The Great War of the Worlds for OpenXcom

Released (updated ago). Ranked 60 of 197 with 1,903 (0 today) downloads

Published by efrenespartano - learn more (mod ID: 481)


The Great War of the Worlds

Inventorum Development Team
An alternate history Total Conversion by the Inventorum Development Team

  • efrenespartano: sprite & ruleset designer
  • alinare: artwork & ruleset designer
  • Luke83: map specialist
  • Noah183: main debugging
  • DarkDust: support debugging and sprite creator
  • The Reaver of Darkness: overall game balance & ruleset support
  • Andr: sprite creator & historical advisor
  • Warboy: overall modding support
  • Wolwerin: sprite creator
  • BlackStaff: special collaborator & historical advisor, French translator
  • Dauntless1942: special collaborator & sprite creator
  • Hans Woofington: special collaborator & sprite creator

Download an epic battle soundtrack made by Bootchicken48!


Follow our kameraden in arms Stosstruppen1918, he is our historical advisor and a close collaborator of the IDT!

Follow our pal Dauntless1942 on Instagram, he is a superb artist and creator of awesome art for TGWotW!

Set in an alternate timeline where the Martians of the H.G. Wells masterpiece really invaded Earth in 1896.
Swept by bacteria, the invasion came to an end just a couple of weeks after it started.
Humanity united and rebuilt and prepared for the worst. 12 years later, the mankind's worst nightmares came true. In 1908 the Martians launched a second invasion, this time more deadly.
Since they crash landed in Tunguska, their progress has been almost unstoppable.
From the Siberian tundra to the African jungle and the American Midwest, half of the world belongs to the Sons of Ares
What remains of the humanity united under the banner of the Coalition of Nations and have gone on the offensive.
Your unit is one of elite, formed with the best that the armies of the world have, the International Expeditionary Force.
The year is 1914.
This is the War to End All Wars.

Special Thanks to (in no particular order):

*Hobbes, his help is invaluable and always solves my questions about Geoscape & ruleset editing.
*bulletdesigner, for making the original Chimera map (now called Conqueror).
*Solarius Scorch and Dioxine, for their Village terrain, also kind words, inspiration and ruleset reference from their projects, The X-Com Files and X-Piratez.
*Meridian & Yankes, for making the wonderful OXCE and answering our many many questions.
*Tekamthi, for his modified Alien habitat terrain (modified and further expanded by Luke83).
*ohartenstein23, for his awesome tips, cool codes and constant help.
*ivandogovich, Anon011, TarzanCZ, davide, chaosshade, BlackStaff, SG_Barton, Hashirama015 & SquirrelofNukes for their kind comments and support.
*stosstruppen1918, sturmsoldat_des_kaisers & m_ww1_memes, ino_bartula, __robo__, scgex, mighty_mega_max, daniel_gautreaux and the one hundred followers for their huge support on social media
*130° División Blindada [130_L] efrenespartano's World of Tanks Blitz clan, for being our first beta testers.

Credits by name:

*alinare: Artwork, Mutant Crusher, ideas & ruleset editing.
*Andr: Craft sprites plus ideas
*Anon: feedback support
*BlackStaff: French translation, plus ideas & historic reference help
*Bootchicken48: New Sountrack plus feedback support
*b__0: tiles for IDT_VILLAGE and IDT_FOREST terrains
*Civilian: Heat Ray weapons based on an old mod from him
*Cosmoteer RP Community: feedback support
*cubik2k: feedback support
*Cupon4uk: feedback support and ideas
*Dauntless1942: new logo for the project
*DarkDust: Improved German Paperdoll Sprites
*Dioxine: fixes for mapblocks
*drages: Bullet sprites
*efrenespartano: General artwork, spanish translation, vehicle, weapon and soldier sprites & ruleset editing
*Finnik: Whistle and Martian Launcher stats modifier script
*GoldenDragon: feedback support
*Hans Woofington: winter textures for IDT Maps, further artwork
*Harald_Gray: Mechtoids
*HelloMiko: feedback support
*Hobbes: Tech-Comm reference plus help on the forums.
*Ikhanad: feedback support and ideas
*Kzer-Za: new wounding scripts
*Luke83: All of the Martian Tripods, Martian Fleet, infested maps, Forest Rail, Trenches mapsets plus ideas & ruleset editing
*Noah183: Main debugging plus ideas
*Nord: craftWeapon Bombs fire sound
*MajorDerp16: feedback support
*memmaker: WEAPON_TYPE & Classes scripting
*ohartenstein23: Hand-to-hand combat, craft shields & crewed Turrets
*Ryzenator: Russian weapon ruleset, Mosin-Nagant sprites & feedback support
*SideQuests: Triffids and Heay Ray bullet sprite
*Solarius Scorch: Celebrate Diversity, Ravager sprites, Cavalry Sabre, Recolored Alien Compilation, original Trenchcoat spritesheet (french uniform) & boxes
*Stosstruppen1918: general Historic reference and guide.
*StormRangerX: feedback support
*SupSuper: Original GeoIcons GlobeMarkers
*Tal'Raziid: feedback support, fix to Turrets' issues
*The Reaver of Darkness: Heat Ray weapons stats, plus help with general balance.
*tollworkout: DeepAliens UFOs (selenite UFOs)
*Tson: feedback support
*Warboy: main debugging support
*wolwerin: Tea Flask, Bandages sprites plus ideas

