What if the Soviet Union hadn't collapsed and instead made a decisive advance into Europe? NATO forces clash with the Red Army and a second front is opened up as the Soviets launch an attack on continental United States. You will find yourself taking on the role of a commander in the epic conflict, controlling the most powerful and technologically advanced military hardware of the time.

Lead troops from NATO, the USA or the Soviet Union. Master your units by knowing their strengths, weaknesses and learn how to use their special abilities to defeat your enemies.

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Some pics I made from my map as_Europe Some pics I made from my map as_Europe Some pics I made from my map as_Europe
Blog RSS Feed Report abuse Latest News: Modern Warfare Mod 4.3 is now available!

About WIC: Modern Warfare Mod 4 with 6 comments by blahdy on Aug 10th, 2014


Modern Warfare Mod Version 4.3 is here!

Modern Warfare Mod Version 4.3 is now released, codenamed "Trailblazer".

New features in 4.3:

  • Added Iron Dome anti-missile system to US faction -- system integrates into Patriot Heavy SAM units (requires Patriot to be present & running) and launches interceptors against artillery rockets (Grad and Smerch).
  • Added Iskander M (SS-26 Stone) maneuvering ballistic missile to Russian faction.  The missile is extremely accurate and includes a terminal IR homing seeker, allowing it to even lock onto a moving target during its final descent moment.   Additionally, the missile makes abrupt 20G lateral maneuvers during terminal stage of its flight, making it a more difficult (but not impossible) target for missile defense systems.
  • Added 'OPFOR' styled tactical missile launcher -- Zelzal II to Russian faction.  Cheap and very inaccurate (CEP of 1km), but arrives quicker on the target due to low apogee of its flight.  Can be used to launch massed saturation attacks on the front-line or simply to trade rounds with enemy missile defenses, in order to allow more expensive missiles (Tochka/SS-21 and Iskander M) to penetrate with ease.
  • US BGM-71 TOW missile now uses FLINT missile system.  This was a highly popular request from US Armor players.
  • Finally added much needed improvements to AI bots.  AI players now use platoons to manage their units on the battle, allowing them to be more flexible in responding to enemy actions.
  • Update of FLINT Missile Simulator to version 4.1 -- new performance and stability improvements.  Also enhanced realism of physics rendering for missiles in flight.
  • Improved game balance for both factions -- modernized Russian tanks (T-90, T-80 and Sprut SD) now have auto stabilizer function added to their units, allowing them to fire accurately while on the move.   US Apache's Longbow radar (Attack Helicopter for Experts) has also been rebalanced and made more realistic -- it no longer gives you free aerial recon on the target area, which was prone to game abuse.

NOTE: This mod requires your World in Conflict to be patched to version 1.0.1.1. or it will not work. To patch your game, simply start the game, sign into multiplayer, and it will detect that your game is outdated and patch it.

Mod

Choose which type of install you would like to do. Please note that the installer is only compatible with Windows Vista, Windows 7 and Windows 8. Not Windows XP.

 

This is a full version of the mod. Even if you don't have the mod at all this will install it as the current version. If you do have a previous version, it will update you to the current version.

Maps

Maps were last updated during MW Mod 4.1 release.  NOTE: If you already had any version of the maps from 4.1 or onwards you do not need to redownload the maps -- just get the updated mod instead.

If you had a previous version of the map pack installed from older versions of the mod, please update it by downloading the latest map pack below:

Map Pack:  Download Link (4.1)

The updated map pack improves performance of the mde_Reforger map and adds one additional map: do_Fulda by Slepnyrl.

System Requirements

Due to the increasing complexity in the simulation of missiles, aircraft, artillery, and more- Modern Warfare Mod 4 requires a higher-end system than specified on the original World in Conflict system requirements.

These are now the minimum system requirements:

  • OS: Windows Vista or 7
  • Processor: Intel i5/i7 or AMD Quad Core FX
  • RAM: 3 GB or more
  • Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 260 or ATI Radeon 5870 or higher.
  • Graphics card memory: 512 MB or more
  • Sound card: DirectX compatible sound card

These are now the recommended system requirements:

  • OS: Windows 7 64-bit (Vista also supported)
  • Processor: 2nd Generation Intel i5/i7 or high-end AMD Quad Core FX
  • RAM: 4 GB or more
  • Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 460 or ATI Radeon 6950 or higher.
  • Graphics card memory: 1 GB or more
  • Sound card: DirectX compatible sound card

At minimum, your system (including video card) must maintain 27 frames per second or higher, and 40fps or higher is recommended for a good gameplay experience. Below 27 fps, numerous homing projectiles may miss their targets or fail to perform altogether. Try lowering your graphics settings if you cannot achieve enough frame rate.

