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Modern Warfare Mod Version 2.0.1 January 7, 2012 www.wicmwmod.com (c) 2009-2011 MW Mod Team and their contributors.

Click on 'MW MOD CREDITS' sect ion on in-game menu after loading the mod to view list of all contributors and m odders. Notice: All research and information pertaining to combat systems portrayed in g ame were obtained from public sources and Defense Technical Information Center. All utilized sources of information and documentation have already been approved for unlimited public distribution by the U.S. Department of Defense. No classi fied nor restricted information was referenced in software, art content, tutoria ls and other works related to the production of presented game content. Important Copyright Notification: This mod contains art content that is properly licensed as well as contents that have been obtained from public domain such as YouTube. While we try to verify t he licensing terms of every publicly obtained content, it is not possible for us to individually verify the licensing terms of every content we've obtained from public domain. If you're an author of such content that was obtained publicly a nd believe that our use is violating your copyright terms, please contact us at inquiry@wicmwmod.com. Upon hearing your complaint, we will promptly remove your content from the mod distribution. World in Conflict, Ubisoft Massive the Ubisoft Massive logo, Ubisoft, Ubi.com an d the Ubisoft logo are all trademarks of Ubisoft Entertainment in the US and/or other countries. Modern Warfare Mod is an unofficial community content that is N OT endorsed by Ubisoft, its represenatives or licensors. World in Conflict Modern Warfare Mod uses Miles Sound System. Copyright (c) 1999 -2010 by RAD Game Tools, Inc. Flexible Interceptor (FLINT) Missile Simulation Software v1.0. Copyright 2010-20 11 by MW Mod Team, blahdy & co. FLINT uses inertial measurement sensors created under reference using xSensor pr ogram by Crossbow Inertial Systems www.xbow.com. All other trademarks are property of their respective owners. KNOWN ISSUES AND CAVEATS ======================== * If your game is crashing on start after installing the mod, please delete ALL single player save-games. They can be found under My Documents\World in Conflic t\Savegames folder. Note for Steam users: World in Conflict does not install Sa vegames under normal shared Steam program directory structure, you will still ne ed to go under My Documents path described above. * Single player campaign is NOT supported in MW Mod 2.0. Instead, play offline by selecting Skirmish option. SYSTEM REQUIREMENTS =======================

WiC MW Mod requires higher-end system than which is specified on World in Confli ct system requirements. At minimum, your system (including video card) must maintain 35 frames per secon d or higher. Below 35 fps, numerous homing projectiles may miss their targets o r 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. It's recommended for your system to have quad-core or better CPU, at minimum of a dual-core processor . INSTALLATION ============ Before you install the mod, make sure that your computer has the latest hardware drivers installed. Old drivers can stop the game from working properly. Also it is recommended that you delete all of your single player Savegames prior to installing the mod. If World in Conflict game crashes on start after install ing the mod, it is because you have not deleted your savegames. Savegames can b e found at My Documents\World in Conflict\Savegames. Double-click on the MW Mod 2.0 Installer to initiate the installation program. F ollow the on-screen instructions. STARTING THE GAME ================= Launch World in Conflict game application as you normally do. Upon start-up, cli ck on 'OPTIONS', then 'SELECT MOD' at the left-hand side of the main menu screen . You'll see Modern Warfare Mod 2.0 listed. Select the mod, then click 'LOAD MOD ' at the bottom of your screen. You'll now see Modern Warfare Mod logo on your main screen to confirm that the m od has been properly loaded and initialized. You can now join Massgate online multiplayer system with your multiplayer ID. G o to Servers list and search for 'mw' in the server name field. You'll see all a vaialble MW Mod dedicated servers to play game on. JOIN THE MW MOD CLAN! ===================== In addition to Skirmish with AI, you can play with your friends online by loggin g onto Massgate and hosting the game on your own. To make it easier for you to find games, you can join our clan with clan tag of [WiCMW]. To join the clan, se nd a message to any clan officers or to the leader. Note that following network ports (both TCP and UDP) must be opened on your fire wall in order for you to host a game on your own: 48000 through 48100, 3004 and 52999 HOW TO PLAY THE GAME ====================

