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

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Global War - Beta 2.0

Global War - Beta 2.0

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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  (20 - 30 of 268)
Maximilian3394w
Maximilian3394w

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!

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BlackCaesar Creator
BlackCaesar

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.

Reply Good karma+2 votes
Maximilian3394w
Maximilian3394w

"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. :).

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BlackCaesar Creator
BlackCaesar

The customer is always right :)

Reply Good karma+3 votes
Anxozt
Anxozt

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

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BlackCaesar Creator
BlackCaesar

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.

Reply Good karma+2 votes
atomcrusader
atomcrusader

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!

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BlackCaesar Creator
BlackCaesar

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).

Reply Good karma+2 votes
Anxozt
Anxozt

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 ?

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atomcrusader
atomcrusader

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)

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Anxozt
Anxozt

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

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atomcrusader
atomcrusader

You're welcome!

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Anxozt
Anxozt

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

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BlackCaesar Creator
BlackCaesar

Nice!

Reply Good karma+2 votes
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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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