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Act Of War: High Treason





CVG| Information

  Developer Eugen Systems
  Publisher Atari
  Designer Alexis Le Dressay
  Released March 24 At Europe <br /> April 4 on Direct2Drive <br /> May 30 At North America <br />
  Genre RTS
  Modes Single Player , Multiplayer
  Ratings : Teen (T)
  Platforms Windows
  Media DVD (1)
  Requirements Intel Pentium 4 15 GHz or equivalent CPU , 256 MB RAM , 7 GB Hard Disk , 128 MB Video Card
  Input Keyboard , Mouse


''Act of War: High Treason'' is a first , Eugen Systems and Atari introduce a massive amount of new features and content to enhance and extend the overall experience. Significant enhancements have been made to the online gameplay, and also for the single-player Engagement (skirmish) and Operation (campaign) modes.

''Act of War: High Treason'' takes the visuals a step further, whilst simultaneously raising the bar in terms of gameplay. The wealth of original features include modern naval combat with bump-mapping and physics, fully customizable multiplayer games, mercenary units, improved control system, new units, revised aircraft and artillery, an entirely new campaign set in a new real-world location, new maps, and additional multiplayer enhancements.


PLOT


On the eve of the U.S. Presidential Election , terror strikes again in the worst possible way - as both candidates are attacked, the sitting president is assassinated. As America tumbles into turmoil, confusion and chaos, only one man can save the nation from a threat that's growing more frightening by the day. In this expansion pack we follow major Jason Richter and his Task Force Talon on a desperate race against time to unravel a gigantic plot to cripple the world's only super-power, with connections back to the Consortium, the shadowy organization we got to know in Direct Action. Aside from theaters of war ranging from New York and Manhattan to Cuba , Mexico and Florida , in this installment we also take the fight to the murky waters in between - as we're introduced to modern naval combat in the same ultra-realistic style as we did on land in Direct Action.


GAMEPLAY



Single Player(Campaign)


The new campaign features the characters from the original game, plus a number of new ones. In classic techno-thriller manner, a group of super-villains have concocted a devious world-threatening scheme which the player must foil. At the start of the game we find ourselves on the eve of U.S. Presidential elections when simultaneous terrorist attacks hit both candidates. Clues point to corrupt elements within the U.S. military and on to the Consortium, and as the story unfolds with one incredible plot-twist after the other, we slowly lose any connection to the real world - as in the best examples of the techno-thriller genre. Aside from that fact that the new single player game uses the new units (naval and mercenary) and some amazing new real-world locations (including a battle of the rooftops of Manhattan), new A.I. takes the game up a level and introduces a new increased difficulty level. Whereas the original game had standard scripted A.I., this Expansion Pack relies on a "real" A.I. in the single-player campaign.


Multi Player


Eugen Systems have listened closely to feedback from fans of the original game and as a result have increased the number of multiplayer game customization options in this Expansion Pack on a massive scale.

There are now options for simple things like game speed and map wealth, but also more interesting options such as "X minutes no rush", super weapons on/off, POWs on/off, resource harvesting speed, unit lethality (increase if you want a shorter game; decrease if you want a game where you're required to use specialized units for all situations). They've also introduced two brand new game modes, a "Marine One Down" mode where the POTUS is basically eliminated to filling the role of a football that has to be captured and carried across the battlefield, and "SCUD Launcher" where the opposing sides will need to locate and capture a SCUD launcher that will only re-arm once every 3-5 minutes.


Naval Combat


The new naval combat in provides a fully-fledged modern naval RTS within Act of War. With over a dozen new units designed specifically for naval warfare - from Tarawa class carriers, Typhoon submarines and SH-60 Seahawk anti-sub helicopters, to Harrier attack aircraft and Zubr class amphibious assault hovercraft - this feature alone promises to make this expansion pack one of the most interesting new RTS offerings in 2006.

To support the naval combat feature, Eugen Systems have developed brand new real-time physics technology to simulate waves and the heave of the ships, ballistics code for ASROC's, Tomahawks, Harpoons and other maritime weaponry, and normal mapping and deep parallax water surfaces for the waves.


