A Wrong Turn User's Guide
Jun 11, 2012 Guides 7 commentsThe ultimate ressource for A Wrong Turn players, the User's Manual contains everything you need to know about the game and it universe, from installation...

Main features :
- An intricate and immersive alternate history background.
- Eight playable civilizations, each having its own eight unique units :
-The Worker's Republic of Vidalia
-The Great Reich of Salviatia
-The Atlantic Federation
-The New Golden Horde
-The Celestial Empire of the Eternal Rising Sun
-The Caliphate of Jihadia
-The Bolivarian Republic
-The Transsahelian United Kingdom
- More than four hundred new skins and buildings ! Every civilization has been given its own architectural set and unit set, no shared skins or units whatsoever.
- More than five hundred new sounds ! Almost every unit is voice-acted and speaks in its native language. New guns, artillery and ambient sounds give to every battle an intense cinema-like feeling : tank formation clash, jet fighters dogfight, giant battleships unleash hell, ground attack planes dive from the skies, and rocket artillery shrieks above endless waves of infantry.
- Over twenty new 3D models, so that not a single tank or plane will be used by more than one civilization.
- A new wonder system : every civilization enjoys its own 17 unique wonders, for a grand total of 136, mixing actual real-world ones, such as the World Trade Center, the Cristo Redentor, the Pentagon, or the Dome of the Rock and imaginary ones, such as the Black Obelisk of Kronstadt, the World Dragon, or the infamous Castle Wolfenstein.
- A new unit type in the airport, the Ground Attack Plane, fulfilling the role of a tactical bomber.
- A new interface, with a more modern look.
- A new soundtrack, more fit to the A Wrong Turn universe.
4 comments by RoXXGames on Oct 11th, 2012
What to expect in the upcoming weeks ?
Hopefully, we'll be able to release the long-awaited 1.01 update, featuring the infamous Experimental Units. Yes, the ones we brag about in the User Manual but actually aren't ingame. With a little more work, we can fix this and put the game up-to-date and matching with the Manual. Then, what is to be expected in the future ?
We have many ideas about features we'd like to incorporate to our mod : a quick-battle script, to allow more exotic units, such as chemical weapons and paratroopers ; enhanced naval warfare, with different, more specialized ship types : cruisers, frigates, destroyers, command ships...
We could also use Germanbacondragon's work on a Moon map to put up an entire expansion depicting battles on the surface of Earth's satellite. This idea is really exciting, but raises dozens of gameplay issues. Before we can make this happen, we would like to have the community's input about how to make a moon-based combat system be both balanced, fun and (relatively) realistic.
On any of these topics, we would very much appreciate your contribution, either by ideas, or even by actually helping us with coding, scripting or modelling. Stay tuned for more updates and screenshot as we get back to work !
The ultimate ressource for A Wrong Turn players, the User's Manual contains everything you need to know about the game and it universe, from installation...
- Adds the proper modded "tribes" files to A Wrong Turn.
The 1.0 version of A Wrong Turn is available ! Currently, no installer, so be sure the check out the readme file.
nice trailer impressive mod a lot of new stuff
the building is very nicely done no doubt for that
but the mod is far from perfect the problem is
cheesy unit can walk easily through each other easily the dragon tank is the worse is like it is a virtual tank everyone walk through it
the germany robot is too weak and the animation is a bit strange
the flamethrower is like useless they are too weak
the tank in the game is very weak too 3 group of infantry can destory a tank to easily
and the suicide bomber don't have explosion and they don't die after hitting on someone
the flamethrower tank is really weak is not a joke
that all i can find now it normal because this is a new mod and thank for the good time in this mod
i never noticed the tanks dying so easily,and ya the robot is a little odd animation but its hard to add detail, and ya the robot is weak but you cant make it over powering,although 10 flamethrower incinderators destroyed a atomic battleship in my game
i didn't say the tank die easily i just say the tank did very little damage to infantry
and i didn't say make the robot overpower make it stronger so they have the use like elite infantry
the battleship is very weak againest infantry of couse is going to destory easily
ya the battle ship is great against buildings just not infantry, and ya more the robot could use improvements.
Hi !
Thank you for your compliments and bug reports. We will try to deal with the big units' hitboxes. Regarding the balance issues, we did not alter either the tanks nor the flamethrowers : unless you confronted a very weak tank, like the LV-43 with elite infantry such as the Guardia Nacional, everything is the same as in the original RoN's balance.
What suicide bomber do you mean ? The plane is a relic unit, that is not available in skirmish mode, we never managed to make it work. Terrorists and Allah's Martyrs are no suicide units, they are not supposed to die when attacking... at least, for now. It is extremely difficult to code suicide units in RoN, except for ships, but it is an issue we are decided to tackle one day.
We'll give another look at the flamethrower tank's stats. Did you mean the Bolivarian one (Caiman), or the Horde's (Marzan) ?
Mediafire.com the trees HAVE to be in tree form so it looks a bit odd,but at least they are not trees on the moon, the water texture dosn't work, i wasn't able to get it to be outer space, if i change it all the water textures will change,the water texture in the file about it is what is under the water not the file itself. i will work on the water texture more to try and be able to do something with it
trees are done, for the water texture i am going to make it outer space, then i will test all of these and see how it works, when im done i will put download link in a comment here
The trees have to be shaped like trees because of their 3D model, right ? What if we made new models shaped as mineral blocks ?
When we will get to the actual coding of the lunar warfare, we will probably make it an entirely different age, with new buildings, new skins and no units, so that these battles have a completely different gameplay, not only a different look.
Anyway, we're not there yet, many other things have to be taken care of before we move to that, especially the map itself, so thanks again for doing this !
yes, you could try that, i dont have all the software you have so i can't design models (unless if i could use paint.net, or gimp). Also for the new units you could change the helicopter for the salviatia to a ufo, or put the ufo in the experimental lab. also if you could figure out how to add a new water texture and made it like outer space you could change all the ships to space ships
yes i will probly work on with the rocky formations. 1 thing i have done is in the scenario editor i used amber for them to gain wood, the only problem is they don't gain alot of wood so i will probly use rocky formations