The Cold War is OVER!

Are you getting bored of normal World in Conflict multiplayer? Have you ever wanted the experience of WiC, and more, in a modern setting with all your favourite vehicles and equipment?

Well, don't worry because Modern Warfare Mod 3 is here! Modern Warfare Mod 3 is designed from the ground up specifically to provide an exciting and renewed experience for people who are getting tired or bored of the vanilla multiplayer experience. So please, if you get bored of WiC, before you go and uninstall the game, give the mod a try and let us know how good it is!

Main Features (Outdated list)

  • Latest modern vehicles and weaponry
  • Intensified & Improved visual effects
  • Surface to Air Missile Systems
  • New high quality maps
  • More powerful and lethal units
  • More realistic and involving air gameplay
  • New fresh and awesome TAs

MW Mod 3 Trailer


© 2008-2013 WIC: Modern Warfare Mod Team / Blahdy
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Cruise missile (from version 4.4.2) MW Mod 4.4 - Land Attack Cruise Missile Iron Dome Engagement
Blog RSS Feed Report abuse Latest News: Modern Warfare Mod 4.4.2 has been released!

5 comments by blahdy on Aug 31st, 2014

Modern Warfare Mod Version 4.4.2 is here!

Modern Warfare Mod Version 4.4.2 is now released, codenamed "Ironhide".

Highlights of new features in 4.4.2:

  • The return of the Tomahawk Land-Attack Cruise Missile (TLAM) back into game for US faction, except this time, it now uses the sophisticated FLINT missile system for a pleasing experience.
  • 9M113M Konkurs-M ATGM (using FLINT system) for the Russian BMP-2 vehicle.
  • Significant improvement to the Networked Artillery (JFSN) system for MLRS and infantry/ground pounder coordination.  We've completely fixed the broken logic with artillery strike request function and overall made it significantly lot easier and smoother for end-users to call for fire.

NOTE: This mod requires your World in Conflict to be patched to version or it will not work. To patch your game, simply start the game, sign into multiplayer, and it will detect that your game is outdated and patch it.


Choose which type of install you would like to do. Please note that the installer is only compatible with Windows Vista, Windows 7 and Windows 8. Not Windows XP.


This is a full version of the mod. Even if you don't have the mod at all this will install it as the current version. If you do have a previous version, it will update you to the current version.


Maps were last updated during MW Mod 4.1 release.  NOTE: If you already had any version of the maps from 4.1 or onwards you do not need to redownload the maps -- just get the updated mod instead.

If you had a previous version of the map pack installed from older versions of the mod, please update it by downloading the latest map pack below:

Map Pack:  Download Link (4.1)

The updated map pack improves performance of the mde_Reforger map and adds one additional map: do_Fulda by Slepnyrl.

System Requirements

Due to the increasing complexity in the simulation of missiles, aircraft, artillery, and more- Modern Warfare Mod 4 requires a higher-end system than specified on the original World in Conflict system requirements.

These are now the minimum system requirements:

  • OS: Windows Vista or 7
  • Processor: Intel i5/i7 or AMD Quad Core FX
  • RAM: 3 GB or more
  • Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 260 or ATI Radeon 5870 or higher.
  • Graphics card memory: 512 MB or more
  • Sound card: DirectX compatible sound card

These are now the recommended system requirements:

  • OS: Windows 7 64-bit (Vista also supported)
  • Processor: 2nd Generation Intel i5/i7 or high-end AMD Quad Core FX
  • RAM: 4 GB or more
  • Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 460 or ATI Radeon 6950 or higher.
  • Graphics card memory: 1 GB or more
  • Sound card: DirectX compatible sound card

At minimum, your system (including video card) must maintain 27 frames per second or higher, and 40fps or higher is recommended for a good gameplay experience. Below 27 fps, numerous homing projectiles may miss their targets or fail to perform altogether. Try lowering your graphics settings if you cannot achieve enough frame rate.

World in Conflict and MW Mod both support multi-threading.

Due to the fact that WiC's dedicated server application (WiC_DS) only runs at 10 frames per second and is incredibly buggy, MW Mod cannot be run on dedicated servers or it will crash.

This means that all sessions need to be hosted by players.

For details on how to host a game with your friends or other MW Mod players, please see: Understanding Multiplayer for WiC MW Mod.

To find other MW Mod players, please join our WiC Clan, and join our Steam group !


Firstly, here are some lists that may be useful:

Complete development change log follows.

Change Log 4.4 (Ironhide)

Last updated September 12, 2014

- (RU) T-80UK command tank view distance increased to 250 (from 175).

