READ THE MANUAL AND README.TXT BEFORE PLAYING

A NOTE FOR BEGINNERS:
The AI is challenging, depending also on the map. The easiest map so far is Country Roads. If you are a beginner set the easy game difficulty in the option menu, otherwise you might find the game frustrating. You can increase the difficulty setting later, when you have learned the game mechanisms.

INSTALLATION:
Unzip the file in the Mods folder of Men of War. If it does not exist, create it and then unzip the mod there. Start Men of War, go to Option, then go to the MOD tab. There look for the mod in the left list, select it and use the arrow to move to the right list. Press Apply.

KNOWN ISSUES:

The reinforcements menu might cross the display boundaries sometimes, especially when you are using a 16:10 monitor. There is not much I can do because the reinforcement menu is hardcoded, so I can't change it. I've tried to add more reinforcement categories, so It shouldn't be a great problem now. I'm sorry but apparently making a slider for menus and windows was too hard for DMS

MOD GOALS:
Men of War is probably the best ww2 strategy game on the market, but it lacks most of all one thing: a skirmish mode where you can have huge battles against an AI player. It is a shame that you have so many units available that you can rarely use in the campaigns.
Battlefield mode is a unique skirmish mode, more advanced than those you can find in Assault Squad, whose objectives are the following:
• Create a challenging single player skirmish with a great variety of battles.
• Build a sandbox to allow inexperienced players to set up their own scenario quickly given a prebuilt map.

BATTLEFIELD MODE IN DETAILS:
Battlefield mode is a skirmish mode based on map point controls. Unlike multiplayer games, control points provide resources to buy reinforcements. Each control point grants you command points, used to buy reinforcements, and tech points. Tech points are needed in order to unlock more advanced units. Every minute you receive a new amount of command and tech points based on the control points you own.
Besides each nation can use a set of Support Commands which unlock Support Operations. Support Operations are special abilities like airstrikes or special unit reinforcements which can be unlocked by support points. Some control points provide you with these support points.

CURRENT PROGRESS:
The mod now includes several Battlefield scenarios and 5 playable factions (Germany, USA, Commonwealth, Japanese Empire and Soviet Union). Besides I have completely reworked gun stats to make them more realistic (based on penetration tables from www.tarrif.net) and added new units (some taken from other mods, see the credits in readme.txt).

FUTURE GOALS:
• Include Soviet Union and Axis allied nations as playable factions in the Battlefield mode.
• Convert the mod for Assault Squad.
• Make some tutorial missions for the Battlefield mode.
• Write a tutorial explaining how to set up your custom battlefield scenarios.
• Create a campaign for each of the nations.

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Merry Christmas to all

I have identified a major bug with savegames. Due to the fact that MoW scripting engine is literally a piece of crap (unfortunately, because the game is awesome and has so much potential) there is a problem with the AI script in my scenario. I found out that, when you save the game and then reload, the AI script stops working. This is because the game engine does not save correctly the state of triggers which are calling functions, and the result is that when you load a game, the trigger won't work anymore. I might have found a workaround for this, but it requires that I convert all the functions in the scripts into triggers, and this is a very long process. For this reason the savegames are broken at the moment: there are no problems if you play a game to the end, but unfortunately if you load a savegame the AI will stop calling reinforcements.

As for the AS2 conversion, I'm working on it. I was able to port several MoW models that are needed for the mod to work properly on AS2.

For now I plan to stop working on the conversion and fix this annoying bug. Remember to thank DMS for this ;).

I don't know how much time it will take to complete the patch since I'm quite busy with my PhD at the moment.

Have nice Christmas holydays.

Battlefield Release 1.0 AI demo

Battlefield Release 1.0 AI demo

News 1 comment

I've completed the AI scripts for all the factions and I'm now testing it on the other maps. Here you find a long video showing a game with the new AI.

Back into action

Back into action

News 4 comments

I'm back into action after I've been real busy in real life. I will recap the mod status here.

AI rework update

AI rework update

News 3 comments

This article lists the main features of the new AI script, as well as the progress of the development.

AI rework

AI rework

News 0 comments

I decided to postpone the Assault Squad conversion and rework the AI before that. I will fix the AI difficulty problem and spamming issue, and try to...

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Global War  - Release 1.0

Global War - Release 1.0

Full Version 55 comments

Download link to the new Release 1.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to...

Global War Beta 4.0

Global War Beta 4.0

Full Version 64 comments

Download link to the new Beta 4.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Global War - Beta 3.0

Global War - Beta 3.0

Full Version 23 comments

Download link to the new Beta 3.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Global War Beta 2.5

Global War Beta 2.5

Patch 8 comments

Download link to the new Beta 2.5 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Global War - Beta 2.0

Global War - Beta 2.0

Patch 2 comments

Download link to the new Beta 2.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Post comment Comments  (150 - 160 of 268)
KGBNinja
KGBNinja

Sounds and looks awsome though noone seems to make a mod with the T-34/100 Oh well. Still this looks and sounds fun. I hope you get all the support you need

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Kraydon
Kraydon

The T-100 (T-34/100) is an Egyptian tank, wouldn't really fit in here would it?

