Have you ever wanted the experience of WiC in a modern setting with all of your favorite vehicles and equipment?
The World in Conflict: Modern Warfare Mod focuses on combined arms warfare in the modern realm. Detailed new mechanics and new units add increased levels of realism in gameplay and encourages teamwork through networked battlefield elements.
Main Features (Outdated list)
Latest modern vehicles and weaponry
Intensified & Improved visual effects
Fire Direction Center and infantry's ability to call for fire from support's MLRS artilleries.
Joint Terminal Attack Controller (JTAC) permits infantry to lase targets and provide terminal guidance for supported guided munitions.
Flying aircraft units (non-playable) on station to provide air support for in-game players. JTAC infantry can call for air support from overflying aircraft.
Improved infantry combat and enhanced anti-tank attack options for infantry.
Increased realism for armor, with enhanced details for Main Battle Tanks and Infantry Fighting Vehicles providing support.
Challenging, but rewarding gameplay for attack helicopters, combined with heavy firepower on attack options.
Launch ballistic missiles & cruise missiles using TA purchased launchers.
Integrated Air & Missile Defense with Patriot, Iron Dome and S-300 systems providing defense from enemy ballistic missiles, rocket artillery and air attacks.
Addition of Infantry Mortar Team for light fire support.
2S7 Pion heavy artillery (REDFOR) now uses FLINT projectile system.
Return of the P-800 Oniks (Yakhont/Brahmos) (used to be in legacy MW Mod 2.0 Beta) to game as REDFOR's Supersonic Cruise Missile Launcher, this time using FLINT missile system to model the missile in its full glory!
First release of the IAMD Battle Command System (IBCS) in game for BLUEFOR's missile defense network interlinking sensors, shooters and C2 units. Written in Python, the IBCS Command & Control (C2) runs its own virtual machine inside WiC, providing basic routines for interpreter and dispatcher.
Addition of Indirect Fire Protection Capability (IFPC) Multi-Mission Launcher (MML) as a new Medium SAM unit for BLUEFOR side, using the IBCS C2 network.
New model for S-400 launchers.
Various updates and improvements to gameplay.
NOTE: This mod requires your World in Conflict to be patched to the latest version (1.0.1.1 / Update 11). or it will not work. If you purchased WiC via online distribution (i.e. Steam), your game should already be updated to the latest version. Otherwise, download the latest patches here: Massgate.org
Mod
Choose which type of install you would like to do. Please note that the installer is only compatible with Windows Vista, 7, 8 and Windows 10. Not Windows XP.
Download Installer from ModDB:
Download Installer from WiC MW Mod Mirror:
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
New map pack has been released since Mod version 5.0. Please update your map pack by using the installer download link below. Simply run the installer, it'll overwrite the old files and update you to the latest version.
System Requirements
Due to the increasing complexity in the simulation of missiles, aircraft, artillery, and more- Modern Warfare Mod requires a higher-end system than specified on the original World in Conflict system requirements.
At minimum, your system (including video card) must maintain 30 frames per second or higher, and 40fps or higher is recommended for a good gameplay experience. Below 30 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.
Multiplayer is NOT required to enjoy the mod. If you'd like to play solo (setup skirmish matches with bots), simply click "PLAY SOLO" under "SETUP GAME" menu option. If however, you'd like to play multiplayer online (with a friend etc), please see below.
Important Update Regarding Multiplayer:
Ubisoft Massive has shutdown the Massgate multiplayer system in December 2015 -- this means that people could only play the mod through LAN or skirmish matches against bots.
Since then, tenerifs, Nukem and HouseBee have been working hard to resurrect the Massgate system back into service using community-made patch to World in Conflict. Visit www.massgate.org to download the new community-made patch to World in Conflict -- you can now play multiplayer using the Massgate system again.
MW Mod has been fully tested for compatibility with Massgate.org, through cooperation with Massgate.org developers. You can host your game session and invite friends through the Massgate.org system! The only minor caveat is, clients may receive "maps not installed" warning message even if they have the proper maps -- this is a known bug and can be safely ignored if you have all of the proper maps.
(anhCheats): Updated anhViewer GUI tool for MW Mod users
(UI): Updated contributors under CREDITS section
(BLUEFOR) M142 HIMARS: unit has been moved over to Support role panel. Infantry role can still purchase this unit; simply select Support panel (out-of-role) and you can still buy the unit at the same discounted rate as before.