- (RU) T-90A: Decreased hitbox size to more accurately portray the tank's smaller profile (in
  comparison to M1A2).

- (JTDS) JTAC/FAC infantry will now lay down on the ground when tripod ability (defensive ability) is

- (JTDS) Lowered cost of JTAC/FAC infantry for Armor role in reinforcement menu (from 450 to 350).

- (US) AGM-114R-3 Hellfire: the missile will no longer provide vision of enemy units while it is flying.

- New Unit (US side):  Cruise Missile Launcher (restored from 2.X open beta days). RGM-109E Tactical
  Tomahawk (TacTom) land attack missile -- now restored into the game, only this time it's using FLINT
  missile system.

  Missile uses terrain-following navigation; upon arrival, it pops up and then goes for a terminal dive.

- (US): New Attack Helicopter for Experts has been added, configured with loadout of 16x AGM-114R-3
  Hellfire for semi-active laser homing coop w/ JTAC.  There are now two Attack Helicopter for
  Experts, each using a different load out:

    * AGM-114L5  Longbow Hellfire: uses millimeter-wave active radar seeker -- does NOT work with
      JTAC and cannot be designated by laser. 

      "Fire and forget" capability and provides high rate of fire against multiple targets.  Can only
      engage armor and vehicles which are visible to the radar seeker.  No capability against buildings
      or enemy infantry.

    * AGM-114R-3  Hellfire II Romeo: uses semi-active laser homing (SALH) -- can be laser designated by
     JTAC inf.  If JTAC is unavailable, helicopter itself will lase the target, provided that target is visible
     to you.  Capability to engage buildings and enemy infantry, so long as the target is designated by
     JTAC's laser.

- (RU) Removed legacy/outdated cruise missile launcher from RU tactical aid menu (use ballistic
   missiles instead).

- (RU) 9M113M Konkurs (AT-5 Spandrel) anti-tank missile fired by BMP-2 now uses FLINT missile system.

- (US) MGM-168 ATACMS:  Updated flight dynamics.

- (US) MIM-104 Patriot and PAC-3 MSE:  Updated flight dynamics.

- (JFSN Networked Artillery) (US): US M31A1 GMLRS rockets now use enhanced ballistic physics --
  MLRS rockets now take much longer to arrive on the target area (30 seconds+). 

- (JFSN Networked Artillery) (US): Enlarged strike radius to 50 wic meters for full "fire for effect"
  barrage.  Now same radius as vanilla WiC's "Heavy Artillery Barrage" tactical aid function; radius used
  to be 40.

- (JFSN Networked Artillery):  Fixed the broken strike request handling function 
  (JFSN_Supplicant.CE_Push).  Units will no longer try to walk aimlessly into enemy fire when the
  artillery request (offensive abil) button is used.

- (JFSN Networked Artillery):  When artillery request is placed on an area with no enemies present,
  system will now fire full barrage of 12 rockets -- this is to allow forward observers to "lead" a moving
  column of enemy vehicles and call down heavy artillery barrage ahead of their projected path.

  Note that artillery strike may take up to 40-45 seconds to arrive (fire mission processing time of ~10
  seconds, plus ordinance travel time of +32 seconds), so plan your strikes accordingly.

- (JFSN Networked Artillery):  System will now process fire missions sequentially from the latest (very
  last) request, rather than starting from the oldest.  This is to allow forward observer to "correct" its
  artillery strike request after calling one to a wrong location, or to fine-tune the target lead against
  a moving column of vehicles.

- (JFSN Networked Artillery):  MLRS units now take up to 120 seconds to reload their magazines.

Cumulative Change Log for 4.4.2 Update (build 6522):

- (RU) Airdropped Light Tank TA changed back to Airdropped IFV (drops BMP-2 again) for game
- (US) Cruise missile launchers are now available on Air role reinforcement menu, to maintain balance
  with Russian side having TBM launcher.

- Score gained from intercepting small PGMs (Hellfire, Maverick, etc) has been standardized to 100.
- Score gained from intercepting ARMs (Kh-31, HARM, etc) has been standardized to 275.

- (US) Reduced price of Stryker MGS (to 600-650 range).

- (TA) Aerial Recon TA price has been standardized to 10 for both factions.

- Nuclear-tipped tactical missile launchers now have minimum enforced range of 700, in order to
  confine the unit to spawn zones (for game balance reasons).

- Hits from cluster munitions dropped by rocket artillery will no longer break command point

- (US) ATACMS missile changed to MGM-140B Block 1A standard.
- (US) ATACMS now dispenses individual straight projectiles when releasing cluster munitions, rather  
  than animating a huge blast animation that used to do same damage as Tochka TBM.

