Newest: Missionversion 1.3, 1.0 Variety and 1.0 GSM made for gameversion 2.05.15


This Mod contains 22 mostly new maps and missions with a huge number of different units and a high attention on map details, textures and design.

I spend over 1.500 hours in the editor to create all these. So please feel free to leave any kind of feedback or comments but please take your time too and don't just say e.g. "It's boring" "It's good" "It's F***" I need real feedback with details and proposals with things you like and don't like.

Installation:


- Dowload the mod (SirHinkel's Testmissions)
- Unzip the file with 7zip (http://www.7-zip.org/download.html)
- Copy the folder (SirHinkel's Missions) to ...steam/steamapps/common/men of war assault squad/mods
- Copy the "game_progress.set" file which is located in the "SirHinkel's Missions" folder to ...documents/my games/men of war - assault squad/profiles/your_profil/ and replace the existing "game_progress.set" file and don't forget to make a backup of it!
- Start the game and go to "options / mods" select "SirHinkel's Missions" and press activate
- You're done!

Important:


Don't forget to put the game_progress.set file to: ...documents/my games/men of war - assault squad/profiles/your_profil/

otherwise you have to play all maps one after another!
And Don't forget to make a backup of your game_progress.set file!

Notice:

These missions are made for singleplayer. They're Coop-ready but it may be necesseary to reduce the texturequality during coop-games!

Donation:

If you like to invite me to a beer feel free to make a small donation here:

Best regards and have fun, Hinkel

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SirHinkel's GSM Campaign 1.0 >AS1< Support ended!

SirHinkel's GSM Campaign 1.0 >AS1< Support ended!

Singleplayer Map 198 comments

This Campaign uses GSM X as source of all models and stuff so it won't run without it and pleae make sure that you have the latest game version. Please...

SirHinkel's Variety Missions 1.0 Support ended!

SirHinkel's Variety Missions 1.0 Support ended!

Singleplayer Map 70 comments

This Mod contains the same maps (only the German maps by now) but with a different lineup for the AI and the player. Every Mission has different units...

SirHinkel's Missions 1.3 Support ended!

SirHinkel's Missions 1.3 Support ended!

Singleplayer Map 154 comments

I am sorry for the fast update but there were two major bugs in the last version. Changelog: Fixed: Sky on Alamo // Added: "Beachhead" and "Airstrip"(US...

Post comment Comments  (600 - 610 of 1,246)
varuelc
varuelc

In Alamo mission after i defend the atack i can't spawn any artilery unit but the points remain spent.
The infantry ,tanks and special units spawn normaly.

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Engelton182
Engelton182

great update for this mod man thank you sir please do more maps for the german campaign

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88milimeter
88milimeter

Maybe a pacific campaign once you are finished with GSM campaign? Would be really nice because I've only seen one mod (300 Miles to Tokyo) that is in the pacific and it is waaaaaaaaaay too hard. I would love if you made some because your missions are the best. :D

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Guest
Guest

Ich liebe deine Mod einfach, ich zocke sie schon seid Monaten und bin nach jedem Update begeistert und schätze deine harte Arbeit sehr! Vorallem mit den Defense Missionen haste mich glücklich gemacht. Ich kann gar keine Vanilla Skirmish mehr zocken, da deine Einheitenauswahl einfach bombe ist. Mach bitte bitte weiter damit! Ohne dich würde ich Mowas wohlmöglich gar nicht mehr spielen :D

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SirHinkel Creator
SirHinkel

Hey, ich dank dir für die netten Worte. Immer wieder eine schöne Motivationsspritze ;)

