[ Universe at War Delayed, Wallets Celebrate ]]>

The PC version of PC versus Xbox 360 real-time strategy game, and love of my life, Universe at War won't be hitting their Nov. 2 launch date after all, instead landing in the post-holiday dead zone of January.

Sega doesn't really explain the delay, telling Computer and Video Games that it will allow the PC version and 360 versions of the game to launch closer together. I suspect Sega made the wise choice of pulling out of the holiday bedlam that will see too many games to buy or play hitting stores at the same time, and have instead decided to release the game when it will get more face time.

I saw it's a wise decision because, as with all rock solid games, Universe at War can stand on its own merits and doesn't need a Thanksgiving-to-Christmas buying binge to jump start its sales. I know it's almost blasphemy to say, but let's hope that more triple-A titles follow suit and that next year maybe publishers won't feel the need to release all of their top tier titles in the same three months.

Universe at War delayed till 2008 [Computer and Video Games]

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Kotaku-305693 Mon, 01 Oct 2007 14:00:03 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=305693&view=rss&microfeed=true
<![CDATA[ Universe at War Faction Trailers ]]>
I'm a huge fan of asymmetric game play, and an even bigger fan of the upcoming PC real-time strategy Universe at War: Earth Assault. These two trailers give you a very brief taste of two of the game's fractions. Above you see the Masari faction, on the jump you get a look at the Novus faction.


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Kotaku-289652 Wed, 15 Aug 2007 08:00:30 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=289652&view=rss&microfeed=true
<![CDATA[ Universe At War Teaser Trailer ]]> Sega has unleashed a new teaser trailer for Universe at War, the upcoming cross-platform PC and Xbox 360 RTS game. We have plenty of weapons flying, menacing aliens of the walking on stilts variety, green lasers, and nothing remotely resembling gameplay, which gives the whole affair a sort of generic feel. I'd daresay you could call this a teaser trailer for any game involving earth being overrun by aliens and folks will believe. I want to believe. ]]> Kotaku-284390 Tue, 31 Jul 2007 11:20:20 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=284390&view=rss&microfeed=true <![CDATA[ Universe at War: Earth Assault Impressions ]]>

When the demonstration started for this Petroglyph developed real-time strategy game I was not impressed. I wrote in my notepad, beneath the underlined words Universe at War: Earth Assault: Big-ass robot, lots of men, helicopter, mech...2012 Earth.

It seemed to me, as I watched the intro trailer, one more real-time strategy game in a genre that is growing increasingly stagnant.

But than the Petroglyph guys started showing game play and explaining two of the game's three factions and my interest grew... exponentially.

There have been games in the past that had vast differences in the way you play as each faction, but both the factions shown off in the game yesterday at Sega were so very different than what I've seen before I couldn't help but be impressed.

The Novis are a race of sorta space environmentalists. Their structures all connect with vast networks of lasers that allow you to do things like transport units around the map instantly, camouflage your units and use an enemy's attacks against them.

For instance, in one scenario a giant walker trundled up on a Novis city and when it started shooting projectiles at the city, the projectile would whip around the towers and zip back into the attacking unit. It was pretty amazing to watch. Other Novis scout units actually morphed into trees and rocks to hide from enemies.

The other faction shown off, the Hierarchy, are a race that use giant city-sized walkers. Instead of building units on the ground, this race cuts glyphs into the ground or creates crop circles to summon units from space. The developers said the Hierarchy are the Cost Co of races, the more units you buy at one time the cheaper they cost.

The walkers, once created, can be customized by building items on hardspots scattered across their mammoth hulls. Depending on how you customize your giant walker you can create combat vehicles, harvesters or entire cities. Taking a walker down requires blowing off it's armor and destroying coolant nodes. Once destroyed, Novis units can actually tear the unit apart for resources.

The more war-like Hierarchy rely on trees, cities and cows to harvest resources. In fact, cows are the most valuable resource to this space race, so Novis often spend time either defending cows or killing them off so Hierarchy can't harvest these units for resources. The Hierarchy has the ability to radiate the ground and make it unusable for the Novis. They can also use these radiation units to flood human cities and convert the population into zombie-like radiated slaves. I think this might be the first RTS game I've ever scene where you can actually move around and destroy the game's resources, a very inventive touch.

The devs said a lot of the units have dual roles, for instance on Novis unit can either generate a shield or attack, but not both at the same time. The game also includes three heroes for each faction, but they're not so powerful that they can completely change the tide of war.

