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  (60 - 70 of 361)
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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LGPG
LGPG - - 148 comments

it will be compatible to play with the mass effect mod?

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Guest
Guest - - 693,836 comments

I have them both and they do work

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Colt0512 Creator
Colt0512 - - 291 comments

I hope it will work with the Mass Effect mod but I can't devote to actively making them compatible, there's just too many things that could cause errors between the two. I personally really enjoy the Mass Effect mod so if it comes down to just minor problems causing incompatibility I won't mind fixing it.

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Raptorcraft123
Raptorcraft123 - - 6 comments

When will the sigma and darkstar and ETC. helmets will be released and if i can know with anything else that goes along with it

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Colt0512 Creator
Colt0512 - - 291 comments

I don't have an exact date for when the update will be released unfortunately. I'm hoping I can speed up progress once I get past the skins and move onto easier features.

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Kastrenzo
Kastrenzo - - 876 comments

Please take whatever time you need

Some people, like me have OCD. and would appreciate a larger selection of content, that's properly done than anything rushed.

Im still kind of baffled this is even a thing, I dont even play MOW anymore, but I always liked it as a toybox type of game, and always kind of wondered what it'd be like to port PS2 assets into it. Keep it up

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sunray1
sunray1 - - 185 comments

Any chance of seeing anti-vehicle grenades and/or heavy guns for the HA's in the next release?

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Colt0512 Creator
Colt0512 - - 291 comments

I'm planning to add AV grenades, AT+AV mines and C4 in the next update as long as I don't encounter any problems.

In regards to heavy weapons, the TR will definitely be getting the mini chaingun. I want to add the VS Lasher but that depends how much I can customize the projectiles. I may try to implement the Jackhammer for the NC but it could just be far too powerful using MoW shotgun mechanics so I might have to give them a new lmg instead.

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sunray1
sunray1 - - 185 comments

I don't profess to know how the MOW shotgun mechanics work, but iif auto-fire makes the Jackhammer too powerful, how about lowering the rate of fire - or lowering the hitting power of each shell. Or both? It would be a shame not to have it in the mod.

Thanks for the info. It is very much appreciated. As is all your hard work on this great mod.

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