MW Mod retains the same core principles of gameplay as vanila unmodded WiC. Howe ver, that's where the similarities end. You'll find that playing Air and Infant ry are hardest and the most indepth roles, while Armor is the easiest to play an d get started with the mod. We suggest that you get familiar with the new gameplay by reading some of the tu torials that are being posted on our ModDB web site at: http://www.wicmwmod.com. Go to Tutorials section to find tutorial articles and videos. UPDATES AND PATCHES, SEEKING SUPPORT & CONTACTING US ==================================================== For latest news and updates regarding Modern Warfare Mod for World in Conflict, please visit us on the web at: http://www.wicmwmod.com To seek help with installation or for technical support, please visit Massgate f orums by visiting www.massgate.net. Browse to Mod Making forums and click on Mod ern Warfare Mod thread to post your questions regarding the mod. SEEKING TO HELP? ================ If you have a professional talent such as modeling, texture skinning or any othe r specific talent that you believe will be well suited for the mod development, you can solicit by emailing to inquiry@wicmwmod.com. We will review your portfol io and get back to you. If you are interested in sending feedback or would like to donate for the moddin g team, please visit www.wicmwmod.com and click on "Help support the next versio n of MW Mod." Yes, it does cost us money to operate and maintain multiplayer se rvers, as well as for licensing and procurement of many art details in the game. Donations are appreciated to keep the mod making effort going. MW Mod 2.0.1 build 4192 Change Log ================================== Balancing and Unit Changes - 9K331 Tor M1 (SA-15) Terminal Air Defense System re-introduced to Russian fact ion for all roles. Unit rebuilt using FLINT engine. It is the most lethal medi um ranged SAM in game, with the ability to intercept precision guided missiles, such as Hellfire missiles; as well as cruise missiles, UAVs, helicopters and air craft - Removed Armored Personnel Carrier (BTR-90) unit from Russia faction as unit fu nctions are redundant. New Features and Improvements: - Fixed a bug where Mi-28 Attack Helicopter for Experts would constantly turn in to other direction when firing the guided missile. - Fixed a bug where AH-1Z Attack Helicopter would constantly turn into other dir ection when firing the guided missile. - Fixed a bug on T-80U Medium Tank where 9M119M Refleks fails to launch when tan k is damaged.

- Fixed a bug where AI players try to attack friendly held buildings with 9M119M Refleks. - Fixed a bug where 9M119M Refleks missile sometimes gave "missile en route, awa it impact" message even when there is no missile in the air. - Fixed broken firing offsets for AGM-114L Longbow Hellfire on AH-64D Attack Hel icopter for Experts. - Fixed a bug where some FLINT missiles intercepted each other when they should not. - Patriot and S-300 SAM will no longer attempt to engage FLINT missiles. - Programmed ingress point (IP) auto-pilot for Attack Helicopters. When firing a guided missile, helicopter will try to maintain course heading toward the targ et to support the missile in flight. To cancel auto-pilot and freely fly away, issue Stop order (default: 'T' key) first, then issue a new Move order. - Attack Helicopter for Beginners will now show maximum range of their guided mi ssile when pressing the Attack-Ground key (press and hold F). - Transporting of units now returns additional score to the player. - AI players will now try to stand-off at range when possible. - AI Air players will now respond to player's request for air support. - Russia AI support players will now send 9K331 Tor to the frontline, instead of 96K6 Pantsir. - Russia AI armor players will escort their armor advance with 9K331 Tor SAM. T hey will also mix T-90 into their squad more frequently. MW Mod 2.0 build 4164 (Enfield) Change Log ========================================= Unit/Gameplay Changes: - Snipers now have their vision range extended by 12%. - Fire Team renamed to Infantry Assault Squad; and now includes extra Machine Gu nner. - Infantry Sprint duration extended by 40%. - New unit added to US faction infantry role: Joint Terminal Attack Controller ( JTAC). JTAC can illuminate and provide guidance for air player's semi-active la ser homing munitions, such as Hellfire and future Laser Guided Bombs. - US M1A2 Abrams now uses thermal imaging system for offensive ability. - US Attack Helicopter for Beginners is now equipped with four AIM-92 Air-to-Air Stinger. - Air-to-Air 9M39 Igla for RU Attack Helicopter for Beginners. - RU Mi-24V Hind now has four 9M114 Shturm anti-tank missiles. - Reduced reinforcement cost of FARP units. - Increased TA cost of US Tomahawk cruise missile launcher. - RU Yakhont cruise missile launcher now fires two missiles in series. - US Tomahawk cruise missile launcher now fires four missiles in series. - Reduced price of Tactical Ballistic Missile (TBM) launchers. - US Predator UAV can now be purchased in bulk from TA menu.

