Install Instructions

Everything in this mod is currently only available in the GEM editor

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.

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Multiplayer

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.

Infantry

Classes

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.

Helmets

NS Commander Helmets

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)

Weapons

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.


Construction

Buildings

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.

Props

I'll also be adding a few terminal props like the spawn consoles and the capture point with hologram skins for all 3 factions.


ETA

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.

Quick Update

Quick Update

News 9 comments

A quick update on possible progress and a test on if there is still interest in the mod

What's next 10/29/2016

What's next 10/29/2016

News 8 comments

A list of features coming to the next update, Version 9.0.

What's next 8/29/2016

What's next 8/29/2016

News 10 comments

A list of features coming to the next update, Version 8.0.

What's next 7/16/2016

What's next 7/16/2016

News 4 comments

A list of features coming to the next update, Version 7.0.

Add file RSS Files
MoW -Planetside 10.0

MoW -Planetside 10.0

Full Version 3 comments

Version 10.0 adding basic multiplayer and a few new pieces to the mod. Full changelog in the description.

MoW -Planetside 9.0

MoW -Planetside 9.0

Full Version 7 comments

Version 9.0 Now featuring: Composite armour skins, NC+VS voices and more. Full changelog in the description.

MoW -Planetside 8.0

MoW -Planetside 8.0

Demo 21 comments

Version 8.0 Now featuring: Phalanx turrets, Terran Republic voices, Camo schemes and more. Full changelog in the description.

MoW2 -Planetside 7.0

MoW2 -Planetside 7.0

Demo 14 comments

Version 7.0 Now featuring: The Sunderer APC, MANA turrets and more. Full changelog in the description.

MoW2 -Planetside 6.0

MoW2 -Planetside 6.0

Demo 25 comments

Version 6.0 Now featuring: Empire specific tanks, new props and more. Full changelog in the description.

MoW2 -Planetside 5.0

MoW2 -Planetside 5.0

Demo 6 comments

Version 5.0 Now featuring: Early construction props. Full changelog in the description.

Post comment Comments  (50 - 60 of 361)
sunray1
sunray1 - - 185 comments

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.

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Colt0512 Creator
Colt0512 - - 291 comments

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.

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sunray1
sunray1 - - 185 comments

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.

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Colt0512 Creator
Colt0512 - - 291 comments

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.

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sunray1
sunray1 - - 185 comments

Well, you asked for it. The uncondensed version of my latest battle.
I had some mixed results from last night's combined arms scenario. By the way, the map is actually called "rustling of sands". I used an NC force of 5 Vanguard tanks supported by a reinforced platoon of heavy assault troops (6 squads, with a rocket launcher per squad). They were in cover along the ridgeline.

The assaulting TR force was comprised of a reinforced tank company (15 Prowler tanks), supported by a reinforced armoured infantry platoon (6 light assault squads) mounted in Sunderer APCs.

The battle started when the right flank of the TR force spotted the enemy first, and moved forward to engage. Soon after the shells started flying, the platoons on the left flank moved moved up to join the fight. It was interesting to watch. Even though all the TR vehicles started the scenario in a rough line formation, the Sunderers seemed to move forward at a respectable distance behind the Prowlers. Moving and stopping as the Prowlers did.

Some of the Sunderers were picked off at a distance by the Vanguards. The Infantry had dismounted from the Sunderers as soon as the bullets started flying. Most of the advancing Prowlers ground to a halt at the foot of the slope up to the ridgeline, and pounded the Vanguards that were in exposed positions. A couple of the Prowlers ventured up dead end ravines, and stopped, with no way out. Pathfinding by the vehicle AI's was very bad. All tanks took unbelievable (unrealistic) amounts of hits from each other during this slugging match. This standoff, and exchange of firepower, seemed to go on for ages. The NC rocket launchers joined in the pounding, when they had direct line of fire. The supporting TR dismounted infantry moved forward to take up fire support positions on the slope up to the ridge.

In the end, I decided to break the deadlock, and moved an unengaged Vanguard (on the far right flank) down to attack the flank of the now stationary TR force. I supported it with 2 squads of heavy assault troops. They literally pounded their way into the rear flank of the TR force. And I mean pounded. Because it took so long to destroy, or even disable, each Prowler. The Prowlers seemed to not want to be distracted from what they were firing at - even when attacked from another direction. The dismounted TR infantry were much more reactive, and moved to engage the NC heavy assaults that were supporting the Lone Vanguard.

In the end, I disengaged a couple more NC heavy squads, and moved them around to support the Vanguard that was pounding it's way across the TR rear. And that's pretty much how the battle ended.

Once again, a bit of a disappointment from the AI. Apart from the AI problems already mentioned, one Sunderer was destroyed by bouncing off a large rock and rolling over. Heavy tanks still seem too heavily armoured - and Sunderers probably not armoured enough. Perhaps a need to make the "non faction" Sunderer an anti-armour Variant - with composite armour, and one of the roof mounted weapons as an AV weapon - that the player can add to any faction they choose.

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Colt0512 Creator
Colt0512 - - 291 comments

It's a shame to hear about the ai's performance in your otherwise awesome sounding battles, but hearing about its almighty ****-ups is nothing new.

In terms of armour ratings and such, I don't think there's any way to improve the defensive capabilities of the sunderer because it's listed as a car in the code, but believe when I say that I'm still looking into ways to change that.

