Fun Mod v 1.07 Fun Mod includes several tweaks to World in Conflict. Most notably, the Fun Mod allows you to choose between the normal RTS/RTT style gameplay and focused FPS style gameplay, where you get to focus on one or two class of units with strong emphasis on unit micro, similar to Company of Heroes' "direct control" feature for tanks as of Tales of Valor expansion release. There are new powerful "Advanced" class units that are very fun and powerful to play, but these units require you to place heavy emphasis on individual unit micro to obtain an edge in combat. Also, existing vanila WiC's "Heavy" class units are either rebalanced or designed to be more versatile, so mixing and matching with Heavy class units is also important to provide flexibility and quick reaction to battlefield conditions. [Overview of Balancing Structure] In order to add new powerful "Advanced" units that focuses on intense micro, air vs. support had to be somewhat rebalanced to keep things in check. The new balancing surrounding Air works as follows: * Air hard-counters Armor (same as vanila WiC) * Medium Anti-Air vehicles are extremely versatile and designed specifically for forward area air defense. * Heavy Anti-Air vehicles hard-counter Heavy Attack Helicopters (as opposed to being a deterrance unit). * Advanced Attack Helicopters counter all anti-air vehicles. These choppers are very useful for suppressing enemy air defenses (SEAD missions). * Advanced SAM (Surface-to-Air Missile) Batteries effectively counter Advanced Attack Helicopters and all Air units. [New Units or Units with Changed Parameters] Armor: * Advanced Tank: - 1900 Reinforcement Points - Heaviest firepower on the ground. Strikes fear against all enemy units on the ground. - Vulnerable to Heavy Attack Helicopters and Advanced Attack Helicopters. Primary Weapon: Coax - Coaxial autocannon for firing against infantry and ground vehicles. The coax gun does not even scratch the armor of a heavy tank. Offensive Ability: Armor Piercing, Fin-Stabilized Discarding SABOT (APFSDS) - Fires an armor-piercing, fin-stabilized discarding SABOT (APFSDS) round made with depleted uranium. Penetrates heavy armor like shooting up swiss cheese. Defensive Ability: Active Hard-kill Defense System - Launches smoke mortars and activates an active defense system. Intercepts all incoming rounds and anti-tank missiles during activation, significantly reducing the damage being sustained by the tank during activation. Air: * Advanced Attack Helicopter: - 1900 Reinforcement Points - Extremely maneuverable attack helicopter and requires intense micro to maintain stabilized flight. See "Appendix A: How to fly Advanced Attack Helicopters" for more information. - Nap of the earth flight to evade enemy Advanced SAM batteries. - Designed specifically for neutralizing enemy anti-air units from long range, allowing normal heavy attack helicopters to freely attack without worrying about taking anti-air fire. - Not easy to fly and as versatile for close combat air support - use the vanila Heavy Attack Helicopters for this task, they are much easier to fly. Primary Weapon: Anti-tank explosive rockets - Accuracy of rockets depend on pilot's ability to fly and setup the strafing run. The rockets do their best damage when you perform "Dive Bombing Attack" strafing run (See Appendix A for more info). - Very long reload time. Better to put unit on hold-fire and micro what you want to take out. Offensive Ability: Advanced Anti-Tank Missile - Advanced Anti-Tank missile can only lock-on at long range. It CANNOT be fired against target at close range. - Launches an advanced anti-tank missile. The missile flies upward then drops straight down on the target on its terminal phase of the flight. The missile's devastating top-down attack penetrates even the most strongest armor in the field. Best for taking out non-moving targets from a safe distance. Defensive Ability: Flares and active signal jamming - Ejects burning hot flares that can, with luck, divert heatseeking missiles. Only effective against missiles approaching from behind. Also activates electronic counter-measures that interfere with enemy's ability to target the helicopter. Support: * Medium Anti-Air Vehicle: - 900 Reinforcement Points - Extremely versatile and mobile AA gun designed for Forward Edge Battle Area (FEBA) line defense. - Vulnerable to Advanced Attack Helicopters. Primary Weapon: 20-30mm anti-air flak cannon Offensive Ability: Ground Support - Directs the unit to target enemy ground forces. Does nothing against heavy armor. Defensive Ability: Smoke Screen - Launches smoke mortars that hide the vehicle from view. * Heavy Anti-Air and Search Radar Vehicle: - 1200 Reinforcement Points - Very effective and strong forward area air defense. Hard-counters Heavy Attack Helicopters. - Vulnerable to Advanced Attack Helicopters. Primary Weapon: Short-range proxmity-fused anti-air missile - Missile detonates near impact, causing more significant damage to disable an enemy helicopter. Also causes splash damage against all helicopters that are bunched up close in proximity. Primary Function: Aircraft