- (US) ATACMS ballistic missile launcher TA price reduced to 28 (from 30).

- (RU) 9K720 Iskander M ballistic missile launcher's reload time has been reduced to 60 (from 90s).

- (US) Added TLAM/N nuclear-tipped cruise missile launcher to tactical aid menu -- 45 TA per
  Though retired out of service in 2013 and we were initially hesitant to add this unit, in the interest
  of pvp multiplayer balance and due to it being a popular community request, we've decided to add  

- (US) Reworked boost phase flight model for Tomahawk cruise missile to mitigate clobbering issues
  (i.e. missile dives into the ground) while flying to the first navigation waypoint.

- (US) New skin (texture) for Tomahawk cruise missile.

- Reworked flight modeling for S-300 and Patriot SAM (slightly reduced maximum peak velocities to
  meet game box playfield constraints).

- (US) MIM-104F PAC-3 MSE missile:  Reworked initial launch flight model to provide "over the shoulder"
  maneuver capability, per MEADS standard requirements.

- (RU) S-300PM 48N6 missile:  Enhanced launch flight model to mitigate seeker settling issues while
  engaging low altitude Tomahawk cruise missiles in game.

- Introduced IR signature modeling for SHORAD SAMs.  May take longer to lock onto low signature
  targets (i.e. cruise missiles, ASMs, etc).

- AI Subsystem Layer (ASL):  Fixed a bug where AI players could not repair/respawn damaged Heavy
  SAM sites due to a corruption caused by recycling of unit IDs (16-bit integer space overrun).

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
mac_SnowHill by Briscoe (MW Mod Compatible)

mac_SnowHill by Briscoe (MW Mod Compatible)

Jan 4, 2014 Multiplayer Map 1 comment

Made by Briscoe for his excellent BriscoeMod, this assault map has been converted for MW Mod compatibility, along with gameplay balancing changes. MW...

mdc_Aurons by Mortis-Ledo (MW Mod Compatible)

mdc_Aurons by Mortis-Ledo (MW Mod Compatible)

Dec 28, 2013 Multiplayer Map 2 comments

Originally made for custom map contest back in 2008, this is a beautiful French scenic map made by Massgate member Mortis-Ledo. This map has been converted...

Modern Warfare Mod 4.4.2 Installer

Modern Warfare Mod 4.4.2 Installer

Dec 3, 2012 Full Version 37 comments

This is the installer/updater for the latest version of Modern Warfare Mod. It requires Windows Vista/7/8.

Modern Warfare Mod 4.4.2 Manual Install Files

Modern Warfare Mod 4.4.2 Manual Install Files

Sep 19, 2012 Full Version 10 comments

These are the files required to do a manual install of the mod. To manually install, the "Modern Warfare" folder inside the downloaded zip file MUST go...

Recommended WiC Settings: Unlocking Camera Freedom

Recommended WiC Settings: Unlocking Camera Freedom

Sep 3, 2012 Plugin 14 comments

For those of you who are not aware of camerafreedom, it's recommended that you use it. Open the attached zip file and unpack the 'wicautoexec.txt' file...

Flexible Interceptor (FLINT) 2.0 Presentation

Flexible Interceptor (FLINT) 2.0 Presentation

Jul 1, 2012 Other 4 comments

A technical presentation about FLINT missile simulation engine used by WiC MW Mod. This presentation is geared toward indie game developers and modders...

Post comment Comments  (30 - 40 of 2,679)
Agissea Sep 2 2014, 6:56am says:

Do you think one day, you will be able to add a "mod" (a mod you can enable-disable when you launch a map) to your game to give artillery/air defense/air offense (jets, helos, drones) a limited amount of ammo ?

Having to reload them with a cost and a reload time. (like : if your enemy mass bombard somewhere near your Patriot/land CWIS/Iron Dome, you eventually know you may have to reload and spend $$ for it, so giving a chance for massive attacks to succeed -massive attacks like artillery strikes from several players&artillery batteries or from multiple helos shooting all their available missiles at once, or artillery&helos at the same time)

Something like that. (I don't have windows 7 or 8 so I didn't play recent versions yet, so sorry if there is already such a thing -or at least, just with the land CWIS- and I'm not speaking about activating radar on air defense and the reload time for the radar when you stop it)

+1 vote     reply to comment
blahdy Sep 3 2014, 12:37am replied:

So we've thought about this long and hard, but after enough gameplay tests, we opted not to do supply system.

