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Main Features (Outdated list)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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(MW Mod 4.6) MV-22B Osprey (MW Mod 4.6) Osprey air dropping marines (MW Mod 4.6) Shahab III MRBM
Blog RSS Feed Report abuse Latest News: Modern Warfare Mod 4.6 now released

3 comments by blahdy on Oct 21st, 2014


Modern Warfare Mod Version 4.6


Modern Warfare Mod Version 4.6 is now available.

Highlights of new features in 4.6:

  • V-22B Osprey tiltrotor infantry transport craft for US faction.
  • New OPFOR (TA dropped) 1500km ranged Medium Range Ballistic Missile (MRBM) launcher.
  • Improvements to RU Anti-Tank infantry fire team, and ATGM vehicles (US Stryker TOW/Bradley, RU BMP-2)
  • Maintenance update improvements (game balance and several bug fixes).

NOTE: This mod requires your World in Conflict to be patched to version 1.0.1.1. 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 To patch your game, simply start the game, sign into multiplayer, and it will detect that your game is outdated and patch it.

Mod

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

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 4.6 (Honeybadger)

Last updated October 21, 2014:

- Significantly increased pricing of invincible tactical aids that cannot be countered or shot
  down, such as:  Incendiary Bomb, Sensor Fuzed Weapon, Airstrike.

- Removed following Tactical Aids: JDAM, Precision Artillery

- Increased game time by 5 minutes.

- BGM-71 TOW and 9M113M Konkurs ATGM: Missiles will now proactively reload when reload time
  is up, rather than requiring ammunition to be depleted first and reloading afterwards.

- (US) Airdropped PAC-3 missile launcher TA has been relocated to 2nd (middle) level category
  (Theater Support Systems) in the Tactical Aids menu.


- (RU) New TA airdropped unit added: (OPFOR) Medium Range Ballistic Missile Launcher:
  1500 km ranged MRBM launcher (Shahab-3). 
Takes 3 minutes to arrive on target with apogee of
  240km altitude.  Extreme terminal velocities (Mach 7 - Mach 11), making it more challenging
  target for missile defenses;  1,000 kg of clustered HE payload.

- (RU) Mi-28N: Improved kinematics for 9M120 Ataka-V missile; fixed some homing related issues.

- (RU) BM-21 price reduced to 1600 (from 1750).

- (US) Removed UH-60 Blackhawk transport helicopter.


- (US) New Unit: MV-22B Osprey transport tiltrotor craft.  Significantly improves mobility of
  infantry forces; Offensive special ability allows the aircraft to spawn Airborne Infantry
  without requiring TA points.

- (RU) Anti-Tank infantry fire team now fires 9M113M Konkurs ATGM using FLINT missile system.

- Anti-Tank fortifications now use FLINT missile system.

- All homing projectiles in game have now been migrated into FLINT missile system -- no more
  vanilla homing rockets anywhere in the game.

- (US) Ammunition for BGM-71 TOW missile increased to 8 on Bradley and Styker ATGM vehicles.
  Reload time also increased to 90 seconds.

- (US) MGM-140B ATACMS Block IA launcher TA price raised to 30 (from 28).

- (US) MGM-140B ATACMS Block IA launcher reload time reduced to 60 seconds (from 90).

- (US) Patriot/IADS complex - Weapons Control Computer version 6.5:
  * (Bug fix PR#4065): Uncommanded launch of Tamir interceptors when a track number (ECL_id)
    equals wicg UnitID.

  * (Bug fix PR#4059): Invalid triggering of 'terrain impact warning' and flight termination
    of interceptors when engaging TBM & RAM tracks with low TLLs.
 
  * PAC-3: Added two-way datalink between ground radar and outgoing interceptors:
    Kinematics are more accurately reported and mid-course updates are significantly improved
    against high velocity targets (i.e. MRBM coming down at Mach 7+).
 
  * PAC-3: Attitude control (using side thrusters) is now engaged when the missile first
    clears the launcher. Pitch & yaw axis are matched to Line-of-Sight bearing, prior to
    pitching up for lofted trajectory.

  * Tamir: Now flies higher during mid-course flight to minimize energy loss.
 
  * Minimum flyout altitude (1.5km height) is now enforced on all TBM engagements.
 
  * Iron Dome BMC: Improved command & control AI to mitigate excessive wasting of interceptors
    against late engagement targets.

  * Rewrote target queueing/track hand-off process on Missile Defense Radar in preparation for
    future integration & addition of upper-tier defense element into the game (THAAD).

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
mdc_Happoland by Gundug (MW Mod Compatible)

mdc_Happoland by Gundug (MW Mod Compatible)

Oct 6, 2014 Multiplayer Map 0 comments

Originally made for custom map contest back in 2008, this is a beautiful and fun wilderness map made by Massgate member Gundug. This map has been updated...

Modern Warfare Mod 4.6 Manual Install Files

Modern Warfare Mod 4.6 Manual Install Files

Oct 4, 2014 Full Version 1 comment

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...