Artifical Intelligence


The A.I. has had a massive overhaul with a wealth of enhancements made. The improvements include: the A.I. now will adapt its production queue to what the player attacks him with; it will use units and upgrades that it apparently didn't in the original game; it will sell buildings if it runs out of money; it is able to analyze terrain features and adapt its tactic accordingly.


Improved Visuals


Act of War: Direct Action was the first RTS to use a number of advanced graphical features - high precision shadow maps, reflection mapping, bump mapping, specular mapping, soft lighting, environmental volumetric occlusion, and advanced programmable pixel shaders 2.0 - on top of having unprecedented poly count and texture resolution for an RTS game. Even nine months after release it's the most advanced RTS engine available, and Eugen Systems are raising the bar another notch with this expansion pack.

New advertised visual features include post-treatment bloom effects, per-pixel and per-vertex shadow mapping, per-pixel lighting with multiple light and gloss mapping, volumetric lighting and support for SM (shader model) 1, 2 and 3 shaders.


FACTIONS



US army


Though the same as we saw in direct action, the US army will be both friend and foe as you progress through the single player campaign and as the plot begins to unfold.


New Units



=Land Units


  • Stinger, an infantry unit carrying a stinger Anti-air missile launcher.


  • Electronic Fighting Vehicles (EFV), The EFV's are deployed out of the Heavy Armor Depots. EFV's have no weaponry and weak armor.


''The EFV has three special abilities. You have to manually switch them on.''

# ''Electronic Counter Measure'': All nearby allied units (except other EFVs) gain stealth capacity.
# ''EMP'': All nearby buildings (including own and allied) are powered down. (This will have ripple effects; if a TFT FOC is powered down, all structures powered by that FOC are also powered down.)
# ''Accuracy'': Increases all nearby allied unit's damage. Effects are cumulative if several EFVs have this power switched on.

Note:- Using any one of this special abilities u require 30 MWs from Field Power Generators.

  • MLRS, The MLRS has had an enormous increase in range, and is classified as "heavy artillery"(note, the piranha has also received this change), and the farther away targets are, it's accuracy will decline.



=Air Units


  • OH-58D Kiowa Warrior, The Kiowa helicopters are deployed at the helipad. Kiowa have stealth capacity while not firing or using it's Ping radar.


# You can manually activate the Ping radar, which will increase the vision range by 2x and reveal enemy stealth units for ten seconds. It takes 1 minute to recharge this ability.
# Kiowa's can manually fire short-range rocket salvos, which are mostly effective against infantry targets. It takes 30 seconds to recharge this ability.

  • A-10 Thunderbolt, The A-10 now uses its nose-mounted gatling gun against ground targets. It can also be upgraded to drop CBU-105 Cluster bombs



=Naval Units


  • Landing Craft Air Cushion (LCAC)


# It has eight transportation slots.
# To load a unit in the LCAC, move both units close to the shore, select the unit(s) to load and right-click the LCAC. If it doesn't work, move the ship and the unit(s) to load closer.
# To unload a unit, move the LCAC close to the shore where you want to unload and click the Unload button. The units will automatically end up on the shoreline.
# LCACs are very vulnerable to enemy fire and are lightly armed.

  • FFG-7 Oliver Hazard Perry


# It detects stealth units including submarines.
# It deploys one SH60B Sea Hawk helicopter which, while hovering, will suspend a Sonobouy that also gives stealth detection.
# By deploying several Sonobouy (i.e. dropping it in the water), a Sea Hawk can reveal large areas of fog of war, and also giving stealth detection. A Sea Hawk can deploy one Sonobouy every 15 seconds, at no cost.
# Sonobouys remain deployed for 90 seconds.
# Lost Sea Hawks can be replaced at a cost of $1000.
# The Oliver Hazard Perry has a powerful deck gun capable of indirect barrage fire, its main offensive weapon however is a long-range Harpoon anti-ship missile that can be launched once every ten seconds.
# The Oliver Hazard Perry has a powerful auto cannon as anti-aircraft defense.

  • LHA-1 TARAWA Class Amphibious Assault Ship


# The Tarawa deploys up to four Harrier II close-air support aircraft ($2000 each).
# For all intent and purposes, Harriers perform as helicopters.
# The Tarawa itself only has an auto cannon as anti-aircraft defense, but the Harriers also carry air-to-air missiles.

