Let’s start #02 : Refinery building tutorial
Once you’ve found resources near your base, you’ll have to extract it with a refinery.
This can be done by clicking on your HQ, then selecting the following icon depending on your faction.
US Army
Chimera
Cartel
Around the refinery’s ghost is displayed its extraction range. Make sure it covers as much resources as possible. Hit TAB to change the orientation.
Once completed, the Refinery starts running with one logistical vehicle assigned to it: M993 for the US Army, a K-Max for Cartel and a Crusher for Chimera. Those logistical vehicle will automatically begin to pick up refined resources and transport it to your HQ.
CHIMERA
Crusher: light logistical unmanned vehicle, unarmed.
US ARMY
M993: light logistical vehicle, unarmed.
CARTEL
K-Max : light logistical unmanned helicopter, unarmed.
You can produce and assign more of these vehicles by clicking on the refinery and then on the vehicle icon.
Act of Aggression‘s economic system requires resources to be extracted at the refineries, ferried by vehicles and physically storaged in the HQ or dedicated buildings: a LEM (US), an Extension Module (Cartel) or an Outpost (Chimera).
LEM
(US Army)
Outpost
(Chimera)
Extension Module
(Cartel)
If one storage building is full, you’ll have to build another … or waste the excess of extracted resources.
You can’t give a logistical vehicle movement orders, yet by selecting a logistical vehicle and right-clicking on a refinery or processing plant (HQ or storage building), you can force it to change its pick-up point and drop-off point.
When all the resources from a refinery are drained, the latter is useless. You need to sell it by clicking on the dollar icon in its menu.
The logistical vehicules or drones are then redirected to another extraction or storage point.
And don’t forget to check on the first episode of this let’s start series : resources hunting.
TUTORIALS – STEP BY STEP
- Recon : Resources hunting
- Aluminium, Oil & Rare-earth : refinery building
- Base building : Grid and construction queues
- Units : Infantry, vehicles and upgrades
- Artillery : MLRS, Howitzer and CIWS
- Banks, prisonners, wounded crew : Advanced Economics
- Super weapons and anti-SW
- Repairing buildings and units, healing infantry
Magical ORZ
June 8, 2015 at 6:14 pmI really want to play, now !!!!!!!!!!!!
Nisnis39
June 8, 2015 at 6:46 pmComment le K-max peut voler sans briser ses helice, a moins d’un systeme tres elaboré ses helice devrait taper dans le support de l’autre helice.
DM
June 8, 2015 at 10:54 pmhttps://www.youtube.com/watch?v=Zj95SHZCkbM
HeXetic
June 10, 2015 at 2:10 pmOK, so the rotors are splayed outwards on the real helicopter, so they don’t whack into each others’ drive shafts. I’m just worried it doesn’t look like that’s the case in AoA. They look completely parallel to each other.
Chris
June 8, 2015 at 11:12 pmwhen is the release date and price, please post it somewhere!!!
Brickbuster
June 10, 2015 at 7:52 pmConsidering the price of WGRD, I would think it might be around £20/$20 and 20 Euros approx.
Jay
June 9, 2015 at 12:56 amCan’t wait until this game is released!
HeXetic
June 9, 2015 at 2:08 amI’m with Nisnis39 on this one, how the hell does the K-max have two side-by-side rotors that don’t chop each other off?
I understand coaxial rotors like on a Russian KA-52 Alligator, or tandem rotors that are at least a blade’s length apart, like on a CH-47 Chinook, but how the hell do they work right next to each other?
Koorb
June 9, 2015 at 1:04 pmI think the refinery shouldn’t have a range and the resources should be in fields..
There would still be alot of resources gathering as players would have to secure bases over the map to mine resources efficiently .
Players should have to make as many resources gathers as they can make but they are also easily kill able. Having max number in refinery only evens the playing field out and just makes it death ball vs death ball
Michael
June 27, 2015 at 1:34 pmLOOKS AWSOME AND GREAT!!!! HOW MUCH WILL IT COST!!!??