Search Radar - Unit has a search radar that can alert your team of incoming enemy air assault. The search radar can see as far as scout helicopter. Offensive Ability: Medium-range advanced missile with dual-mode guidance. - Missile range is as long as unit's Search Radar line of sight and is more resistant against flares, allowing the anti-air units to strike at a safe stand-off distance. Defensive Ability: Smoke Screen - Launches smoke mortars that hide the vehicle from view. * Advanced Surface-to-Air Missile (SAM) Battery: - 1900 Reinforcement Points - Theater Area Defense Platform, extremely long range anti-air missile. - Can only engage helicopters at long range. Ineffective at close range. - Advanced Attack Helicopters can use terrain (nap of the earth flight) to prevent missile lock-on. Be careful NOT to let your SAM unit to become flanked by these lethal helicopters, and fall victim to a sudden pop-up attack. - Unit lacks Search Radar for incoming air warning. Mixing with Heavy Anti-Air and Search Radar vehicle is recommended to also provide terminal defense when helicopters come too close to your SAM. Primary Weapon: Long-range proximity-fused anti-air missile - Missile DOES NOT FIRE ON ITS OWN! The player MUST manually micro Attack order and order the SAM unit to fire on the designated target. Think of it like playing Heavy Artillery, but for Anti-Air role. - Long range missile, can lock-on at a stand-off range that is as long as Heavy Artillery's fire range. - Helpless against helicopters up close. Missile can only lock-on when there is sufficient distance between the SAM and the enemy aircraft. Offensive Ability: All-Aspect Missile - Launches a missile with all-aspect targeting, allowing the missile to lock on at any angle, regardless of terrain. The missile also locks on very fast and tracks accurately against all air targets, making it more difficult to dodge. - The SAM can hide between buildings and deep terrain and all-aspect missile will still lock-on and track against the enemy helicopter, where as normal missiles cannot due to their line of fire being blocked. Defensive Ability: Smoke Screen and Electro-Optical Countermeasures - Launches smoke mortars that hide the vehicle from view. Also activates Electro-Optical Countermeasures (EOCM) to redirect incoming optical guided Anti-Tank missiles. Infantry: * Silver's Truck of Doom - 750 Reinforcement Points - Designed specifically to Silver's requested specifications. - Can transport infantry. Primary Weapon: Tactical High Energy Laser Defensive Ability: Smoke Screen - Launches smoke mortars that hide the vehicle from view. [New Tactical Aids (TA) or TA's with Changed Parameters] USA: * Tank Buster: - New sound effect. - The A-10 aircraft also fires two Maverick missiles at the end of cannon fire to finish off the attack. From balancing standpoint, the missiles don't do anything, it's mainly for more realistic animation. * GBU-43/B Massive Ordinance Air Blast (MOAB) Bomb - Massive air blast bomb clears as much as four city blocks. - Lingering heat wave hurts any units entering the blast zone for a while. USSR: * Incendiary Bomb: - Added from Soviet Assault Single Player TA, but parameters have been changed to have the same damage and effect as the vanila Fuel Air Bomb. - Sustained napalm effect hurts and kills units entering the blast zone for a while. * Father of All Bombs (FOAB): - Massive thermobaric two-stage fuel air explosion clears as much as four city blocks. - Lingering heat wave hurts any units entering the blast zone for a while. NATO: * Air-to-Air strike: - Lock-on time has been changed to be same as USA faction. * GBU-43/B Massive Ordinance Air Blast (MOAB) Bomb - Massive air blast bomb clears as much as four city blocks. - Lingering heat wave hurts any units entering the blast zone for a while. All Factions: * Combat Air Patrol: - Constant air-to-air strikes by a squadron of fighter jets on combat air patrol. - Creates a temporary area denial effect to all hostile air units. - Very difficult to dodge with flares. When the first jet misses you due to your use of flares, the 2nd jet will chase after you with another salvo of missiles. * Airdropped Chuck Norris: - Infantry Role has cheapest (15 TA) access to Chuck Norris. - Equipped with FGM-148 Javelin for heavy anti-tank attacks and FIM-92 Stinger for heavy anti-air. - Automatic machine gun mows down every infantry trying to get him. - Can use med-kits to heal himself and can also repair friendly vehicles and heal infantry. Offensive Ability: Rods from God - Military satellite in geosynchronous orbit launches a tungsten kinetic re-entry missile on the target. The earth's gravitational force pulls down the tungsten round in excess of 36,000 ft per second, comparable to speed of a falling meteor. [Appendix A] How to fly Advanced Attack Helicopters: Show us your true piloting skills! NOTE: Do NOT fly Advanced Attack Helicopters in group with other class of choppers, such as heavy/medium/scout choppers. Doing so will not allow you to control your aircraft effectively with the methods described below. Flying your Aircraft.. The advanced