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Shirby
Shirby

First of this is really awesome and filling a gap of the original. Now to my question, as of right now its a real pain in the butt to do all the micro-managing to resupply all the units. Will you in any time include a kind of supply script? For MoW AS there exists a mod which does just that, on the map there are set supply crates and all units near these crates get resupplied automatically will you by any chance do something similiar? Keep up the great work! :)

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BlackCaesar Creator
BlackCaesar

Never thought about that. The problem is AS skirmishes are not thought as a sandbox, what I'm trying to do here is to create a sandbox, that is an easy way to set up missions. Now I can make a mission in 30 minutes (and you will be able to do that as well as soon as I'm done writing the tutorial), given the map, AS skirmishes works just on that instance of the scenario. I have no way of knowing what weapons a unit has, because there is no function doing that. In AS skirmishes you can do that because you know that "mission A" has Germany vs UK, where human player is Germany and AI player is UK, and you know exactly what units there will be on the map and with what weapons. Here I don't know which faction you will pick, nor the units you will have on the map and doing a "mega switch" checking for all possible combos will be crazy. I don't know if it is doable, I have to think about that, but I will not sacrifice the sandbox goal to have an automatic resupply system.

If I can find a way to do that it will come sooner or later but not with the next patch. I'll try to figure out a way to do that, maybe I might have a hint, that is I could periodically use a tag to identify what ammo a unit will use checking its inventory and then adding a tag (for example if a unti has pistol rounds, then I can tag it as "ammo_type_pistol" and then if it is near a supply truck or crate I can periodically give it pistol rounds if they drop below a threshold), but it is a long and boring work.

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Shirby
Shirby

Thanks for the quick response! Ofcourse you should stick to your goals Im sure it will still be awesome, it just happens pretty quickly that my assault force runs out of ammo so fast that they cant even hold 5 minutes at some points xD. I also understand the stuff with the AS skirmishes I think (Im by no means a modder so I dont have a big knowledge of the actual facts but I can estimate most of it).

The mod I was pointing at earlier actually allows you to choose your nation and the enemy aswell. (I will send you a PM with the exact site). Im sure you will handle it all perfectly and ofcourse dont sacrifice the sandbox! Thanks once again for the quick response and ofcourse keep up the good work! :)

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Hozd33
Hozd33

I advise you to create a tutorial for the functions, tanks and special abilities of all the factions as i don't even know what the different factions offer.

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BlackCaesar Creator
BlackCaesar

Anyway if you look in the manual there is a table with all the units and special abilities of each faction (costs might not be updated since I reworked them a bit).

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BlackCaesar Creator
BlackCaesar

I'm doing it. I've completed a tutorial about basic game mechanics where you play with Germany, a tutorial on special gun rounds and air force where you play with USA and a tutorial about UK officers and their artillery flares ability, and Gliders. The 4th missing one will be on Japanese Empire and their "Special Operations" and static defenses.

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Hozd33
Hozd33

Thanks for your effort.

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corleone101
corleone101

I do enjoy the mechanism of the game, but i think the mod itself is unbelievably hard. AIs wont stop spamming soldiers, tanks, and their air force keeps bombarding my forces continuously like 24/7. It seems to me that even on easy difficulty its impossible to defeat AIs, i think you misplaced easy as hard difficulty. Don't get me wrong, i do pretty good at the vanilla mow and vietnam, but this.. its just somehow very hard even on easiest difficulty. Please consider balancing the game, and make the easy difficulty truly easy, not hard. Some people may enjoy intense fire fight and challenging hard enemies, but some people dont. Because not all mow players are very good at the game.

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BlackCaesar Creator
BlackCaesar

Fix coming with the next patch: I noticed that AI called in tanks even with few control points, now it can't use tanks or elite infantry if it has less than two medium resources control points. This is because I changed the game mechanism in 2.5, it didn't happen before because tech points weren't stacked but gained and lost according to the control points you owned (and so for the AI), so if you cut off supplies to the AI it couldn't build anything advanced.

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Highest Rated (4 agree) 10/10

Unique and much needed, in my opinion, mod, that provides the opportunity for a good old random "multiplayer-style" (unscripted, unlike any scenario, that come in a sackful) comp-stomp on a great variety of maps, which was long missing for so many Men of War players.

Nov 30 2012 by IJoe

Lowest Rated (2 agree) 2/10

No very good.

Oct 13 2011 by Juju44330

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