Infantry Fire Team: reduced out-of-role price
(REDFOR) S1 Gvozdika: unit removed
(BLUEFOR) M113 mortar carrier: unit removed
(all factions) **New Unit!** Mortar Team
infantry mortar crew to provide light mortar barrage fire
offensive ability: "Fire at will" will automatically engage any enemy infantry in range
Mortar fire can be engaged by C-RAM assets
**Maximum limit of 3 units per player
**Note: animation for mortar is not provided -- currently using AT-4/RPG soldier as stand-in model
(BLUEFOR) Transport Aircraft (MV-22B): reduced price
(BLUEFOR) AH-64E Apache with SALH guided missiles & AH-1 Cobra: reduced price to 1501
(REDFOR) 2S7M Malka (Pion) - Mobile Howitzer
Now uses FLINT; rate of fire 2.5 rnds/min
Variable muzzle velocity - script chooses amount of propellant charge depending on distance required. Maximum muzzle velocity is around ~2.5 Mach
Artillery fire can be engaged by C-RAM and Iron Dome
Reduced price to 650 reinforcement points
**Maximum limit of 4 units per player. Any units in excess of 3 will refuse to function, until your unit count is down to 4 or less.
(REDFOR) Tor M1: updated launch / command guidance acquisition timing
(REDFOR) Pantsir S1: will now engage MLRS rockets and low flying cruise missiles with 57E6 SAM
(BLUEFOR) FGM-148 Javelin infantry ATGM:
maximum range of fire increased to 2.5 km scaled (from 2km)
top-attack maneuver: use last known inertial state when seeker loses lock while pitching up
fixed a bug where sometimes ATGM soldier gets unlimited ammo
ammo is 4 missiles per fire team before reload
minimum safe arming distance: warhead won't arm until 1 second after launch
(REDFOR) 9M119M Refleks ATGM: fixed a bug where missile fired from player-owned T-80UM did not return score
(BLUEFOR) Stryker TOW: reduced price to 601 (from 650).
(BLUEFOR) NLOS Missile Launcher: TA price reduced to 12 TA for Inf+Support, 15 TA for Armor+Air
(FLINT) AIM-120C-7:
new algorithms for mid-course guidance and loft shot
missile will now lock-on before launch up to 6.5km away from target
(FLINT) EXFLINT version 5.1.1:
missile orientation rendering is indexed to refresh rate
Command to Line of Sight (CLOS) guidance: improved handling of low LOS rate situation (target coming directly at you)
IR/EO Homing Seekers: improved IR countermeasure effectiveness against IR homing seekers
(BLUEFOR) MGM-140B ATACMS:
improved DPICM/sub-munitions area of effect
updated boost flight profile
reduced TA price to 22
(JTDS) Combat Air Patrol (CAP) flights:
BLUEFOR air-to-air engagement datalink: Forward F-22 (or F-18) detecting enemy targets will now uplink track to all other F-22s via data link -- maximize BVR shots with AIM-120.
fighter aircraft radars will now ignore (filter out) helicopters flying at very low altitudes at distances greater than 4.5km scaled (450wm)
JTDS: fixed a friendly-fire bug where AI player lases own team's infantry occupying a building
JTDS: improved AI's use of infrared countermeasures against IR guided missiles
(art team):
new heavy SAM detonation fx
cruise missiles & JDAM hiteffect: generate post effects, ground craters
new animation render for following ATGM: 9M114, 9M119M, 9M120, 9M133
(Maps) do_Studio: Fixed crash on loading.
(Maps) do_Seaside: reverted deploy area masks (spawn zones) back to vanilla
(Script Events) Shortened length and lowered volume on RED->BLUE missile raid siren
(REDFOR) Kornet-E, Refleks, Konkurs ATGMs: units in vicinity will engage different targets instead of all firing at the same target
(REDFOR) BM-21: improved targeting algorithm
(REDFOR) OPFOR Shahab-3 and DPRK Hwasong7 MRBM launchers: exploding launcher will now destroy or damage enemy units within vicinity.