*Most of the backgrounds are exclusive photos kindly provided by Stosstruppen1918

For the intro music
IDT Hephaestus Wrath sound
Thunder by Spennnyyy
Anvil & Steel Hammer by Benboncan

TGWotW intro

Known issues:

*This is an open beta: the Tier I & II human weapons, Martian and their guns, six Tripods, nine Martian Bases, and seven Martian Flying Machines are available.
*The Geoscape is almost done, but the unique missions are still WIP. Expect to still find vanilla enemies.
*The weapons are less unbalanced
*The Triffids, Mutant Crusher, Line Infantry and Ravager disabled temporarily
*The custom damage types are not in the Martian armors yet
*A few starting techs available.
*Some translation on Spanish and French are missing
*Could be hidden bugs and crashes. Don't forget to report them!

*Try the weapons as much as you can, we want to balance them and your feedback will be fundamental to do it. At the moment, we have not included all the features and we have maintained research, races and vanilla weapons. In theory it should serve along with any other mod. As soon as we launch the complete version, we will deactivate most of the vanilla stuff

How do I install this mod?

First you need to get a legal copy of Xcom: UFO Defense. You can get it at Steam or :) Download the latest OpenXcom Extended (OXCE) version here, available for PC, Android, macOS and iOS. Put your original Xcom data inside /UFO folder


- Open your "user" folder
- Copy the entire TGWotW zip file to the "/mods" folder. You can choose to unzip it or just move the zipped file.
- Enable the mod from the Mods option on the main menu.
(Instructions by Luke83)

- Open your "openxcom" folder inside the root of your Android device,
- Copy the entire TGWotW zip file to the "/mods" folder, You can choose to unzip it or just move the zipped file.
- Enable the mod from the Mods option on the main menu.

How do I provide feedback?

Please, ask suggestions, report any bugs and crashes in the comments box below. We love to reply comments here!
You can send them to too!

You could also post all of your questions, feedback and other things in the OpenXcom Forum TGWotW's topic!


The purpose of this project is to entertain. The creators do not look for a renumbering with this. Use resources and images owned by third parties. All rights belong to their legitimate creators. For this reason, it is absolutely forbidden to sell, buy or market this product.


tgwotw_beta_v0.7.3_mkiii_tempesta_dacciaio.1.zip37.18mbv0.7.3 Mk III Tempesta d'Acciaio

tgwotw_beta_v0.7.2_mkiii_tempesta_dacciaio.zip37.78mbv0.7.2 Mk III Tempesta d'Acciaio

tgwotw_beta_v0.7.1f_mkiii_tempesta_dacciaio.1.zip37.78mbv0.7.1f Mk III Tempesta d'Acciaio

tgwotw_beta_v0.7.1_mkiii_tempesta_dacciaio.zip37.78mbv0.7.1 Mk III Tempesta d'Acciaio

tgwotw_beta_v0.7_mkiii_tempesta_dacciaio.zip37.73mbv0.7 Mk III Tempesta d'Acciaio

tgwotw_beta_v0.6.6_mkii_on_ne_passe_pas.zip34.03mbv0.6.6 Mk II On Ne Passe Pas!

tgwotw_beta_v0.6.5_mkii_on_ne_passe_pas.zip34.02mbv0.6.5 Mk II On Ne Passe Pas!

tgwotw_beta_v0.6.4_mkii_on_ne_passe_pas.zip33.99mbv0.6.4 Mk II On Ne Passe Pas!

tgwotw_beta_v0.6.3_mkii_on_ne_passe_pas.zip34.06mbv0.6.3 Mk II On Ne Passe Pas!

tgwotw_beta_v0.6.2_mkii_on_ne_passe_pas.zip34.06mbv0.6.2 Mk II On Ne Passe Pas!

tgwotw_alpha_v0.4_mki.zip27.2mbv0.4 Mk I Alpha

tgwotw_alpha_v0.3_mki.zip27.95mbv0.3 Mk I

tgwotw_alpha_v0.1_mki.zip23.91mbv0.1 Mk I Alpha


Join the community or sign in with your gaming account to join the conversation:

blizzardwing @blizzardwing

I think that the Mission to defend Verdun isn't working as intended. It popped up in Feb. 1915, I sent my Conqueror at it fully loaded. I cleared the first part just fine, no issues, but the second in Fleury village was a nightmare. Every turn after the first a message would pop up saying that the morale of my beseiged troops was low. Except, when my turn came, their morale was still for the most part at 100, and instead they were taking stun damage and half of my remaining force would faint at the beginning of each turn. The Food items meant to recover morale didn't work because they restored morale, not stun. Eventually after a number of restarts I was able to clear the mission by killing all the enemies ( I know this was the case because I have it set to auto end mission when all opposing forces are eliminated). However, when the mission ended, it said I lost the mission and lost my craft. I admit, I don't know if this mod's morale system is different to the base game, or if that is how the siege of verdun is supposed to work, but it doesn't really feel right. As I write, I now remember seeing some weird glowing panels on the other side of the map from the spawn that could have been like evac panels or something idk, but if it is supposed to be a sort of hit and run mission, why wouldn't eliminating all the aliens still result in victory? In all other similar mission types I've seen to this one, killing all the aliens still results in either victory or you being able to move on to the next part. If this is not how it is supposed to work, I think this is one of the first things you should fix. If it is how it is supposed to work, could you give me some advice on how to beat the mission? How do you clear it without losing your craft or most of your men and equipment? I'm gonna try loading up the mission again from a save before it to read the mission description.

