Act of Aggression

Act of Aggression

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Kane McNash Jan 6, 2019 @ 6:03pm
Mod - Act of Aggression: World War V1.0 release
First off, a lot of thanks to the fans of Eugen Systems games, their tools and knowledge were crucial for this endeavour, and this won't be possible without them.

After many months of work, I present to you a new mod, Act of Aggression: World War attempts to bring new life to the experience of Act of Aggression: Reboot Edition, this project takes inspiration of the classic RTS age where large armies and high income was cherished and used by players to fight massive battles for hours after hours just for the fun of it.

DOWNLOAD LINK:

https://drive.google.com/open?id=1mS9uRCS4hM_6yWIlwx3_18Y_9mIvFjmF

INSTALLATION NOTE:

in order to install this mod you just have to go to:

X:\Program Files (x86)\Steam\steamapps\common\Act of Aggression\Data\ACTOFRUSE\PC\780095353

Where X is the letter of your hardrive and that is the usual path of the Steam installation.

Rename the NDF_Win.dat file there to NDF_Win-old.dat and then paste the one you donwloaded from my Google Drive.

In order to uninstall it just erase the downloaded NDF_Win.dat file and rename the original one to its former name.

If you are having difficulties uninstalling the mod just go to Steam and verify the integrity of the game files, it should bring everything back to normal after a small download.

NOTE: Please, consider this mod IS NOT compatible with the original of Act of Aggression and I have no plans to create a version for it, I would like to remind you that, as with any mods, your game will not be compatible with others who don't have the mod installed.

CHANGES

Here are the changes implemented:

General

Colors

The mod brings 14 colors to choose:
• Blueish clear grey
• Dark reddish grey
• Desert Beige
• Dark red
• Metallic blue
• Military green
• Very dark grey
• Vitamin Orange
• Electric Blue-Violet
• Plasma Cyan
• Golden Yellow
• Earthly Brown
• Sky Blue
• White Greyish
• Forest Green
• Radioactive Green
NOTE: The satellite view option may not work well with some of the darker colors
Income

Economy
Your base economy has received a major buff:
• Banks now have a stock of 50000, 75000 and 100000 respectively, and garrisoned infantry gathers at 25 credits per second for unit.
• Harvester stock doubled and transference rate tripled.

Camera
• Improved sighting angles of the main camera

Sight
• Sight vision for most units improved in 71% although this may vary according to battle conditions.

USA

America’s army has been geared up to become more resilient via their individual upgrades, with units such as the Abrams having up to 60 hitpoints they will be capable to endure a beating while giving one with interest in return, there has been also some buffs in other essential areas.

Units

ACCE
• ACCE hitpoints improved in 20%
• ACCE TUSK hitpoints improved in 25%
• Damage halved, rate of fire doubled, reload time decreased to 1 second

Marine
• Marine HP increased in 33%

Sniper
• Speed improved in 100%

Deltas
• Delta HP increased in 33%

Humvee
• All Hunvees versions now have 25% additional hitpoints

Thunderbolt
• Standard version now has 20% additional hitpoints
• TUSK 1 now has 25% additional hitpoints

ATGM Stryker
• Standard version now has 20% additional hitpoints
• TUSK 1 now has 25% additional hitpoints

FCS Mortar
• Standard version now has 20% additional hitpoints
• TUSK 1 now has 25% additional hitpoints

Apache Guardian
• Autocannon reload time reduced to 1 second

HIMARS
• Speed improved in 50%

M1 Schredder
• Hitpoints improved in 50%

M1 Hercules
• Speed increased by 50% although the M1 cannot longer use roads

MH6 SOAR Little Bird
• Hitpoints doubled

Avenger
• Avenger model size reduced to 50%

M1203 NLOS
• Attack damage reduced to 33%
• Reloading rate reduced to 33%
• Speed increased by 50% although the NLOS cannot longer use roads

M1A2
• Hitpoints increased by 20% in all versions
• Speed increased by 50% although the M1A2 cannot longer use roads

