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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Soviet Union units Soviet Union units Soviet Union units
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0 comments by BlackCaesar on Dec 24th, 2014

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.

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Global War - Beta 3.0

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Global War Beta 2.5

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Jun 27, 2012 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

Feb 25, 2012 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  (10 - 20 of 260)
Maximilian3394w
Maximilian3394w Oct 30 2014, 6:23pm says:

Hi BlackCaesar,
first of all I wanna say thanks for this awesome mod you made here!
I really enjoy it!
But I have a question and I hope that you can help me.

Is it possible to "change" the files in a way that it is more like normal multiplayer matches?
I mean that I can delete the "tech points" and just "sit the time out" until I can recruit tanks, artillery and so on...?

There are only 2 things I don´t like and one of these things are the tech points ;)
The other thing is the time I have to wait until the unit(s) arrives on the battlefield - but I already "fixed" this problem by changing the files by myself!

But I am to stupid to find the tech point scrip, that´s why I need your help.

All the best!

+2 votes     reply to comment
BlackCaesar Creator
BlackCaesar Oct 31 2014, 5:25pm replied:

You will need to change 200+ triggers to do that, they are in the nation script files. But then points become useless except for the command points.

+2 votes   reply to comment
Maximilian3394w
Maximilian3394w Nov 2 2014, 1:47pm replied:

"they are in the nation script files"
Thank you very much, I found it and it works excellent!

"But then points become useless"
That´s true but it makes more fun to me without the tech
points. Sounds weird, I know. :).

+2 votes     reply to comment
BlackCaesar Creator
BlackCaesar Nov 3 2014, 1:12pm replied:

The customer is always right :)

+3 votes   reply to comment
Anxozt
Anxozt Sep 21 2014, 7:55am says:

BlackCaesar
Could you make AI plant mines (AT,AP)? it could force player to use mine detection units !
And if its possible to make AI make forfitication on his capped points
Like in first tutorial mission, (like making load of sandbags, making mines,hedhehogs and barbed wire)moving lot of infatry and hide them in buildings !
Sory for my bad English

+2 votes     reply to comment
BlackCaesar Creator
BlackCaesar Sep 24 2014, 2:17pm replied:

Maybe it's possible to make them build minefields in a procedural way, but not road blocks or sandbags, because AI cannot place orientable items. For example, to make AI place 200mm naval guns I use a combo of waypoints and special AI item actions to make them build them and orient them correctly (but sometimes they fail anyway), but making it build in line would be impossible.

+2 votes   reply to comment
atomcrusader
atomcrusader Sep 12 2014, 3:19am says:

Hey BlackCaesar, thank you so much for the mod! I'm really enjoying playing this mod before I feel confident enough to play online.
How easy would it be to have an ally during a game, so you can also choose to sit back and watch the epic battle unfold? This will be different from a typical scripted map, because I can actually get to enjoy your AI!
Thanks!

+2 votes     reply to comment
BlackCaesar Creator
BlackCaesar Sep 24 2014, 2:20pm replied:

Unfortunately allied AI won't be possible to implement because MoW scripting language isn't very flexible and I would have to duplicate every coroutine related to AI players for each AI (and that's crazy).

+2 votes   reply to comment
Anxozt
Anxozt Sep 11 2014, 5:01am says:

Ahhm the tutorial.. is the first tut.mision broken ? i defeated pershings and nothing is happening, i call volksturm tiger aces and some anti tank squads still nothing happening ?

+1 vote     reply to comment
atomcrusader
atomcrusader Sep 12 2014, 3:16am replied:

The mission only ends when you've destroyed all enemy soldiers as well. They may be hiding in the buildings north, or in the forest. Try scanning through the area. Also, I think you may also have to actually destroy the enemy tanks (so that you cannot recover them)

+1 vote     reply to comment
Anxozt
Anxozt Sep 12 2014, 4:58am replied:

I wish i could make a screenshot of my battle field, its blue messy battlefield like from WW1 holes everywhere.. but now i know what happen, enemy soldiers Flee out of playing area.. gona start it again, not leting anybody leet to leave
Thanks

+1 vote     reply to comment
atomcrusader
atomcrusader Sep 13 2014, 8:45pm replied:

You're welcome!

+1 vote     reply to comment
Anxozt
Anxozt Sep 1 2014, 9:03am says:

I made Tutorial about this mod
To help newbies
Just waiting until authorization

+1 vote     reply to comment
BlackCaesar Creator
BlackCaesar Sep 3 2014, 6:14am replied:

Nice!

+2 votes   reply to comment
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Platform
Windows
Game
Men of War
Developed By
BlackCaesar
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Official Page
Digitalmindsoft.eu
Release Date
Released Sep 29, 2011
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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, 3:18pm by IJoe

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