GWMS - Galactic War Management System 0.44.4

A Mod for HellForge
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What you need

- HellForge
- The galactic war set to **All planets open** works best
- In co-op, everyone needs the same GWMS version
- **F6** opens the war room

How it plays

Every mission you win nudges the battle for that planet your way. Win enough and the planet is yours. Lose a few and it isn't. Battles can get messy: a third faction might wander in late and take a planet right out from under whoever was attacking it, and yes, that can be you.

Supply lines matter. A planet cut off from its homeworld can't launch attacks and holds out at half strength, so a well-placed push can collapse a whole stretch of the front.

All of it costs reserves. Your planets pay for the war, and the bigger your empire gets, the more everything costs, so you can't just buy your way out.

Enemies fight back

The enemy spends money too. The Terminid Gloom creeps out from their homeworld, the Automatons put up Mega Factories, and the Illuminate turn worlds into Exostorms.

Push a faction into a corner and it gets angry. The Terminid Hive wakes up, the Automatons go to total mobilization, and the Illuminate open the Void.

Mixed missions

On planets two factions are fighting over, you'll run into both of them in the same mission, and they'll fight each other as much as they fight you. Each side shows up the way it normally would: Bot dropships, Illuminate ships, Bugs pouring out of the ground.

Making them surrender

Take an enemy's homeworld and that faction surrenders. Whatever planets it had left become Super Earth's, and it's out of the war.

A beaten faction can fight for you. You send its troops to the front the same way you'd send SEAF.

Co-op

Everyone in the lobby plays the host's war. You fight on the same fronts, and every mission you win together counts.



Notes

You can let the AI run Super Earth's war for you. It trains, attacks, sends help, builds and moves the space station.

In the end it's up to you how the war plays out. The economy is by no means balanced. Think of it more like a sandbox. There are admin commands to control most aspects.

I did feature testing and also has some co-op sessions but I'm sure I forgot some things since its just so much.
Keep in mind that I did my testing on Linux only. Using the sandbox option. Under windows it surely works the same.

Some mods will probably break!

Please don't expect a magical story line built in. The void received the most "endgame". The other factions didn't get something special. If you have an idea go ahead and tell me!
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Saschanski
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More mods from Saschanski

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Mosp

Members
Members
Sep 28, 2026
4
0
For me the map is not persistent and it does not save upon closing the game
 

ServantCrow

Members
Members
Sep 30, 2026
6
1
Looks very clean! Having the Gloom, Exospires, the Void, visible supply lines and defense/invasion progress change visibly on the map be included to this depth as well is impressive. I appreciate multiplayer consideration a lot.

Drawing parallels to OfficerOnyx's Supreme Command, I would love to see Game Master tools for this as well to manage things, e.g. being able to control planet ownerships, subfaction presence, Terminid Gloom spread, Exospire/Void spread, offensives and defensives all in the hands of the host. Perhaps an option to control the entire war from every side manually too instead of having it all run automatically.
 

Saschanski

Members
Members
Nov 8, 2026
3
1
For me the map is not persistent and it does not save upon closing the game

I tried Windows & Linux both sandboxed and regular. It had no issues saving. I'm afraid I cant replicate what's happening.

:shrug:

Could you check mod-gwms.galactic-war-management.log ? Its in your session folder. The third line in this text file should show where the files are written to. For example
Code:
files: %USERPROFILE%\Documents\HellForge\userdata\environment\Local\GWMS
 

that1throwaway

Members
Members
Apr 9, 2026
8
1
To hop onto what ServantCrow said. Yes a Game Master Tools menu could be cool, but other setting tweakings could be neat too :

- be able to manipulate the degree of contribution of the missions we do (default 100% being the normal values you've set for the mod but we could reduce it, or increase but in my case I'd rather reduce).
- Manipulate enemy spawn count (1.5x, 2.0x, 2.5x, etc.) I'm asking because I feel like even in D10 there's barely any enemies especially on planets that are cut off. (which I understand is the point but it makes the mission a empty of encounters) Maybe have separate modifiers for normal and cut-off population.

Side note, I've noticed that more often than not, the moment I return from a mission of a planet I've just captured, the enemy has already launched an invasion before I can even build anything on it.
 

Saschanski

Members
Members
Nov 8, 2026
3
1
To hop onto what ServantCrow said. Yes a Game Master Tools menu could be cool, but other setting tweakings could be neat too :

- be able to manipulate the degree of contribution of the missions we do (default 100% being the normal values you've set for the mod but we could reduce it, or increase but in my case I'd rather reduce).
- Manipulate enemy spawn count (1.5x, 2.0x, 2.5x, etc.) I'm asking because I feel like even in D10 there's barely any enemies especially on planets that are cut off. (which I understand is the point but it makes the mission a empty of encounters) Maybe have separate modifiers for normal and cut-off population.

Thank you for the feedback I'll take a look at those. And just to be sure. Do you mean something special with Game Master tools? There is a button to enable admin tools on the war tab all the way at the bottom (scroll!).

It will add some options right there in the war tab but also options when you click a planet.


Side note, I've noticed that more often than not, the moment I return from a mission of a planet I've just captured, the enemy has already launched an invasion before I can even build anything on it.

I noticed that! And when you cut supply lines of an attacking planet to suppress the incoming attack the AI will pick it up with a neighboring planet. Smart but unfair! And likely unrealistic since it would mean instant mobilization. I guess adding a cooldown for incoming attacks on that planet should work?


Added 2 images to the mod page!
 
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that1throwaway

Members
Members
Apr 9, 2026
8
1
Thank you for the feedback I'll take a look at those. And just to be sure. Do you mean something special with Game Master tools? There is a button to enable admin tools on the war tab all the way at the bottom (scroll!).

It will add some options right there in the war tab but also options when you click a planet.




I noticed that! And when you cut supply lines of an attacking planet to suppress the incoming attack the AI will pick it up with a neighboring planet. Smart but unfair! And likely unrealistic since it would mean instant mobilization. I guess adding a cooldown for incoming attacks on that planet should work?


Added 2 images to the mod page!
My bad I totally didn't see the admin toggle. It's fine for my tastes, I'll leave the details for those who truly want an in-depth tool.

as for the cooldown thing, maybe? It's one of those things that will need a bunch of testing to get it right if you ask me. I'll be playing around with it for a while on my side and post more feedback if something comes up.

Maybe a toggle like in "Supreme Command" to pause the war while we're on a mission? Could be part of the difficulty tweaks? (Just to make it clear I don't mean the "Pause War" button at the top, even though I guess one could manually click it before every mission, I meant an automatic feature that pauses during a mission and starts it again when you're back from one)
 
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