(PredictorFCS): Fixed quadratic equation for leading target: Time to Intercept = (-b - √(b² - 4ac))/(2a)
Available in the tactical aid menu: Airdrops a K-300P Bastion transport erector launcher (TEL) with P-800 Yakhont/Oniks supersonic cruise missile.
Missile reaches up to Mach 2.5 at high altitude, Mach 2.1 at low altitude
Extremely fast -- arrives anywhere on the map within 38 seconds or less.
(REDFOR) S-400 SAM:
(art team) new S-400 TEL model
(mfc team) 48N6: new algo for trajectory optimizations
FCR: increased output power for SARH illumination
self.EquipRegister(), self.ExceptionRadar: fixed race condition causing IADS to deadlock
NCTR_Track_Initiate(): 91N6 radar continues target interrogation and TACAIR evaluation even when 30N6 FU radars are not tracking the target
(BLUEFOR) **New Unit!!** Medium SAM - Indirect Fire Protection Capability (IFPC) Inc 2-I
Multi Mission Launcher (MML) available as "Medium SAM" unit. All roles may purchase -- unit is listed under Armor role's reinforcement panel.
**Note: Must switch "on" the unit by enabling Defensive Ability; otherwise, unit won't function.
Unit joins IAMD Battle Comamnd System (IBCS) network and receives aircraft (AIR), rocket-artillery-mortar (RAM), precision guided munition (PGM) and cruise missile (CM) tracks from Heavy SAM radars in game.
Radar from support player's Heavy SAM unit must be present in game for the unit to operate. If you do not have any players in game, add a Support AI (bot) player -- AI support bots will provide radars.
Launches AIM-9X for air defense, Tamir (Iron Dome) for C-RAM
Loadout: 10x AIM-9X and 5x Tamir missiles (Iron Dome)
IBCS provides track prioritization and engagement deconfliction between IFPC and Patriot launchers sitting on the net.
Unit can be air transported by Mobile FARP Helicopter.
(BLUEFOR) Integrated Air & Missile Defense (IAMD) Battle Command System (IBCS) 9.0:
Phasing out Patriot IADS: Now replaced by IAMD Battle Command System (IBCS) going forward, starting with this version:
First complete implementation of simulating the Army IAMD network (Msl.army.mil) in World in Conflict
Adds support for IFPC Inc 2-I MML SAM -- integration with frontline SHORAD firing AIM-9X
Existing Patriot systems (launchers and radars) connect to IBCS as nodes
Lot of work on command & control (C2) - Python virtual machine running inside WiC to simulate IBCS (see Adjunct Processor notes below)
Adjunct Processor (AP): Python virtual machine interpreter in WiC for IBCS command & control:
Minimum boot image (MBI), aka 'system bootstrap' triggered by game during ShooterBase.Aim()
init program added and separated to its own namespace: first to run during boot
Former legacy Patriot Weapons Control Computer (WCC) code is being removed and replaced by the following infrastructure:
ibcs_kernel.ap_init_vm, _isr:class for preemptive scheduling of IBCS routines and IFCnet hosted applications. simulates concept of interrupts and context switching between running processes
ibcs_kernel.instruction_pointer, run():program counter for stack machine operations
ap_init._init(): first process during system startup - has unrestricted access to EX3D game at 120 Hz refresh rate and runs sysadmin_vm. Halting init causes adjunct processor and the entire base class (whole virtual machine) to reset (calls _panic() )
sysadmin_vm: basic input/output after ap_init, interacts with exflint and all other classes. all player inputs from game go to sysadmin I/O
root_lxc: IBCS root container; call everything from global context
root_lxc: MC_Exceptions_Filter():unfiltered exceptions will kill ap_init to prevent game issues, invoking _panic() for system reset
root_lxc.ap_vm->_rdpd, _ecpd: radar data processor (rdp) and engagement control processor (ecp) for IBCS sector scanners and tracking radars
root_lxc.ifcn->_lseq: IFCnet launch sequencer (lseq) for Patriot and THAAD launchers
ifcn_vm.ifcn->_lseq, _rdpd: IFCN relays (IFPC MML, foreign units, etc -- anything not Patriot or THAAD -- "I sense, you shoot" hand-off)
_lxc.[50-100]_vm: future use - IFCnet hosted applications, deploys from root_lxc (e.g. eoc_lxc_u for track monitor, jfsn_cfire for counterfire radars)
ifcn_vm.stm: Specific transmission module (STM) - unified messaging protocol for interworking with other ShooterBase modules (e.g. JFSN fire support channel) encodes X/Z coordinates into float32 and transmits by altering wicg.Unit.UnitExperience value; Modulation scheme for determining request time and request expiry
Beta: Console message streaming (runs in ap_init at 120 fps) for native print directly onto client game screen
bypasses network chat messages, however wicg.Player.ChatMessage is still used for non master AP node owners (other connected players with further Patriot FUs)
**Note: console msg streaming is an ongoing work in progress -- may not work very well on online multiplayer
One player's radar is now elected as master AP node to function as the primary command & control (C2) node (called the "EOC Gateway") for the entire team's air defense network. Only this unit will make all of the engagement decisions -- all other radar nodes will only provide sensor input (search and track states) but no longer make engagement/C2 decisions. If the elected AP radar node is killed or turned off (placed into hold-fire), radar & engagement status namespaces are transparently copied over to the next available running radar, via stateful switchover (SSO).