Superweapon PeaceKeeper II Silo

The Peacekeeper now works more like a saturation weapon, while not as strong at its central area of effect as the original version it now can cover a far greater radium, allowing you to exterminate unprotected bases and armies with ease:
• Vanilla missile reduced to 66%, Upgraded reduced to 75%
• Area of effect doubled

Chimera

Units
Chimera’s units have received a wide array of changes to improve their tactical flexibility and come on top of skirmishes, for example, Felins can easily dominate most firefights with their speed and resilience while the Valor can unleash a continuous barrage of rockets to erode enemy positions.

Felin
• Hitpoints improved in 25%
• Speed improved in 25%

SAS Heavy Sniper
• Hitpoints improved in 75%

Exo-soldier
• Rate of fire doubled

Terminator
• Hitpoints increased by 20%
• Speed increased by 50% although the Terminator cannot longer use roads
• Cost increased by 30%

Tigre
• Reloading rate reduced to 1 second
• Hitpoints increased by 33%

Corax
• Hitpoints doubled

Valor
• Rocket rate of fire decreased by 20%
• Rocket rate reloading time reduced to 6.6%
• Rocket attack damage reduced to 50%
• Hitpoints increased by 100%

Buratino
• Speed increased by 50% although the Buratino cannot longer use roads

DENEL Y3 Grenadiers
• Grenadier reloading time reduced to 1 second
• Grenadier attack damaged halved

Cartel

Units
Cartel forces have been improved to stop enemy deathballs while making a few of their own, with most of their units being capable to unleash massive amounts of well-coordinated firepower, you can use Koalitsiyas as a hammer while your Specters and Comanches are the daggers.

Koalitsiya
• Reaction time improved to 2 secs
• HE decreased to 39%, AoE increased in 43%
• AP decreased to 57%, AoE decreased to 72%
• Reload time halved
• Speed improved in 75% although, like most heavy vehicles, don’t benefit from the 50% speed bonus of roads

Comanche
• Hitpoints increased in 50%
• Autocannon damage halved
• Autocannon rate of fire improved in 100%
• Autocannon reload time reduced to 1 second
• Weaponry range equalized, the autocannon now has 71% more range and the rocket pods 7% more range
• Cost increased in 250 credits to reflect changes

X-32
• Speed increased in 78% in order to ensure this plane can deliver its payload in the middle of battle, SEAD missile no longer works.
Superhind
• Speed increased in 12% and acceleration/desacceleration factor in 79%

Otomatic
• Attack damage reduced by 20%
• Rate of attack delay and reloading time halved

Specter
• Autocannon rate of fire halved
• Autocannon damage doubled
• Autocannon reload time reduced to 1 second
• Autocannon range improved in 77%
• Speed increased by 50% although the Specter cannot longer use roads

BREM-80U
• Speed increased by 50% although the BREM cannot longer use roads

Superweapon THOR Control Center

The THOR no longer has a major area of effect for its attack, instead, it can unleash a massive amount of damage in a concentrated area, making it ideal to remove strategic heavily armed building with ease, its platform is also cheaper.
• Attack Damage doubled
• Area of effect reduced to 71%
• Cost of the WMD factory reduced to 55%
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Showing 1-15 of 42 comments
SentoN Jan 7, 2019 @ 8:54am 
Interesting to see, that moding this game is possible. And thank you for the work on it!
As I can see, many units gets buffs in your mod and I ask myself, if that is really needed and if it is balanced. I would recommend you to ask player like Predatorrrr or BOSSPOWER to help balancing it out. In my eyes, starting with a scout unit would make more sense for a mod, and of course, new maps if that is possible.

Last question is, if there are people playing this mod or if the few player still play the normal version on their favorit map "guardian rift".