''Has the ability to launch an LCAC loaded with several units:''
#U.S. Marine ($200)
#Javelin Anti-tank missile system ($500)
#Stinger Surface-to-Air missile system ($1200)
#M2A3 Bradley Fighting Vehicle ($1800)
#Avenger low-level air defense system ($1000)
#M113A3 armored personnel carrier ($1200)
#M1A2 Abrams main battle tank ($3000)

  • SSN Los Angeles Class Attack Submarine


# It has stealth and stealth detection capabilities.
# When attacking, a Los Angeles submarine will launch two homing torpedoes against its target every 15 seconds. These will loiter around in the target area for 20 seconds, or until they find a target.
# BGM-109 Tomahawk Land-attack Cruise Missile.

  • DDG-51 Arleigh Burke Class Destroyer


# The Arleigh Burke destroyer can deploy one SH60B Sea Hawk
# By activating its Ping radar, the Arleigh Burke destroyer can see very far. While activated, it can also be seen from far away.
# The Arleigh Burke can deliver short range barrage fire with its deck gun, its main offensive weapon however are twin long-range Harpoon anti-ship missile that are fired once every nine seconds.
# Has very powerful anti-aircraft defenses with both auto cannon and anti-aircraft missiles.


Task Force Talon



New Units



=Land Units


  • OCSW – Objective Crew Served Weapon


# They can switch between two ammunition types; High-Explosive (vs. infantry) and Armor-Piercing (vs. vehicles and structures).
# Lightly armored.


=Air Units



=Naval Units


  • SSN Seawolf Class Attack Submarine


# It has stealth and stealth detection capabilities.
# When attacking, a Seawolf submarine will launch three homing torpedoes against its target every 15 seconds. These will loiter around in the target area for 20 seconds, or until they find a target.
# Naval Radar: considerably extends the ships visual range; reveals the ship's position to the enemy.


Consortium


The shadowy Consortium is back with a new plot to cripple the worlds only superpower, and over the course of the campaign, you learn that the Consortium is truly more than simple terrorists with extraordinary deep wallets.


New Units



=Land Units



=Air Units



=Naval Units



Mercenaries


Instead of introducing a fourth faction, Eugen Systems have introduced a different kind of feature which promises to mix things up considerably during different phases of the game - mercenary units. The concept is simple: these are units for hire. Only one player at a time can hire each mercenary unit, and to hire a mercenary team you need to pay a hefty insurance policy. If the mercenaries are injured or even killed, you won't get a full refund of your insurance deposit at the end of the contract.


New Units



=Land Units



=Air Units



MINI GAMES


Marine One Down: The Marine One Down mode is where President has to be captured. Anyone that gets a unit within a couple (screen) inches gets possession; once you have possession, your objective is to move the POTUS unit to a pre-defined evacuation base at the edge of the screen (each of the 2 teams, each with 1 to 4 players, has its own evac point). There's no base building, instead you get reinforcements by occupying bunkers scattered around the map. Some bunkers will give you infantry, some will give you light vehicles, some heavy vehicles, etc.

SCUD launcher: The SCUD launcher mode is basically the same as a regular death match game, but with a twist.
All players are unable to build Tactical Weapons, but in the middle of the map is a neutral SCUD launcher with a circle around it.
Anyone who gets within the circle gains control of the SCUD, this allows that player to fire the SCUD every 2 minutes.
Should the launcher be destroyed, it will as good as level everything within "one and a half screen" radius, which prevents players from keeping the launcher safe in their base. This allows for more dynamic ness over the course of the battle.


PATCHES


.

The Patch 1 includes:-

# New Map Editor & Modding Tool.
# Improved path finding for naval units.
# Invisible helicopter bug in network games is fixed.
# Naval Replays fixed.
# Miscellaneous performance improvements, particularly on lower-end systems.

AOW:-High Treason Patch1 Download


MODDING



Tools


  • Map Editor:- In this tool you can create your own map and it is included in the maps for use in Act of War: High Treason.


Map Tutorial From Eugen System

  • Modding Tool:- In this tool you can add your own units, buildings and tweak anything you like by using 3dmax 7. The modding tool is included in the Patch .



Ongoing Projects




Completed Projects




EXTERNAL LINKS




COMMUNITY SITES