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.

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.


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

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 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.

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 and added new units (some taken from other mods, see the credits in readme.txt).

• 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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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  - Release 1.0

Global War - Release 1.0

Jul 3, 2014 Full Version 53 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

Apr 5, 2013 Full Version 67 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

Sep 29, 2012 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

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  (40 - 50 of 265)
Winsberg Aug 2 2014, 9:30pm says:

I played some more games and I wanted to say that its way too easy. Its not a challenge at all, the AI blocks themselves too much ): ..its somewhat only challenging as Germany but otherwise I always won on hardest difficulty

+1 vote     reply to comment
BlackCaesar Creator
BlackCaesar Aug 3 2014, 6:36am replied:

Because you're good, I had most of the people complaining the AI was too hard to beat. I was thinking of releasing a minipatch fixing the version bug and implementing the trigger which periodically moves away units from the base.

Besides, did you try playing with all nations? Because playing as Germany is generally easier, try using Japan or Soviet Union.

+2 votes   reply to comment
Guest Aug 15 2014, 9:16am replied:

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Winsberg Aug 1 2014, 6:41am says:

Hello dear BlackCaesar,

I am really enjoying your mod and I would call it one of the best mods for SP. It is really fun to play but I would like to suggest you some things to improve:

-Every unit should have more ammo than the normal MoW vanilla cause its way too less (except some artillery units from what I've seen) or add an option to turn it on/off if units use ammo.

-The AI often gets stuck by calling in multiple support guns that stay at their spawn, blocking off alot of other stuff. Maybe you can fix this issue somehow, especially on that special hedgehog map that is 1V1, its unplayable.

-It would be nice if the maps could be a little bigger and the capture-points could be a flag so they look like something

-In multiplayer this would be incredible good but the mod isnt even completely done in SP and you gonna port it to AS2 first anyway, so its just smth for the very far future

-More Maps would be nice

That was pretty much everything, I do enjoy it super much but that the AI blocks itself sometime and I accidently myself too sucks, the spawn area and the map(s) in general seems to be too small to be honest, also I somehow would like it if I could zoom more far out. But that I got stuck was actually pretty rare but it happens if two things spawn at once sadly. But anyway, its a great great mod that I play now alot. You wrote earlier that you will convert this to AS2, I guess that would fix most issues but im worried because the Engine of AS2 is not good. Many people have problems with it and the performance is also not good while the graphic are barely better sadly. So I hope that it will still be playable for me in AS2...I would prefer Assault Squad 1 but yeah AS2 gives alot of advantages, especially all the steam features where it would become extremely popular on the workshop :3

+1 vote     reply to comment
BlackCaesar Creator
BlackCaesar Aug 2 2014, 7:44am replied:

1. They already do, but maybe you're right that they still need more ammo. I was thinking of doubling all the ammo for the units.

2. I know about this issue. In theory, by using the command "safe teleport and rotate" when spawning a unit (which I do), the game should place units in a way they do not collide. The problem is I think the command is bugged and sometimes the unit get stuck. Besides several times the AI does not get stuck but it cannot correctly determine a path to move, and when this occurs it decides to deploy a static gun. When a static gun is deployed the AI won't undeploy it unless it receives a scripted order to move. For this reason I had already thought to run a trigger which periodically orders a unit within the spawn area to move away. This comes with the next version. The hedgehog problem in villers-bocage is another issue of the spawning system: when a unit spawns does not have a collision detection system, so it thinks the unwalkable terrain under the hedgehog is instead walkable, and they are allowed to clip the collision area. When they get inside, they are stuck in the middle several times. I think I will remove part of the hedgehog near the player spawn to solve this issue.

3. Maps have various sizes, for example Country Roads is a very big map. I will add more maps in future versions.

4. The problem with multiplayer is that you cannot run custom scripts like in singleplayer scenario (or better you cannot refer to a player entity like in singleplayer scenarios so they won't actually work), so something like this in multiplayer is impossible to implement. I can implement something similar using multiplayer scripts, but this comes very far in the future.

+1 vote   reply to comment
Stelock Jul 21 2014, 1:53am says:

When you going to convert this for AS?

+1 vote     reply to comment
BlackCaesar Creator
BlackCaesar Jul 24 2014, 5:09am replied:

I'm working on it, but it's gonna be a long job. Besides I will convert it for AS2 since that's the latest release and it has Steam workshop support for the mods. Probably it will be compatible also for AS, but I cannot guarantee it, and an effort to make it so comes later.

+1 vote   reply to comment
BlackCaesar Creator
BlackCaesar Jul 3 2014, 6:06am says:

Released the new version.

+1 vote   reply to comment
ksgamer1044 Jul 1 2014, 7:57pm says:

I love this mod, but I am CONSTANTLY overrun! even on easy I can last only 10 minutes before a mixture of infantry and tank waves overwhelm me. It was funny last time I played- 1 pak 40 shooting down the street mowing down British tanks.
-increase gun ranges
-make health less for troops. (takes a full SMG clip to kill one guy at 15M)
Any tips for helping me to survive longer?

+2 votes     reply to comment
BlackCaesar Creator
BlackCaesar Jul 2 2014, 6:49am replied:

Wait for tomorrow. I will release the new patch with a reworked AI and better difficulty settings. Now the AI won't spam stuff and will pay for its reinforcements as you do, besides it will try to counter your strategy properly (for example if you spam infantry it will focus on machineguns, light vehicles, infantry, and artillery, if you spam tanks it will buy a lot of AT guns and tanks). Read the news for further information.

Besides you have more difficulty levels to select from the mission menu, so it should be easier for beginners.

I would release it today but my internet connection is slow when uploading, so tomorrow I will upload it at my university which has cable.

As for the damage, the gun range is already longer than both Assault Squad and Men of War. Elite infantry has more health than standard infantry, so for example sturmtruppen takes a lot of rounds to die, also Rangers, Airborne and Commandos. Standard infantry dies with 2 or 3 SMG rounds.

+1 vote   reply to comment
TheTarman Jul 3 2014, 11:48pm replied:

Thank you for sharing your hobby with us!

If it is possible, could you share some info with me and tell me what "hard coded" means my friend? I know it means you cannot change things that are so but why exactly?

+1 vote     reply to comment
BlackCaesar Creator
BlackCaesar Jul 4 2014, 3:14am replied:

Hard coded means that a program or part of a program is compiled directly into the executable file of the game (the one you run to play) rather than relying on external configuration files to create some data structures needed for its execution. This means that you cannot change that component because it is directly written into machine instructions inside the executable file, created by the language compiler you are using (for example C++ in the case of Men of War).

For instance, in Men of War, some components which are not hard coded are the gun stats, range, penetration tables.

Some components which are hard coded are the GUI (Graphics User Interface), low level AI routines, the reinforcements menu, the state machine for performing actions in the game.

You cannot change hard coded components because you would need the source code of the program to modify them and re-compile them, and of course you won't have it because it's proprietary and illegal to modify it.

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Men of War
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Released Sep 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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