Modern Warfare Mod 4.6 Installer

Modern Warfare Mod 4.6 Installer

Oct 4, 2014 Full Version 3 comments

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

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...

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...

Post comment Comments  (70 - 80 of 2,733)
blahdy
blahdy Sep 13 2014, 1:50am says:

Version 4.4.2 is now out! Moddb.com

+1 vote     reply to comment
Guest
Guest Sep 9 2014, 3:53pm says:

I was wondering if you could make an updated Wikipedia pdf manual of all the new things that players can do in the mod.Specially the hidden abilities of certain units than players don't recognize in new updates ...best wishes for that great mod

+2 votes     reply to comment
Guest
Guest Sep 6 2014, 2:01pm says:

This comment is currently awaiting admin approval, join now to view.

blahdy
blahdy Sep 6 2014, 2:35pm replied:

Don't think so..

+1 vote     reply to comment
ConstantinoP.
ConstantinoP. Sep 6 2014, 12:54am says:

I would like to thank the dev. team for the latest release; I am really enjoying it! :)

If I may make a few suggestions:

1. Could an expert version also be made for the Mi-24 (thanks again for adding that second expert Apache load-out)? I just feel that the beginner versions of all helicopters are pretty useless, and are actually harder to use without getting shot down in comparison to the expert versions.

2. Can a second script be made for the Tomahawk cruise missile which sends the missile on the most direct route possible by using a second ability on the launcher? I think such a change will enhance gameplay by allowing a player to make a tactical decision based on the amount of AA in the target area and missile course, and would make simultaneous launches of cruise missiles more effective when there is little concern for a few getting shot down. I do not know if it is possible for one ability to activate and cancel out another, but two different launchers could be made as a last resort.

3. Could the Spiral Missiles on the Mi-28 please be given a higher launch trajectory? I feel as if though they very frequently miss targets, even while the helicopter is flying at reasonably high altitudes, such as over 2-3 story buildings.

4. Although the AI has been improved significantly, it often ignores command points around spawns and never appears to capture large 3-4 ring command points, such as the starting command posts on the US side on the Hometown and Space Needle maps. I do not know if this is possible, but could the AI be given a higher priory for capturing the points? I usually play with the aggressive bots, but are the balanced ones better?

Additionally, can the AI be made to use more units, and perhaps even TA call-ins?

Thank you for your time and consideration.

+1 vote     reply to comment
blahdy
blahdy Sep 6 2014, 4:39am replied:

Regarding cruise missiles -- direct route option was evaluated but we ended up deciding against it. One of the reasons for the waypoint system is not entirely for the CM to avoid enemy air defenses, but also to expand battle space and make it longer to arrive on the target -- in other words, it allows us to artificially make the map seem 'larger' than it really is, by forcing the CM to fly a more circuitous route.

If we make the CM fly a direct shot, then at that point, it no longer becomes a cruise missile, but rather a tactical surface to surface missile, given the small size of in-game maps.

+3 votes     reply to comment
ConstantinoP.
ConstantinoP. Sep 9 2014, 6:30pm replied:

Thank you for the response blahdy.

Regarding the cruise missiles, while I respect the development team's decision, I have to disagree. I enjoy this mod for the realistic physics and believable behavior the the weapon systems portrayed in it; I believe that the scale of the game is of no consequence, and in fact only enhances gameplay by increasing the frequency of engagements. If a cruise missile can follow a linear path in real-life, I feel as if though it should have the option to in-game.

While I love the current path the cruise missile takes due to the its tactical advantage, I don't think that a reason for its implementation should be to make the missile's travel time longer.

0 votes     reply to comment
blahdy
blahdy Sep 10 2014, 10:35am replied:

Actually, in real life, cruise missile (at least Tomahawk) does not follow linear path, contrary to popular belief. Unclass documentation of Tomahawk missiles in DTIC library confirms that missile not only does not follow straight line, it requires several waypoints as part of its arming security mechanism.

In order for TERCOM to authorize arming of the warhead, the cruise missile must pass 7 out of 9 navigation way points. In all engagements of Tomahawks (desert storm, OIF, libya), ingress routing required a dozen waypoints and guess what -- longer, curved, non-linear routes. There have been a number of cases where Tomahawks landed/crashed in Turkey, Iran, Saudi Arabia, etc on their way to targets in Iraq. Even purely GPS-guided terrain following mode for Block IV requires several waypoints.

Please cite sources to back your claims otherwise.

+2 votes     reply to comment
ConstantinoP.
ConstantinoP. Sep 10 2014, 9:18pm replied:

Thank you for the response; I did not know much about cruise missiles, and that is precisely why I did not make any claims about them.

+1 vote     reply to comment
blahdy
blahdy Sep 6 2014, 2:22am replied:

Please give it a try again -- we re-uploaded the mod today (4.4.1 hotfix), and it's being processed by ModDB systems.

+1 vote     reply to comment
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i love the smell of conflict in the morning!

Feb 8 2012, 5:45am by nghiamap

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