This mod increases the regiment limit to 180, the building limit to 40. there are over 35 new special operations, over 50 new generals. each nation now has 10 generals in WW2 mode. each general has 6 special operations. new terrain has been added. new terrain modifiers for all units. new corpse and destroyed tank doodads for all nations. All nations have snipers and marines. artillery trailers have been turned into combat units. added new campaign buildings, minefields, obstacles, and division HQs. completely revised and expanded the SP campaign. customized dozens of the WW2 metagame territories. new WW2 capitals for Great Britain and Germany in MetaGame. dozens of new units, hundreds of new regiments. new intro-video. new generals show up in visible in Metagame Lobby. AI has been altered to be more aggressive and to use all of the new special ops. AI has been changed to recruit and research more like online human players.
the WW2 mode has new customized territories. you can new find oil refineries, factories, campaign airfields, island airfields, and new bunker formations while trying to conquer the world. different biome resource buildings produce greater/lesser quantities. American and European banks and factories produce more quantities than Asian and African ones. African and Asian refineries produce more oil than American and Mediterranean ones. custom-maps in the editor now allow the player to add up to 11 different sides per map (5 vs 5, plus a neutral). new visual effects have been added for many of the new special ops. also added arctic, gravel and temperate train tracks. there are also new partisan blockhouses-- these look like regular buildings but function like bunkers. these buildings also do not show up on the mini-map radar. you'll have search for them with recons, manually clicking on them, or just wait until your regiments come under fire to learn where they are!
Gizmotron here, this is my first mod ever-- so comments and criticism would be appreciated. are there serious balance issues during game-play? is one country too powerful or too weak? any hard DTDs? is there a special op that feels too weak or too powerful? any significant problems? I'm already working on a revised version of the patch-- so comments and suggestions for improvement would be appreciated. do you have a favorite new general, regiment, special op, or unit? with so many dramatic changes strategies that worked well in the original game might not work well for this mod-- so I'm curious to see what people think. I had to work pretty hard to make the AI more competitive-- so I was hoping to get some feedback on how well the AI does in this mod-- particularly compared to the original game.
Hi ! , I have and error when I try to start game :
Axis & Allies Fatal Error - Version: 1.0.5.0 English AA Build 4129.7
An error has occurred :
Error : Node with language-specific subnodes did not match current language and had no default.Expression:'Localization/SAI/strings_Germany_Kesselring_SAI.tgi' , File: 'Localization/SAI/strings_Germany_Kesselring_SAI.tgi' , Line 0.
strange... I've never seen that error before. are you using a non-English version of the program?
for a lot of the new entries I entered the description and name directly into the new .tgi files and bypassed entries in the Localization folder. this made it easier to make sure all of the entries got used-- and if I had something missing I could check the specific file instead of slogging through the very large Localization data files. if you're using a non-English version this method might be incompatible. I'll have to look at the patch again.
Do you have a dual monitor or triple monitor system set up cause if you do you just need to unplug your extra monitor and it should fix it, at least it worked for me idk why it would matter but the game only likes one monitor.
since the Kesselring SAI is part of the original game you might be able to solve the problem by simply deleting that one corrupted file. I don't see this problem in the Uncommon Valor mod-- so somewhere along the line this got fixed and I don't remember the problem specifically. but, I would suggest deleting the Kesselring SAI.tgi file and see if that helps. it's already part of the basic game so it shouldn't have any negative side-effects.
How do you get it to play the game. All I see is folder
how do you get it to play the game?
this is a 'patch' that modifies the original game. it's not a stand-alone game. if you have the original "Axis & Allies" game just past the 'Data' and 'Video' folder into your Axis & Allies Program Files directory.
the correct file path is usually like this:
C:\ProgramFiles\Atari\Axis & Allies\
you need to put BOTH the Data folder and the Video folder into that file-path for all of the features to work properly.
if you don't have a fully-functioning copy of Axis & Allies this patch will do nothing but take up space on your hard-drive, sorry to say.
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Congratulations!
As soon as possible I'll try your mod.
What does it mean the regiment limit 180? 180 units (soldiers / vehicles etc ...) for each regiment?
regiments are built out of units. a unit is any individual aircraft, infantry, ship, or vehicle that gets used in a regiment.
the original game would not allow players to have 20 active regiments at a time. I increased the limit to 180. in theory, players now have six times as many regiments. to put it in perspective. the original game allowed players to have a max of 20 infantry regiments with 9 soldiers. that meant players could have a maximum of 180 soldiers in their army. their economy could not support more than that limit. this patch allows players to have 180 regiments with 9 soldiers each. the new total could be as high as 1620 soldiers on one player's side.
Nice mod. Well done. I am interested in learning to make my own mods, but I don't know how. Can you point me in the right direction to get started?
Thank you
Axis-and-allies.com
that's were a lot of stuff is being held. I haven't been there in a long time-- so I'm not sure if it's still online. but this is where theharkonnen, the Last Sterling, and I talked about a lot of modding ideas.
best advice I can give is download a mod and start playing it. then open up the .tgi files with a text editor and start looking at things.
half of what I've learned how to do was by studying every mod for this game I could get my hands on. after that it involved years of experimenting and trail-and-error testing. hard to explain.
feel free to download this mod and just start exploring the files. (don't change anything until after you've looked at a couple of hundred files to see how they compare). that's how I got started.
I don't have time to write an exhaustive primer on the subject. most of the important lessons learned are mentioned on the forum that I've linked to. don't know if it's still up or not-- but that's all I can afford to do right now.