As for the tanks, because they don't work on a health bar system, it's either a case of being really hard to kill or being one-shotted. I'm thinking of fine tuning their defense stats to be one-shotted by other heavy tanks and AV turrets, but pretty much immune to attacks from infantry weapons, if that sounds more plausible.

As for the AV sunderer, if I do go with that idea, which I may do, it will likely have the same attack capabilities as an infantry rocket launcher, so able to combat most vehicles except heavy tanks.

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tacofrog
tacofrog - - 6 comments

such an amazing mod, cant wait till the next update

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sunray1
sunray1 - - 185 comments

The Phalanx turrets + infantry vs heavy armour + infantry scenario is finished. What a walkover! All these scenarios were played on the same map. I think it was "desert sands" or "shifting sands". The NC Phalanx turrets (4 AT and 2 AI) were dug in along a ridge, supported by a small infantry company (in cover), with several rocket launchers, and a number of Mana turrets. There was also a NC infantry platoon (in cover), with a couple of rocket launchers, and Mana turrets, on the flat ground leading up to the ridgeline. All the Mana turrets were manned by heavy assault infantry.

The assaulting TR had a reinforced Prowler heavy tank company (15 tanks), supported by two full companies of infantry. There was no interference from me.

The TR force crossed the open ground in quick time, smothering the NC infantry platoon with their combined firepower as they advanced. Approaching the ridgeline, they took very little damage from the Phalanx turrets, before neutralising them. The TR tanks took the most damage from NC rocket launchers on the ridgeline. The launchers destroying several of them. But the combined firepower of the TR force was overwhelming, and the TR were soon victorious.

Lessons learned. TR Prowler tanks are a force to be reckoned with! Combine them with massed infantry firepower, and you have a steamroller that is hard to stop. Perhaps the AT Phalanx turrets need some harder hitting AT shells? I expected to see at least half of the Prowlers fall victim to the Spear turrets. I don't think they lost one!

Anyway, the experiments will continue.......

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Beta99
Beta99 - - 1,012 comments

I enjoy reading your paragraphs for some reasons...I suggest you keep posting, they give quite a review of each update.

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sunray1
sunray1 - - 185 comments

Interesting..........had my first armour vs armour battle last night. A TR Lightning company vs a NC Lightning company, in a meeting engagement in a desert town. Both had 12 tanks each. I had them grouped in platoons of 3 tanks each. And I didn't interfere until one side had sustained heavy casualties. The NC company had half their tanks disabled. I must tell you, each of the tanks had a crew of 4. So their were usually sufficient crew surviving to carry out battlefield repairs.

The tanks were a little "mindless" at times - crashing into the middle of buildings (because that was the direct route to the enemy they had in sight). And when they couldn't move any further, became easy pickings for an enemy that was still mobile. Sometimes, when they still had crew left, and weren't being shot at, they would eject a crew member to repair the vehicle. And sometimes they wouldn't. Enemy crews, that had abandoned their disabled vehicles, took on a role of harrassing crews that were trying to repair their vehicles. Sometimes vehicles being repaired would eject other crew members to protect the crew member who was carrying out repairs. Also, crews who abandoned unrepairable vehicles took on the role of harrassing enemy vehicles as well.

I ended up supervising the repair of some of the NC Lightnings, and directing them into combat positions. Needless to say, the NC eventually won the battle. But once I took control of the remainder of their company, it still wasn't a walk in the park. It would be nice to see an AI that had a bit more intelligence though.

In the end, I even threw in several TR heavy tank hunter teams. The NC lost a couple more tanks, but ended up wiping out the TR tank hunters. Overall, as my first armour only battle, it was quite satisfying. I will probably try a heavy armour engagement next - then maybe a heavy armour vs Phalanx turrets battle. Then some combined arms engagements.

Still lots of fun to be had with this mod !!!!

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sunray1
sunray1 - - 185 comments

Well, the heavy armour battle has been fought, and won. A bit of a learning experience - about how much the friendly AI needs to be closely monitored and directed. First wrong move - forming my NC company of 12 Vanguard tanks into platoons of 4 tanks each - then letting them to their own devices. I lost a whole platoon of tanks (destroyed or disabled) when they all ran into each other and were either disabled or rolled over. Another platoon was shot up badly by the unhindered advancing TR Prowlers.

Strangely, the enemy company (also in platoons of 4) didn't seem to have any pathfinding issues, and combined their firepoower to disable my remaining operational tank platoon. My ultimate saviour ended up being my armoured infantry platoon, that had deployed from their Sunderers just before they were destroyed. After taking cover, their rocket launchers disabled several TR Prowlers, and kept the rest busy, while tank crews repaired a couple of my Vanguard tanks, and an abandoned TR Prowler.

After the tanks had been repaired, I moved them around to the rear of the remaining TR Prowlers, and managed to destroy them. Then I moved my (now combined) force to attack the TR armoured infantry, that the enemy had held in reserve. Done and dusted - but with only a small amount of my original force still operational.

In future, I will not group my vehicles in platoon sized units. It will be section size (2) units only. And with close supervision.

Next up, I will see how an armoured unit stacks up against some dug-in Phalanx turrets - supported by infantry.

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Colt0512 Creator
Colt0512 - - 291 comments

Interesting scenarios. If anything I'd say that you are being a lot more creative when it comes to testing the mod than I am haha

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