Place the MoW2 - Planetside folder into: Men of War - Assault Squad 2/mods
Open your game, go into the 'Options' menu and click the 'mods' tab. Select MoW2 - Planetside and then the arrow so that it moves into the enabled mods column, then click apply.
Whilst I have been working on this for a while now, it is still my first time ever working with 3D models, rigging and coding for Men of War, so please forgive any errors I make and help out by reporting them and offering ways I can fix them.
I don't own any of these models or textures, I merely exported them from Planetside 2 and rigged them up for working in MoW. All models and textures belong to Daybreak Games.
I haven't run into any game breaking bugs yet but if you happen to run into any, please report them.
All the infantry models do have slight problems with the limbs in some places due to obviously not being designed to work with the MoW skeleton. I've tried to make these as least noticeable as possible but they can be spotted if you zoom in close enough.
So there's been a lot of requests/questions about multiplayer for the mod and whilst I personally don't really play the multiplayer of MoW, if people are so interested in it I decided that I'd have a go at implementing MP with this update.
Right now it's only a bare-bones version but it's a step forward in the right direction. All 3 factions will be available, but only with infantry for now. Also, a fair few of the infantry squads are the same as each other (just smg troops) since I don't have enough variety in terms of weapons and equipment to make all of the actual multiplayer unit types.
Due to the addition of multiplayer, new classes were needed at least name wise even if they are statistically exactly the same as smg units for now. Therefore, all 3 factions now have breed menus under the "mp" folder in the gem editor with additional classes available to spawn. Some even have vanilla game equipment in order to fulfill their roles (such as metal detectors, binoculars and mines) these will likely be expanded as time goes on and more weapons + skins are added to better define units.

I'm also planning to add a few more helmets, just to spice up the new classes a bit more. I've not decided exactly which ones will be added to each faction yet but there will be a few for all 3. As you can see here, the only one I've finished so far is the NS Commander helmet for all 3 factions (still not sure on the colours yet though)
All 3 factions will be receiving the "Rocklet Rifle" that the Light Assaults run around with in the actual Planetside 2. This will be used as the AT rifle units primary weapon.
There may also be one or two more weapons for each faction depending on how much time I have but I'll have to see how it goes.
There will be a bunch more facility buildings added in this update, I'm trying to get as many of them done as can so that map creation can be improved for later updates. Like the most recent buildings from the last update, all the new ones will have a roof that can be set to disappear when troops enter the building.
I'll also be adding a few terminal props like the spawn consoles and the capture point with hologram skins for all 3 factions.
I'm pushing to release this update before the 10th October so expect to see it sometime before then.
This is quite a messy article compared to my previous ones, I've not done this for a while so it's been a bit of an issue getting the layout and everything right.
Feel free to leave comments and suggestions on this article. Thanks.
A quick update on possible progress and a test on if there is still interest in the mod
Version 10.0 adding basic multiplayer and a few new pieces to the mod. Full changelog in the description.
Version 9.0 Now featuring: Composite armour skins, NC+VS voices and more. Full changelog in the description.
Version 8.0 Now featuring: Phalanx turrets, Terran Republic voices, Camo schemes and more. Full changelog in the description.
Version 7.0 Now featuring: The Sunderer APC, MANA turrets and more. Full changelog in the description.
Version 6.0 Now featuring: Empire specific tanks, new props and more. Full changelog in the description.
Version 5.0 Now featuring: Early construction props. Full changelog in the description.
MERRY CHRISTMAS !!!!
And many thanks for putting in the time and effort to brighten up our lives with your great mod!!!
Merry Christmas to you too!
And it's just nice to see people enjoy something that took up so much time to make so far haha
I've been having some really enjoyable games with Version 9. The new composites are great - along with the resized infantry weapons, and the harder hitting Spear turrets. A new pattern of infantry/vehicle camo would be great to have.
Hoping to see a revamped/repurposed Ant vehicle in Version 10 - along with the other features that you indicated would be in Version 10. Maybe the Ant could be downsized a little, carry a half infantry squad, and be armed with a missile launcher weapon.