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Guest
Guest

Please fix the artillery having pin-point accuracy and permanent vision of infantry units. It's driving me nuts that I can sneak within 10 feet of infantry in trenches with my Saboteur, but the sfh18 on the hill 300 meters away starts firing the milisecond I come within range, and is accurate well within 10 yards on nearly every shot, which is impossible if you, the player, are the one firing. Also, everything is far too expensive, the way the mod is set up, you pretty much pick infantry or vehicles, you can barely do both, and most of the time infantry is your best option since tanks get wiped out in no time if used offensively, leading them to only be cost effective as a defensive option, and that's barely, with how expensive they are plus the income(not sure how much you cut it by, but it takes upwards of 10 minutes to get 1000 MP on 7 bases). Your income is abysmal compared to the standard skirmishes, while your unit options are vastly expanded and enemy resistance is VASTLY increased(I've beat all the regular skirmishes on normal by myself and I tried these, I did Ardennes first, decided to play on easy since normal feels like heroic, super pershings everywhere, giving me nightmares, I did win though). I love the fact that your mod allows many more choices unit-wise, however actually utilizing that arsenal is very difficult unless you want to wait 3 hours to build up your forces.

So anyway those are my gripes, but I like the mod a lot, just wish these things were fixed/tweaked. The choices you are given unit-wise is great, enemy defenses are much stronger, enemy reinforcements are actually a threat, etc.

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SirHinkel Creator
SirHinkel

Just some short facts:

- Maximum Artillery range is 250 not 300 Meters.
- The arty accuracy has not been changed.(All values are like in vanilla)
- The MP income is completely the same as in vanilla skirmishes + you get more income for capturing a whole row of flags.

If I would delete the Artillery-Script it would make AI artillery useless. It wouldn't fire on the player units until even a players mortar could take the heavy arty out.

I don't like the fact that the arty now starts firing directly after you walked into a certain area too. But there is no option in-between. Either you have not firing arty or arty thats fires right when you reached a certain area.

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Guest
Guest

So do we know why the arty fires on infantry immediately even without proper vision? Is that just part of the artillery scripting put in place by the developers? I have been able to sneak infantry around in the vanilla skirmishes without being instantly nailed by deadly accurate artillery.

I know adding a third row of flags to get the same income you can get in vanilla skirmishes would be a bit of a hassle, so I won't suggest that. I would however suggest lowering the prices of units to something more reasonable considering the lack of a third line of defense and flags. Prices have been increased in some areas by as much as 3 times. As an example, why buy a bazooka squad when the 200mp infantry comes with one of them, with less skill, but still, you get 10 men, 1 of them with a bazooka, a machine gun, riflemen with sandbags, smgs with AT grenades, for less or equal, depending on nation, the cost of a bazooka team of two guys, one with a rocket and the other with an smg. It would be nice if the unit pricing was put in line with the lack of income from a third row of flags.

On another note, the cooldown timers for calling in more units are a tad long. While I don't mind this as much for the vehicles, as it promotes buying a more varied army instead of 20 king tigers, 2 to 6 minutes can feel like an eternity when you're low on men and playing on a harder difficulty, or when you are simply just trying to hold and stabilize your line so you can build up forces.

I really really like all the choices I have in units, thats probably the biggest positive about this mod for me. The maps are different and great, and not all completely streamlined for a one-direction assault like vanilla maps. I honestly just want to be able to use more of those fantastic unit choices in a shorter amount of time.

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SirHinkel Creator
SirHinkel

The artillery script is not implemented in the vanilla skirmishes. I've put it in because I don't like how easy it is to kill the enemy arty because it is never using its full range.

The cooldown times will stay as they are. Like you said I don't want the player to be able to buy 5 king tigers in 10 minutes. In my opinion it should feel like a real loss when you lose one heavy tank and thats only possible if they're really expensive and have a long cooldown time.

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Guest
Guest

These missions are amazing and of great quality and near-perfect dificulty. On the beach assaults I would prefer to be able to split squads between the players taking part before they are thrown into enemy fire though, it becomes near impossible to organize the assault when 6 players desperately try to get a handle on the infantry they get at random intervals on random parts of the map! X3

Personal favorite is Italy, because it avoids the big-tank warfare that becomes the staple of yours and most other maps. Also, the super-neat little rowing boats for crossing the river... So awesome!

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dachiakia
dachiakia

I organized rather well on the beach, but that may just be me.

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SirHinkel Creator
SirHinkel

The problems to organize your troops at the beach just makes it more historically correct ;)

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Men of War: Assault Squad
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Highest Rated (12 agree) 10/10

I just cant play mow without your mod!thx!

Mar 26 2013 by Zoo364

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