World in Conflict and MW Mod both support multi-threading.

Due to the fact that WiC's dedicated server application (WiC_DS) only runs at 10 frames per second and is incredibly buggy, MW Mod cannot be run on dedicated servers or it will crash.

This means that all sessions need to be hosted by players.

For details on how to host a game with your friends or other MW Mod players, please see: Understanding Multiplayer for WiC MW Mod.

To find other MW Mod players, please join our WiC Clan, and join our Steam group !

   

Firstly, here are some lists that may be useful:

Complete development change log follows.

Change Log 4.3 (Trailblazer)

Last updated August 10, 2014

- BGM-71E TOW missile (fired by Bradley APC and airdropped Stryker TOW) now uses FLINT missile
  system.

- 9M22U rocket for BM-21 Mechanized Rocket Artillery now uses FLINT missile system.

- (RU) BM-21 artillery now has much longer firing range and more realistic CEP. Can lay down light
  artillery barrage using rockets -- very devastating against light vehicles and infantry.

- (RU) Pricing for RU BM-21 increased (one unit is enough).

- (RU) Airdropped IFV tactical aid now drops 2S25 Sprut-SD light tank instead.

- Auto-stabilizer script added to main cannons for RU T-80UK, T-90 and 2S25 Sprut-SD tanks. Vehicle
  can now fire much more accurately while on the move.

- New Unit (RU side): (Airdropped TA) OPFOR Tactical Missile Launcher (Zelzal II)

  Fires a Zelzal II unguided short-range ballistic missile (SRBM).  Inaccurate, but arrives more quickly on
  target (due to significantly lower flight apogee) and can be massed to rain down heavy fire over the
  target area.


- New Unit (RU side): (Airdropped TA) Theater Ballistic Missile Launcher (9K720 Iskander M)
  Fires a 9M723K1 Iskander M quasi-ballistic missile with a maneuvering re-entry vehicle (MaRV). 
  Extremely accurate (5-10m CEP) and has capability to engage moving targets (using an infrared
  homing seeker) during the terminal end-game phase. 
 
  The accuracy and terminal homing capability allows the missile to surgically decapture enemy-held
  command points with a half-ton high-explosive.  The missile also performs abrupt 20G lateral
  maneuvers during terminal phase of its flight (while at Mach 4-4.5 diving speed), making it more
  difficult to intercept by missile defense systems. 

- New Unit (US side): Wide Area C-RAM - Iron Dome
  Intercepts incoming artillery rockets in mid-air using its own interceptor missiles.
  * Unit cannot move/relocate once spawned -- meant to provide anti-rocket protection for spawn
    areas only.
  * Requires Heavy SAM (Patriot) unit to be present and turned on. Patriot units provide both the fire
    control radar and Battle Management & Control (BMC) functions to Iron Dome units.


- (RU) 9M79 Tochka ballistic missile -- spin thruster animation has been removed; this missile does not
  spin in flight to maintain stability.

- Ballistic missile launchers now reset their pitch aiming bones after firing their missile.

- Fixed a bug where vehicles do not fire on enemy infantry units on slow computers.

- (US) AGM-114L/R Hellfire missiles: enhanced inertial navigation for LOAL-HI flight trajectories.

- (US) AGM-114L/R Hellfire missiles: adjusted hitbox for game balancing.

- (US) AGM-88E HARM: adjusted lift & drag values to be more realistic.

- (US) Reworked the Longbow scan function for Attack Helicopter for Experts (AH-64E Apache). 
  Instead of revealing the target area with unlimited vision (where it's prone for game abuse and is
  kind of cheating), the new function will perform a 360 degrees LOS reveal (radar sweep) *around*
  the helicopter's current position.