Can something be done about the vehicles bumping into objects and tipping over? It does seem rather toyish.
I'm glad to hear that you continue to enjoy the update.
I still have a list somewhere of planned features for Version 10 but very little progress has been made as of now. I'm on somewhat of a hiatus you could say. Got myself to a point where I didn't even want to play Planetside 2 after looking at it so much haha.
And I've tried in the past to deal with the stupid physics on the vehicles but I'm just not sure what does it unfortunately.
Well, the Spear turrets certainly hit much harder than they did before. Last night, it was an NC assault force against a dug-in TR platoon, backed up with two Spear turrers and two Xipros turrets. The NC force was three Lightings, one MG Harrasser, one GL harrasser, one Sunderer, two Vanguards, and a reinforced infantry platoon.
The four Phalanx turrets made short work of the majority of NC vehicles, at range. And chewed up the NC infantry severely. Until the last operational Vanguard, supported by a reinforced infantry squad, managed to manouvre around and take out the Xipros turret on one flank. Then they wiped out its now unsupported infantry squad. And proceeded to role up the TR defensive line. Seeing this, what was left of the NC infantry force moved forward in support. And the battle rolled on to its conclusion from there.
The new scale of the infantry weapons looks very good. And I notice that there are still some weapons in the old larger scale. The new composite soldiers look great, and their backpacks/ammo pouches do too!! The new grenade throwing range is great as well. Perhaps the infantry weapons could be stored in folders named after their Planetside 2 catagories. This would make it much easier for equipping your soldiers with the type of weapon types you prefer them to have.
I didn't go back and change all of the older weapons to the new scale, just the ones that I thought were really bad until I knew if people liked the new scale. Organising the weapons into folders does sound like a good and convenient idea.
Not sure when I'll get around to it, I haven't really been working on the mod at all in the recent weeks. I've gotten quite busy recently and haven't been able to bring myself to work on the mod at all.
Wow! I can actually have a PS2 squad that follows orders! This is such a weird feeling.
They can follow orders, sir.
But they can be er.. dumb.
Got version 9. Had it for several days. It's taking me a while to get my head around the new skins, squads, and weapons.
I see there is a new "stat" in the infantry "set" files - "power". I take it that this stat influences the throwing distance of grenades? And this is the new feature you were referring to, that involved a curved trajectory.
The difference in weapon effectivness (when you consider the current number - and types - of available weapons), new composite armour protection, and vast number of available helmets, are all combining to make customising your own units quite a daunting process.
So it's going to take a while to produce a force structure that I am happy with. All up, what you have achieved is very impressive. Congratulations!!!
You might want to check out the effectivness of the gun on the Phalanx Spear turret. It just didn't seem right last night, when I sited two TR Spear turrets to defend a road - against a platoon of advancing NC Lightnings. The Lightnings absorbed dozens of shots from the Spear turrets, before both of the turrets were destroyed - without even one of the Lightnings being disabled.
Luckily, I had a couple of TR heavy squads in reserve, and their rocket launchers extracted a toll on the NC Lightnings - before the heavies were wiped out by the supporting NC light assault infantry squads.
Also, a bit of camo on the Phalanx turrets would be a nice touch.
For the next update I've already increased the size shell that the spear turrets use. Though even before that, in most of my Fort Alpha tests the turrets would completely decimate any vehicles the NC sent, leaving the NC infantry to get slaughtered by the TR even with superior numbers. So I have been quite skeptical about keeping the shell change.
Hmmm.....those two separate results seem very much to contradict each other. I wonder what caused such a different result. In my scenario, the NC Lightnings seemed oblivious to whatever the Spear turrets could throw at them.
Oh well, you can only go with what you have experienced. I must admit, I have done a fair amount of modification to a lot of different stats. I may have done something that has caused the one sided result that I experienced - but I don't think so.
The only thing I can think of that could cause such a difference would be height. In my battle included with the mod the spear turrets are elevated quite high above the tanks, shooting down at them, both the top and turret of the tanks have separate armour from the side and front so it wouldn't surprise me if it's just easier to destroy the tanks from above.