~Thumbs up soldier!
Last edited by SentoN; Jan 7, 2019 @ 8:54am
MTKing Jan 7, 2019 @ 9:11am 
Great! i'm sharing this news on our Discord server i hope you don't mind
Kane McNash Jan 7, 2019 @ 11:33am 
Originally posted by Mohammad King:
Great! i'm sharing this news on our Discord server i hope you don't mind
By all means, go ahead.
Kane McNash Jan 7, 2019 @ 11:45am 
Originally posted by SentoN:
Interesting to see, that moding this game is possible. And thank you for the work on it!
As I can see, many units gets buffs in your mod and I ask myself, if that is really needed and if it is balanced. I would recommend you to ask player like Predatorrrr or BOSSPOWER to help balancing it out. In my eyes, starting with a scout unit would make more sense for a mod, and of course, new maps if that is possible.

Last question is, if there are people playing this mod or if the few player still play the normal version on their favorit map "guardian rift".

~Thumbs up soldier!

Thanks for the appretiation, well, the main objective of the mod isn't really balance as much as going back to the times of Westwood C&C and early EA gameplay iterations, as a point of reference I am thinking on Red Alert 2 and Tiberium Wars, particularly before the economic nerf.

As I understand, attempting to bring balance to a game with asymmetric factions is not going to happen, Starcraft is a clear example of this, where factions work in a paper-scissors-rock format, instead I prefer people to play for the joy of it, you may lose, but given the eco-boom you have, it will be a rather espectacular defeat.

An interesting thing I found is that due the rate of income a defensive player actually has a far greater chance to survive early rushes since the time of transportation between two points of many maps means that any attacker will have to face the prospect of hastily built up defenses and easily recoverable harvesters, on the other hand, an early expansion means a massive advantage for a player, since refineries and banks are far more profitable than late-game economic buildings, it represents a considerable variation in the meta.
Second coming Jan 13, 2019 @ 6:45am 
great job
ß円ðµ Jan 14, 2019 @ 3:48am 
awesome mod loved it matches between me and ai could take hours atleast. in some matches i won and on others i lose. I thought the game is unmodable glad to see im wrong, how hard is it to mod? any guides that could allow me to learn somewhere?
BlackRedDead Feb 2, 2019 @ 9:06pm 
cool, 1+
modding community rescues games!^^
Metallic Force Mar 8, 2019 @ 9:32am 
Awesome thank you!
I'm a fan of this game!
OnlyAfd Mar 15, 2019 @ 2:01pm 
If its possible sound/fx modding .The vanilla sound/fx is to weak......and a bit more boom to explosions more detailed destruction.This game could be so good i dont understand why they dont give mod support tools.
Blitzwing Mar 22, 2019 @ 7:09am 
LOL man thanks, it does completely fix the game,
I finally do not regret my purchase.
Kane McNash Mar 22, 2019 @ 9:04pm 
Originally posted by 🅻🅰🆉🆈🆆🅸🆂🅷:
awesome mod loved it matches between me and ai could take hours atleast. in some matches i won and on others i lose. I thought the game is unmodable glad to see im wrong, how hard is it to mod? any guides that could allow me to learn somewhere?
Well, as hard as extrapolating the data from Wargame mod tutorials into this game, it actually takes some time to understand what's going on and some tests.
Kane McNash Mar 22, 2019 @ 9:06pm 
Originally posted by €xCaL!BuR VipeR78:
If its possible sound/fx modding .The vanilla sound/fx is to weak......and a bit more boom to explosions more detailed destruction.This game could be so good i dont understand why they dont give mod support tools.
Not really sure as so far as I remember I didn't find anything about sound fx in Wargame documentation, they are mostly related to balance and other stuff.
Kane McNash Mar 22, 2019 @ 9:07pm 
Originally posted by Blitzwing:
LOL man thanks, it does completely fix the game,
I finally do not regret my purchase.
Glad to read it, I think a strong economy is the key for massed battles in RTS games, in my opinion RTS games are supposed to allow large number of units.
Is there any way to change the script of the AI for them to buy more infantry?
Would someone please direct me on where I could decrease the transference rate of the harvester?
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Showing 1-15 of 42 comments
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