  This means that 'vision' / intelligence generated by Longbow's scan function is now subject to world
  physics LOS constraints.  In other words, if the target is hidden behind treeline or building, you will
  now have to raise altitude higher or fly around to overcome the obstacles blocking your line of
  sight.  This also means that the Longbow radar will no longer reveal infantry hiding in trees or
  buildings.

- (JFSN Networked Artillery):  When there are no enemy units in the target zone, if enemies are still
  visible nearby (up to 375 wic meters), full spread fire mission (12 rounds) will now be sent.  This is to
  permit artillery spottiers to "lead" moving columns or predict enemy formations -- in other words,
  this is to simulate "Heavy Artillery Barrage" tactical aid function.


- (US) MGM-168 ATACMS ballistic missile has now been re-written.  The missile now takes enhanced
  ballistic trajectory similar to Russian missiles -- it now takes much longer to arrive as the missile is
  now subjected to ballistic physics (also enhancing game balance).  The missile is also programmed for
  quasi-ballistic maneuvering to mask its flight trajectory, making it more difficult to predict its impact
  point.

- (CommanderAI):  Russian AI players will now request JFSN artillery strikes more frequently.  Rocket
  artillery salvo attacks are now more unrelenting and could get quite annoying for US ground units.

- (CommanderAI):  Armor AI behavior has been improved significantly.  AI now uses platoons to
  command two groups of units, allowing them to more flexibly respond to changing battle situations.

- Improved guidance algorithm of Command-to-Line of Sight (CLOS) homing.  Adjusted Beam Motion
  Term (Bmp) and cross range guidance gain (K*CRE) on all CLOS-based missiles (57E6, 9M120, 9M119M,
  BGM-71e). Still imperfect, but missiles now guide more accurately on target. (CLOS and beamriding 
  missiles are inherently vulnerable to crossing targets)

- (RU) Kh-25ML AGM (fired by Su-25 CAS1 craft) now uses proportional navigation homing.

- (RU) 9M332 Tor SAM: increased rocket specific impulse for improved boost acceleration.

- (RU) Mi-28 auto-tracker (for missile guidance) now has increased boresight angles of up to 120
  degrees (from 25).

- (RU) 57E6 (Pantsir S1) warhead blast radius increased slightly.

- (RU) T-80UK Command Tank defensive smoke ability's recharge timer has been reduced to 15.

- Lowered pricing of JTAC/FAC infantry for all roles.  For air/inf, it now costs 300 points.  Try to use
  JTAC infantry to provide forward observation/vision for your helicopters to stand-off from frontline
  threats.

- (US) MIM-104 Patriot SAM: Weapons Control Computer (WCC) 6.0 version:

  * Streamlined and optimized performance of various code & program functions.
  * Numerous battle management and fire control functions have been rewritten to make them
    'modular' in game.  This allows other missiles (i.e. THAAD, ESSM, Tamir, Stunner, etc) to be more
    easily integrated into the IADS for future.
  * BMC integration & fire unit support for Iron Dome C-RAM.
  * New threat category added to IADS:  Rocket-Artillery-Mortar. Shows up as "RAM" for targets on
    status screen.
  * Tamir: New interceptor missile added, for use by Iron Dome launchers.  Maximum speed ~Mach 2,
    uses "fire and update" principle similar to PAC-3 missiles for guidance; proximity-fuse based warhead
    detonation mechanism simulated in game.
  * Iron Dome:  New mid-course guidance 'module' added for Tamir missiles used by Iron Dome.
  * PAC-3 MSE:  Enhanced mid-course guidance to better position the interceptor in front of its target
    before entering terminal homing phase.  Enhances hit-to-kill maneuvering against faster, more
    difficult to intercept ballistic missiles.
  * PAC-3 MSE:  Can now sustain G-loads of up to 20G at 30km altitude, using programmed attitude
    control motors.
  * PAC-3 MSE:  Can now reach altitudes of up to 32km equivalent scale (3,216.2 wm).  Missile is now
    able to engage much faster ballistic missiles with reentry speeds in excess of 470wm/s+ (IRBM
    class).
  * PAC-3 MSE:  1-dimension Kalman loop filter has been programmed into the seeker's homing logic, to
    counter random maneuvers performed by Iskander TBM.
  * WCC is now programmed to monitor outgoing SAM trajectory for terrain clearance.  If the
    outbound SAM is projected to impact terrain or buildings, guidance gain will be changed to steer
    the missile away from terrain and buildings.  This feature is in response to infantry players'
    complaints on friendly-fire from PAC-2 missiles diving into their buildings, while trying to intercept a
    falling TBM.