One of the key tenets that differentiates WiC from traditional tabletop RTS games (i.e. Wargame, etc) is the detachment from resource supply management, and diving straight into tactical combat. WiC is the most appropriate RTS game to turn into a combat simulator, precisely because we can spend the 20-30 minutes of match time into simulating combats (the adrenaline rushing moments of missiles in the air targeting you, and you micro'ing orders to retaliate in kind or defeat the incoming threat, etc).

So, in the interest of focusing on the combat elements, our current configuration is to simply raise the reload times, so that players can feel the effects of resource constraints (i.e. SAM sites running out of ammo, then they reload for 360 seconds, etc), but not be distracted by running supply vehicles when there are combat issues to be dealt with.

Ultimately I think it's a difference in gameplay taste. We're not really a huge fan of running supply vehicles back and forth and having to be constrained by fuel and ammo supplies -- we are more interested in having a "Battlefield 3/4" styled environment in RTS, but with enhanced realism that takes inspiration from Falcon 4.0 and DCS series. We'd prefer to focus the game on combat elements, not on resource management.

+1 vote     reply to comment
Agissea Sep 3 2014, 3:32pm replied:

In fact, I was thinking about something automatic : just a button on each unit with limited ammo to reload earlier (one on one basis, no need for a button to reload all at once -since your air defense/arti for exemple would be offline for some seconds so unable to bombard or kill enemy missiles and it would cost a lot somehow)
but spending $$. (while free if it reloads because you used all ammo on enemy units) So no supply line like in RUSE game (for the ressource supply, lot of vehicles going from ressource to base) or fuel-ammo supply line like in WARGAME games.

Like if you feel you may get a need of full ammo on arti-helo-drone-jet-air defense (be it for a massive strike commanded by a ground ally player in some times and your units don't have enough ammo or because you will get attack by lot of air-arti and some may pass throught because you didn't had full ammo)
(just like in FPS games, when you have 10 out of 30 ammo and you feel you need to reload because 10 isn't enough for what is possible to appear next -several enemies- something like that)

As for "a mod in your game" (if it's not too hard/long to code), I was thinking about the fact to not have anything absolute. (those who wouldn't like such a mod just wouldn't have to activate it and when you get in a game, you know if it is activated or not, so you're free to join if you like it)

As you said, your game is good enough as it is, so need to copy RUSE/WARGAMES with supply vehicles and that's not what I was thinking at.^^ (supply lines which could be destroyed by an enemy if by road and shot down by air defense if by air convoy)

+1 vote     reply to comment
dhannemon13 Sep 2 2014, 2:58am says:

Just wanna ask something.

Can you PM me the list of units name in game for anhCheats? Every single units inside the game?

Anyway, love the new version. Used Tomahawk to touch the enemy tanks at the spawn site. :3

+1 vote     reply to comment
leo121000 Sep 1 2014, 9:14am says:

How to build a model of a weapon?What kind of software should I use if I'm gonna do that?
P.S.Where can I get a WIC editor?I really wanna make maps by myself.

+1 vote     reply to comment
samioly Sep 1 2014, 7:46am says:

hi guys, does anyone still remember how to use the integrated cheat mod of MW4? how to launch it?

+1 vote     reply to comment
ConstantinoP. Aug 30 2014, 9:38pm says:

I was wondering, is there any advantage of using the Pantsir over the Tor besides having more simultaneous target engagement channels and ability to turn radar off? I usually just use the Tor for its ability to shoot down PGMs.

I suggested a Su-27 support ability just because I do not think you can call on air superiority fighters as RU (I merely mentioned the Tor because it does not have a offensive ability).

+2 votes     reply to comment
blahdy Aug 31 2014, 1:39am replied:

Tor is very effective at countering PGMs, but its ammo count of 8 missiles means it runs out of ammo pretty quickly after taking down one or two incoming PGMs and associated aircraft.

It's recommended to "pair" Tor and Pantsir together to mutually cover each other. Tor kills PGMs with near 90-100% pK, and when there are leakers, Pantsir will gun them down with 30mm cannons.

+2 votes     reply to comment
dhannemon13 Sep 3 2014, 4:26am replied:

And plus, Pantsir's missiles doesn't so good for kill these mosquitoes.

+1 vote     reply to comment
blahdy Aug 30 2014, 5:56pm replied:

Tor doesn't call on Su-27s, b/c it shoots down PGMs (where as Avenger doesn't and is entirely defenseless).

+2 votes     reply to comment
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Released Dec 22, 2011
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Highest Rated (8 agree) 10/10

i love the smell of conflict in the morning!

Feb 8 2012, 5:45am by nghiamap

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