Engagement Control Processor (ECP loop):
Updated mid-course guidance and tracking algorithm for CM (cruise missile) targets
ECP moving to unified IBCS guidance uplink & downlink messages when generating mid-course updates for outbound missiles:
Common guidance messages for compatibility between Iron Dome, THAAD (future), Patriot and AIM-9X.
Radar Data Processor (RDP):
"Search While Track" (SWT) replacing Track-While-Scan (TWS) loop -- In previous versions, radars continuously ran search loop (SectorScan), and during each search iteration, every target track in detection bin is updated, thus doing "tracking during searching" or "track-while-scan (TWS)". This method has been deprecated and is now replaced by Search While Track (SWT):new tracking loop provides continuous polling of all tracks in the SWT bin in its own dedicated function, while remaining xmit/rcvs run SectorScan separately. No longer relies on radar search / sweep patterns to update tracks.
ARM (anti-radiation missile) target recognition improved. Player will now hear alarm only when the AI *really* thinks the player-owned radar is under attack.
PAC-3 may be used when engaging fast moving CM/PGM/ARM targets
LSEQ now uses common methods for both Patriot and non-Patriot missiles. Non-Patriot missiles are controlled from IFCN Relay (ifcn_vm) namespace.
NATO Fire Control Radar - RDP Monitor Client:
When using the NATO Fire Control Radar (MEADS) unit, radar data processor (RDP) track monitor client application is launched. The track monitor will print the top 6 tracks to the console owner and tabulate them as follows:
TRK:track number
MA:missiles away - # of missiles enroute to target track
SWT:search-while-track (SWT) update transmission -- time since track was updated by track beam. If missiles are away, this also indicates time since last uplink/downlink messages are exchanged with the missile (mid-course update)
TGO:time to go -- estimated time to go (in seconds) until intercept. If an active seeker missile has gone terminal and acquired the target on its own, "AC" is displayed to indicate target acquisition.
TLL: time to last launch - estimated time left (in seconds) to fire interceptors before the target breaches protected asset. When TLL goes negative, the target will have breached the protected zone by the time interceptors arrive.
THRT: threat classification -- classifies track as follows:
UNK: unknown aircraft / radar is analyzing and will determine whether the target is threatening
AIR: aircraft deemed hostile
NCT: non-cooperative target (unable to IFF -- aircraft not cooperating)
CM: cruise missile
PGM: precision guided munition
ARM: anti-radiation missile
RAM: rocket-artillery-mortar
SRBM: short range ballistic missile
MRBM: medium range ballistic missile
IRBM: intermediate range ballistic missile
To the right of THRT column:
if the target track is directly threatening an IBCS C2 or sensor node (e.g. radar), "SDT" will be displayed to indicate Self-Defense Threat. SDT marked tracks will receive high-priority treatment during engagement.
When an outbound missile requests illumination waveform, "SARH" will be displayed to indicate that track is being illuminated for Semi-Active Radar Homing.
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Yea we've fallen behind to once a year update these days. Nobody really plays the mod anymore, so it's kind of on life support. We'll keep updating it over time, if we have time and interest available.
There are some ideas and initial codes & drawing put together for 5.2, but we haven't done anything with it beyond that at the moment.