- Flexible Interceptor (FLINT) Missile Simulation Software 4.1
  New 4.1 version of missile simulator engine powering all guided missiles in the game.  Changes &
  enhancements:
  * wicg.FLINTMover:  Significant performance improvements on pathfinding logic used to find playfield
    limits.
  * wicg.FLINTMover:  Compatibility with *all* map areas. FLINT missiles will no longer self-destruct
    when flying over objects and terrain that are impassable to air units.  Missiles can now be used
    without sacrificing gameplay in maps with impassable objects such as do_Apocalypse,
    do_SpaceNeedle, do_Studio, etc.
  * wicg.FLINTMover:  Missiles no longer explode on the ground when fired from edge of the map.
  * wicg.MoverBase:  Enhanced interaction with game's built-in netcode for smoother animation over
    multiplayer.
  * EX3D rendering driver:  Enhanced Lerp logic for smoother missile animation.
  * EX3D rendering driver:  Angle of Attack (AoA) is now calculated as the angle between the velocity
    vector and the missile's center of gravity.
  * Homing logic library:  EXFLINT_Kalman_Filter() function has been added to provide Kalman filtering
    for linear quadratic estimation.  Kalman filter is now used by some missiles' (i.e. AIM-120C, Patriot,
    etc) homing loop to reduce miss distance against unpredictably maneuvering targets.


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Post comment Comments  (60 - 70 of 160)
brody9311
brody9311 Mar 11 2011, 5:00pm says:

New maps are up in the WICMMT get them now.

+1 vote     reply to comment
brody9311
brody9311 Dec 21 2010, 10:45am says:

Ello everyone,
I have made a new map but you won't find it on the normal WIC addon page.
You must go to my group
World in Conflict Map Making Team
then go to addons in there and click on Operation Cigar
Then download and you know the rest.
Thanks
Head of the WICMMT
Brody9311

+1 vote     reply to comment
brody9311
brody9311 Dec 20 2010, 12:13am says:

Ello Everyone,

Just a quick FYI for everyone I have created a map making group for WIC its called the World in Conflict Map Making Team (or as I call it WICMMT). So if you like making maps for WIC or just want to tell me us a idea you want to made into map, or even download some new maps(the addon section here and the WICMMT addon page are not compatable{so you can't download maps made by the WICMMT on the normal addon section you must get it from the WICMMT addon page.}) stop by and see us.
Thanks and have a good day.
The head of the WICMMT,
Brody9311

+1 vote     reply to comment
mandown7
mandown7 Dec 16 2010, 12:17pm says:

ok is this for ps3 casue thats wat i went under and i kno this game isnt for ps3?

-1 votes     reply to comment
brody9311
brody9311 Dec 16 2010, 5:19pm replied:

Nope its not.

+1 vote     reply to comment
brody9311
brody9311 Mar 11 2011, 4:59pm replied:

I hope so as well.

+1 vote     reply to comment
Jevuner
Jevuner Dec 16 2010, 12:44pm replied:

I hope it will be Ground Control 3, not WiC..
I like more GC theme, then the worn out modern theme..
In GC really interesting story, factions.. sadly - all in past..

-1 votes     reply to comment
Jevuner
Jevuner May 2 2011, 12:22pm replied:

haters?

+1 vote     reply to comment
brody9311
brody9311 Dec 15 2010, 5:06pm replied:

Don't we all wish for a WIC2

+2 votes     reply to comment
Heaney
Heaney Mar 1 2011, 5:32pm replied:

Well MW Mod 2 HAS been described by some people as "like WIC 2".

+1 vote     reply to comment
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World in Conflict
Platforms
Windows, PS3, X360
Publisher
Ubisoft
Engine
MassTech
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Official Page
Worldinconflict.com
Release Date
Released Sep 17, 2007
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9.4

332 votes submitted.

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Highest Rated (13 agree) 10/10

Probably the best RTT game ever.

Aug 3 2010, 8:58pm by Heaney

Style
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Real Time Tactics
Theme
War
Players
Single & Multiplayer
Project
AAA
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World in Conflict: Soviet Assault, Released Mar 10, 2009
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