The game supports several interesting modes including one called Defcon which unlocks all of the game's technology for everyone in waves as your countdown toward Defcon One.

I'm pretty excited about this game, both i's look and innovative approach to one of my favorite PC genres. And the team still hasn't shown off the third faction yet.

I talked to someone with the team after the presentation about how they were going to turn this into a workable Xbox 360 game. They said they're building their own system from the ground up for it, they even asked Microsoft about the possibility of using the upcoming thumbboard for the controller, but were told it can only be used for messaging. Dammit!

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Kotaku-259719 Fri, 11 May 2007 15:20:07 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=259719&view=rss&microfeed=true
<![CDATA[ Sega Announces Universe At War ]]> Sega has announced that they're bringing the Petroglyph developed real time strategy game Universe At War: Earth Assault to the PC later this year. The development house is responsible for Star Wars: Empire at War, the well-received Star Wars RTS title from LucasArts (natch) that hit store shelves last February.

The game looks great and all that—check our gallery below—but when Sega announces an RTS, I'm hoping for a game based on the great ChuChu versus Puyo war that's often being played out in my head.

WORLD DOMINATION AT STAKE AS SEGA ANNOUNCES UNIVERSE AT WAR: EARTH ASSAULT FOR THE PC

The Future of Earth Hangs in the Balance in the Next Epic Real-Time Strategy Game from Petroglyph, Makers of Star Wars: Empire at War

SAN FRANCISCO & LONDON (February 2, 2007) - SEGA of America Inc. and SEGA Europe Ltd. today announced the development of Universe at War: Earth Assault for the PC. Developed by Petroglyph, this combat-intensive real-time strategy (RTS) game enlists players in an epic struggle to prevent total alien domination of planet Earth. Universe at War: Earth Assault is scheduled to ship to retailers in North America and Europe in the Fall of 2007.

Universe at War: Earth Assault is set in the near-future when multiple factions from across the galaxy have come to Earth to wage epic warfare. Containing numerous features and customization options never-before-seen in the RTS genre, Universe at War: Earth Assault will create an exceptional strategy experience for single-player and especially multiplayer battles.

"Universe at War: Earth Assault will surpass the limits of what gamers expect to see in an RTS game," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "Petroglyph has a proven pedigree of critically acclaimed RTS title creation under its belt with team members that have worked on the original Command and Conquer and Command and Conquer: Red Alert. Universe at War: Earth Assault will be the culmination of years of development expertise in creating exciting and innovative RTS titles."
Universe at War: Earth Assault will employ a unique balance system called "Tactical Dynamics" that allows players to retrain and customize units in the midst of battle to better cope with enemy forces and tactical situations. Weaponry and defenses can be modified in true real-time to take advantage of constantly shifting battlefield conditions. Fully customizable tech trees will allow players to control the development of technologies that they deem key to victory.

Battles in Universe at War: Earth Assault will be large in scope and take place in malleable and deforming environments. Deadly sci-fi weapons and alien powers will allow players to destroy cities and whole territories on a global scale. Because the world of Universe at War: Earth Assault is persistent, players will be able to revisit previous battlegrounds to find them still smoldering in ruins.

Featuring innovative multiplayer modes inspired by popular massively multiplayer online games and competitive online playable titles, Universe at War: Earth Assault will give players achievements, rewards, and medals in a balanced environment to further encourage players to move forward in the game. Players from around the world will battle in persistent-style online campaigns for ultimate faction supremacy across a virtual representation of the Earth.

For more information on the game, please visit www.sega.com/universeatwar.

About SEGA of America, Inc.
SEGA of America, Inc. is the American Publishing arm of Tokyo, Japan-based SEGA Corporation, a worldwide leader in interactive entertainment both inside and outside the home. The company develops, publishes and distributes interactive entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Computer Entertainment Inc. The SEGA of America Web Site is located at "http://www.SEGA.com" www.SEGA.com.

About SEGA Europe Ltd.
SEGA Europe Ltd. is the European Publishing arm of Tokyo, Japan-based SEGA Corporation, and a worldwide leader in interactive entertainment both inside and outside the home. The company develops, publishes and distributes interactive entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Computer Entertainment Europe. The SEGA Europe Web Site is located at "http://www.sega-europe.com" www.sega-europe.com.

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Kotaku-233631 Fri, 02 Feb 2007 18:40:44 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=233631&view=rss&microfeed=true