choppers allow you to change your altitude, yaw, pitch and roll by giving rapid Move command orders. By default, the helicopter lands on the ground (you will note that the chopper is sitting on the ground when it spawns). When you give it a Move order, your chopper will increase altitude and pitch forward. The Move order however tells your chopper to maintain and increase altitude. When you cease giving Move orders, your helicopter will begin decreasing altitude and start landing toward the ground. The more frequent Move orders you give, the more sustained flight your chopper will have. Adjusting your altitude Altitude can be controlled with Move and Stop order commands. To tell your chopper to grab sky and rapidly increase altitude, right click on the place of a map that is FAR away from where you currently are. The farther away the Move order is, the higher your helicopter will fly. Keep repeating that Move order on far-out distance and your helicopter will rapidly increase altitude, flying as high as Tactical Aid jets! Note that you need to keep giving it Move orders for it to stay flying high up in the sky. When you cease giving Move orders, the helicopter will begin lowering altitude. To immediately drop straight down to ground to avoid enemy missile lock-on and hug the terrain, use the Stop order (keyboard shortcut is T). Upon Stop order, helicopter will immediately descend to kill altitude and dive to ground level. Nap of the Earth Flight On several maps with hilly areas, flying in nap of the earth pattern gives you an extreme edge in combat. Nap of the earth flight means your helicopters are flying in very low altitude, hugging the terrain as you fly around. The nap of the earth flight hides and conceals your choppers behind terrain, making it very hard for enemy SAM units to lock onto your helicopters. You can hide behind terrain the whole time then suddenly gain altitude at the last minute to do a pop-up surprise attack. To perform nap-of-the earth flight, just give your chopper a Move order, but instead of clicking at a map that is far away from where you are, click on immediate vicinity when you give it a Move order. When you tell your chopper to move to a nearby location, it will move to that area while maintaining low altitude. Keep giving it Move order to near-vicinity areas and your chopper will maintain nap of the earth flight path. Performing a Dive Bombing Strafing Run Advanced Attack Helicopters are extremely lethal when they perform dive bombing runs. A dive bomb run is when your helicopter gains altitude to a very high level, then dive straight down to your target as you attack it. The end-result is that your rockets become far more accurate, the target area looks like it has just been hit by a Tank Buster TA, giving you a real exciting feeling of bringing "death from above!" Dive bombing run is lethal against the enemy for a few reasons: * You are dive bombing from a close longitudinal distance, increasing accuracy of your rockets significantly. * You are pumping rockets way high up in the sky while diving down, and most of them will attack the enemy on top armor, as opposed to sides and front/back armor (which is what happens with heavy attack helicopters, many of their rockets hit sides and front, as opposed to top armor). * Because your units are way up in the sky, they are no longer subject to any line-of-fire restrictions such as terrain, building or rough hill getting in their way. To perform a dive bombing run, do the following: 1. First, tell your choppers to hold-fire, so you can micro your attack. 2. Back away from your target so you have the sufficient "running room." 3. Once you have sufficiently backed away from your target, grab some sky, rapidly give your choppers LOTS of Move orders to a far out distance on the map in the direction of your target. As mentioned above, continuing to click Move order to a far out distance tells your chopper to rapidly gain altitude as much as possible. 4. As your choppers are rapidly gaining altitude, wait until your helicopters move close to the enemy target on high attack altitude. 5. Once you are close to enemy at high altitude, immediately give it Attack order on the target. Your choppers will suddenly begin to quickly lower altitude while pumping rockets from high up in the sky. They will "dive" their way into the target while firing rockets, making the rockets far more accurate and deadly because most of the rockets will hit the top-armor of the ground vehicle as opposed to front and sides. Installation Instructions for Vista ----------------------------------- 1. Create the following directory path unless you already have it: Public\Public Documents\World in Conflict\Mods 2. Unzip the contents (the Fun Mod folder) into the above directory. 3. Launch WiC or restart it if it's already running. 4. Go to Options -> Mods and you will see Fun Mod in the list. Select that mod to activate. 5. Start a LAN game or log into Massgate to host or join an online game with other players running this mod. 6. To deactivate this mod, simply join a server in Massgate that does not run a mod or restart WiC.