efrenespartano @efrenespartano

All the Verdun missions are supposed to be won by eliminating all the enemies. I've removed the awful enviroEffect for the Fleury stage because it's more like a annoying issue than a feature. Also, expect to have a different terrain, less clean and more war-torn. The last stage, Fort Douaumont was bugged because none of the aliens had ammo on their weapons.

Those changes will be done on the next update!

blizzardwing @blizzardwing

The Italian guns do not have ufopaedia entries, and the submachinegun does not have a clip, as far as I can tell.

efrenespartano @efrenespartano

Thanks for the feedback! We have plans to update and improve the mod soon, so feel free to report any issue you may found!

blizzardwing @blizzardwing

after playing a little farther in the game, the MAB 14 is unlocked at the start, but you can't purchase the clips for it until you unlock advanced guns. Also, with the Farquar-hill SLR, the ufopaedia entry is added but unless I am blind, you can't purchase it or its clips.

tservo @tservo

Quick question: When I try to do a quick battle (not a campaign) NO soldiers show up to add to the ship so I can't do any battles. Is that normal? Also are Triffids going to be added in again I'd love to see them in battle. Thanks for this fun mod. Looking forward to future updates.

efrenespartano @efrenespartano

Thanks for the nice comments, mate. Triffids are going to be added on the next update, along some other Martian (aggressive) flora and fauna.

If you have issues with quick battle (with this and any other mod) you should just hit randomize and a new soldier pool will be generated

Withcrono @withcrono

heyo, when i try to research any heatray weapons, and the research finishes, most alien stuff on the base just disappears

efrenespartano @efrenespartano

That's weird, i'll track this bug. Thanks for the feedback, mate!

Knobblet @knobblet

Great mod, but whenever I try to attack a tripod with my airship, it crashes. Now it's also happening with the normal SPAD's.
[01-05-2020_23-00-41] [FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 4294967295) >= this->size() (which is 7)
[01-05-2020_23-00-41] [FATAL] 0x5f0440 OpenXcom::CrossPlatform::stackTrace(void*)
[01-05-2020_23-00-41] [FATAL] 0x5f14c0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[01-05-2020_23-00-41] [FATAL] 0x41c350 exceptionLogger()
[01-05-2020_23-00-41] [FATAL] 0xc558b8 MPEGaction::MPEGaction()
[01-05-2020_23-00-41] [FATAL] 0x91cf60 OpenXcom::AlienMission::start(OpenXcom::Game&, OpenXcom::Globe const&, unsigned int)
[01-05-2020_23-00-41] [FATAL] 0x70c4a0 OpenXcom::DogfightState::update()
[01-05-2020_23-00-41] [FATAL] 0x710950 OpenXcom::DogfightState::think()
[01-05-2020_23-00-41] [FATAL] Unfortunately, no stack trace information is available
[01-05-2020_23-00-45] [FATAL] OpenXcom has crashed: vector::_M_range_check: __n (which is 4294967295) >= this->size() (which is 7)

Knobblet @knobblet

Nevermind it's stopped.

theemperorofmankind @theemperorofmankind

ah a new update! awesome

efrenespartano @efrenespartano

Ah, a new kind comment from you! You are awesome, thanks for making great this mod!

theemperorofmankind @theemperorofmankind

Also im alright with either one. But will this be the original aliens as the Martians is it going a new faction. ill be pumped for either one in the final project im Just curious

efrenespartano @efrenespartano

The Sectoids are definitely the only original alien race that will remain. Even some armored Sectoids. I have some plans to introduce Jovians and Selenites, so this war will eventually turn into an Interplanetary War.

theemperorofmankind @theemperorofmankind

alrighty! cool wasint expecting Jovians and selenites!

theemperorofmankind @theemperorofmankind

I like the look of the Italian army uniform! Whoever did the sprite work Did great

efrenespartano @efrenespartano

I made it! Thanks! Drawing it was a pain in the a$$, glad you liked it. 😅

Barabas @barabas

Greetings, gentlemen!
I have a suggestion for you. How about adding Russian Empire fraction with Nagant revolvers, Mosin rifles, Fedorov Avtomats, Madsen LMGs, etc?

efrenespartano @efrenespartano

I think you should join us on the IDT Discord server! We have plans to add the Russian Empire! And yes, all of the weapons you said will be in. :D

Barabas @barabas

I forgot Winchester 1907 with 20 rnd box as SMG (and to the hell with Nagant revolvers).