- Increased recharge time of US Predator UAV. - Removed Active Protection System (APS) from AI player operated Strykers. Does not affect human-owned Strykers. - 9M120 Ataka-V Beam-riding SACLOS missile for RU Mi-28N attack helicopters. - 9M114 Shturm Beam-riding SACLOS missile for RU Mi-24V attack helicopter. - 9M119M Refleks laser beam-riding missile for RU Medium Tank (T-80U). - Increased speed of RU T-90A Main Battle Tank's auto-loader. - Rebalanced armor and penetration values across MBTs. - Reduced movement speed of all vehicle units by 10%. - AIM-9X Block II and AGM-114K Semi-Active Laser Homing missiles for US AH-1Z Co bra attack helicopter. - AGM-114L Active Radar Seeker missile for US AH-64D Attack Helicopter for Exper ts. - AGM-114K Semi-Active Laser Homing missile for US AH-64D Attack Helicopter for Beginners and MQ-1 Predator UAV. - FIM-92F or AIM-92 Stinger for US Avenger SAM, SAM Team infantry and AH-64D Att ack Helicopter for Beginners. - 9M333 Strela for RU SA-13 SAM. - 9M39 Igla for RU SAM Team infantry and Mi-28N Attack Helicopter for Beginners. - R-73M missile for RU Air Defense/Medium Attack Helicopter. - RU BM-21 Grad is no longer a squad and can now be purchased individually at a much cheaper cost. - RU T-64B Light Tank now fires 125mm HEAT and can be massed in numbers. Extrem ely effective against heavy armor. Game Engine Changes: - Dropped installer support for Windows XP. - Improved low altitude handling of attack helicopters. Units do not crash as o ften. - Optimized and reprogrammed various bot AI scripts. - AI air players now share targeting data and coordinate attacks between each ot her. - Improved scripting of AI air players. - Fixed a bug where AI armor players constantly targeted friendly occupied build ings with APFSDS rounds. - Fixed a bug where AI air players attacked friendly infantry players with rocke

ts. - Optimized Graphics and EX3D Assets for better performance - Patriot Weapons Control Computer (WCC) 3.1 update (from 3.0 in RC1) for US MIM -104 Patriot IADS. Bug fixes and optimization during saturation air & missile at tacks. - S-300 SAM Software update. Fixed a bug where 64N6 radar script "locked up" du ring TBM attack and would no longer authorize any further missile launches. - AN/APG-78 Longbow Weapon System 2.0 update (from 1.5 in RC1) for US AH-64D Att ack Helicopter for Experts. Program has been upgraded to support FLINT missile system. - Joint Targeting & Designation System (JTDS) 1.0. The first implementation tow ard "network centric warfare." Units using FLINT munitions share target engage ment and status data between each other to increase battlefield awareness and fi repower. JTDS also allows other units, such as infantry to "lase" targets for a ir players and air-launched munitions. Certain AI bot players now use JTDS to i mprove their skills. - Re-programmed Active Protection System (APS). APS now runs through 3 phases w hen faced with advanced ATGMs. Initial phase is detection & alerting only and sy stem will begin tracking the missile. As missile closes in, system will move to 2nd phase and auto-release smoke screen in an attempt to jam the missile. If th e missile is still incoming, during last moment, APS will move to third phase an d intercept the missile with a hard-kill countermeasure. - Flexible Interceptor (FLINT) Missile Simulation Software 1.0. FLINT provides high-fidelity simulation of numerous guided missiles and munitions for Real Time Strategy (RTS) games. - (FLINT) Proportional Navigation guidance for homing missiles. Certain missile s now lead their targets rather than chasing after them (lead-pursuit guidance). - (FLINT) Inertial Navigation System (INS) Module for homing missiles. Certain missiles can now provide auto-pilot guidance (i.e. Hellfire, AIM-9X) to extend t heir engagement range. Course corrections can be received from launch platform o ver data-link to "correct" inertial drift. Primitive Inertial Measurement Unit (IMU) programmed under reference from xSensor software by Crossbow Inertial Syst ems. - (FLINT) Passive & Active Terminal Guidance Module for FLINT Missile Simulator. Used by heat seeking and "fire and forget" missiles employing active radar see kers. - (FLINT) Semi-Active Terminal Guidance Module for FLINT Missile Simulator. Use d by semi-active laser and radar homing missiles. When fired, the illuminator ( i.e. helicopter, X-band radar, or an infantry with laser designator) must have a valid line of fire to the target while guiding the missile. - (FLINT) Beam-riding Guidance Module for FLINT Missile Simulator. When fired, your helicopter calculates the constant-bearing/lead-collision path and projects an invisible beam to desired intercept direction. The missile flies inside this beam, thereby "riding the beam." Air player *MUST MAINTAIN THE BEAM* until target impact. If your missile flies out of the beam, guidance will be lost.

Note: Beam-riding missiles cannot be fooled by smoke screen, as missile does not lock onto anything (it simply rides inside the projected beam). However, smoki ng up the tank and moving inside the smoke, will fool the fire control computer of launch platform, as it cannot track you anymore. Staying in the smoke and no t moving will lead to successful missile hit however.

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