Hi, I have been getting a crash with 5.1 (it's great otherwise). I attached a crashlog and was wondering if anyone can make sense of it or are getting crashes as well. Previous versions never crashed for me, and it seems to only occur when I play as blufor; I already tried reinstalling to no avail. Thanks for any help!
There is one rare crash issue with the mod that we couldn't seem to debug (short of obtaining debug symbols from Ubisoft, which is unlikely). But this particular crash only seems to happen rarely and was always present in the mod since version 3.x (and still persists to this day), so we largely ignored it. I don't know if it's the same issue you're seeing; the crashlog isn't showing anything useful (can't tell whether it's just game memory management problems or CAI crashing the game, or if it is even caused by the mod at all).
Thanks for the response and for taking a look at the log; of note, I never had crashes with previous versions of the mod or with other WIC mods. It must be on my end if no one else reported such crashes, but I find it strange as I have not had any hardware/software changes. The crashes seem to happen 20-30 minutes into a game, every game. It almost seems RAM related or something. Oh well, I'll try to solve it. Thanks again for the insight!
2 questions about the WiC custom unit limit which you can mod into the game:
1. When i go over 256 UnitTypes, what happens is that game will run out of allocated memory during loading screen and i'll see game just freezing up or map loading's progress bar never advancing past middle point for minutes on end and eventually i'll have to kill the game to get out of it.
However, my question about this is: Does it ALWAYS happen when i go over 256 unittypes? or does the freeze happen randomly, means sometimes the map loads, sometimes not ?
2. Do you have any plan or idea how to crack or bypass the UnitTypes limit ?
1. we never tested it extensively, but my guess is that unittype is sizeof limited to 256 for the header struct, and past that game has problems loading into memory.
2. not really. only way I can think of is hacking the game further with dll client hook like Nukem did for Massgate, but, I just don't see the reward vs. benefit with all the work and testing that would need to be involved.
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Is there another update in the works? It took a year for 5.1. I don't know if it's like an "annual update" meme or something...
Yea we've fallen behind to once a year update these days. Nobody really plays the mod anymore, so it's kind of on life support. We'll keep updating it over time, if we have time and interest available.
There are some ideas and initial codes & drawing put together for 5.2, but we haven't done anything with it beyond that at the moment.
that actually makes me sad, but i understand why.
I forgot to sign in
Hi, I have been getting a crash with 5.1 (it's great otherwise). I attached a crashlog and was wondering if anyone can make sense of it or are getting crashes as well. Previous versions never crashed for me, and it seems to only occur when I play as blufor; I already tried reinstalling to no avail. Thanks for any help!
Drive.google.com
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There is one rare crash issue with the mod that we couldn't seem to debug (short of obtaining debug symbols from Ubisoft, which is unlikely). But this particular crash only seems to happen rarely and was always present in the mod since version 3.x (and still persists to this day), so we largely ignored it. I don't know if it's the same issue you're seeing; the crashlog isn't showing anything useful (can't tell whether it's just game memory management problems or CAI crashing the game, or if it is even caused by the mod at all).
Thanks for the response and for taking a look at the log; of note, I never had crashes with previous versions of the mod or with other WIC mods. It must be on my end if no one else reported such crashes, but I find it strange as I have not had any hardware/software changes. The crashes seem to happen 20-30 minutes into a game, every game. It almost seems RAM related or something. Oh well, I'll try to solve it. Thanks again for the insight!
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2 questions about the WiC custom unit limit which you can mod into the game:
1. When i go over 256 UnitTypes, what happens is that game will run out of allocated memory during loading screen and i'll see game just freezing up or map loading's progress bar never advancing past middle point for minutes on end and eventually i'll have to kill the game to get out of it.
However, my question about this is: Does it ALWAYS happen when i go over 256 unittypes? or does the freeze happen randomly, means sometimes the map loads, sometimes not ?
2. Do you have any plan or idea how to crack or bypass the UnitTypes limit ?
1. we never tested it extensively, but my guess is that unittype is sizeof limited to 256 for the header struct, and past that game has problems loading into memory.
2. not really. only way I can think of is hacking the game further with dll client hook like Nukem did for Massgate, but, I just don't see the reward vs. benefit with all the work and testing that would need to be involved.