I figured out how to create new seperate campaigns for each nation this weekend-- so I will eventually make new SP campaigns for all five nations. I'm also hoping to add Nationalist and Communist China for a new SP Chinese campaign for WW2. and then after that perhaps a Chinese Civil War campaign as well.
there is such mod in china
Search 轴心国与同盟国 in Baidu tieba.it's the last forum of chinese a&a players
I don't know how to read Chinese, unfortunately. and the google translations aren't as good as being able to read the original language. what Chinese generals are featured in the mod? what special operations did they give to China? how do they work around China's lack of armored and mechanized units during WW2?
Nationalist generals:Zhang lingfu,Xue yue,Zhang zizhong,Li zongren.
Communist generals:Lin biao,Liu bocheng,Peng dehuai,Zhu de.
As for the armoed units...I don't agree with the mod to some extent.They gave Kuomintang german light armos.But, in the history,Kuomintang has some T-26 from USSR,and ft-17 from france,later sherman from the US in 1944.As for Communist party,the mod have a tech named "USSR supply",with which they will get powerful armoed army...While in the history,they only have some light tanks captured from japan.
And,chinese don't have ant AT in the history.To balance the game,there are some powerful infantry regiments and a communist tech allow the army to get supply out of the supply zone.I think it a good idea to give them higher population lmit.I can send you the mod if you give me your e-mail,but unfortunately the mod is in chinese...but you can open the data to see the units,regiments,buidings,etc.
I've seen photographs of Chinese soldiers using bazookas. this was probably limited to the forces that fought in Burma-- and perhaps the 1945 efforts to retake captured territory. I think w/o research China could use "captured" Japanese AT rifles.
this was confirmed in the latest book by Phillip Jowett "Soldiers of the White Sun". the KMT had one battalion of Panzer Mk.1s that got wiped out early in the war. I can see why they decided to use that (easier than trying to create a new T26 or Renault model. I was planning on changing the Panzer Mk.2 to look like a Panzer Mk.1. also going to use the Japanese tankette as the basis for the CV.33 that the Italians gave them.
We have already created a T-26 and FT-17 model in the mod.And the soidiers in bruma...They are not typical chinese army.Most chinese army destroy tanks with grenades.By the way,only the finest army and the Guangxi warlord have helmets for soldiers.
htt p://pan.baidu.com/share/link?shareid=135988&uk=857509818
This is also a good mod full of new models.
I downloaded the mod and it's got lots of great stuff in there. tricky to play when I can't read any of the commands! I like the 10 nation interface in WW2 mode. I was in the middle of working on that myself-- so it's nice to know that it's possible!
I was trying to transform the existing "sand storm" into a "snow storm" but I'm having trouble getting the colors to change. any suggestions?
speaking of which, I was planning to use the JPN Banzai infantry as the basis for most Chinese infantry-- this way I could accurately reflect the general lack of helmets. would it be okay if my modding parter and I used some of those models? I would like to give credit where credit is due, however. likewise, if you guys wanted to use some of the 30+ special ops I've got in my mod here that would be fine. I've determined that the number of 'public' generals is 10. in the general tgi file there is a line that reads 'public = true'. this means you can't have more than 10 generals featured in the WW2 mode. if 'public = false' however, they do not appear in WW2 mode. they can be used only with the editor and in custom-made maps. there appears to be no real limit to the number of genrals that do not appear in WW2 mode. I added some generals from Canada, Australia, and the Phillipines into this mod. (I work with a half-dozen Filipinos, so I liked the idea of giving them some representation in the game)
Sorry for not answering for long...I have been to school for the days.You may use the models as you want,maybe we can unit together to make a better mod.As for the chinese infantry,you should change their color of clothes into grey.It will be beter if you can get a cap for them and Mauser C96 for the CO of chinese army.
Another problem iss that if you want to make a communist chinese army according to history...They have no trucks...can you make a donkey cart?
ht tp://www3d.ibookba.com/list/K/39/1.html
this is a good website for model sharing.
htt p://gamefile.1000eb.com/mydirectory_24506_12363.htm
These models are made for AA mods.
my current plan is to use the mule ambient actor already included in the game. although it would be nice to have them capable of pulling a trailer, I don't know if I can get that to look the right way.
Well,I agree with this.And we will apreciate if you can give some suggestions on the French,Finnish and Italian part of the Mod.
we're working through Italy right now. my partner has gotten most of the Italian stuff done-- now it's up to me to finish off the Alpini divisions and units-- these were the best Italian infantry units during the war. they would have stats comparable to US Marines. they often used submachine guns because these were easier to use in cramped mountainous conditions. they also had a special demolitions regiment-- so having a saboteur as a CO would be something fun to add.
Do you have any good models for Italian tanks?By the way,I remember that there was a mod that changed the color of frame.So I think the idea of Snowstorm is practical.But unfortunately...we can't find the mod anymore.
I will reply to you next weekend.
the models used for Italy are mostly reskinned American and German tanks-- so, no, we don't have any working models that are specifically Italian right now.
although I finished making the functioning model-- I can add it to the game through the editor-- the model looks exactly like a regular sandstorm. I just need to figure out how to change the colors assigned to the model. even though I manually changed every single color I could find in the .nif model, changed the dds files to white, for some reason it's still showing up as though it's a regular sand-storm. my problem is making the new snow-storm look different from the sand storm. I'm not sure how to change the color assignment. usually, when you change the .dds file the colors change automatically-- but not in this particular case.
Someone said he may create a "snowstorm" in this winter holiday.Have you done this work?
Unfortunately,we didn't solve this yet...recently we are working on some models of weapons of infantry(MG42,Sten gun,Thompson submachinegun,etc).I can give them to you when they're all ready.
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well,I can only speak a litte English,but I will try to tell you something about the mod:nine countries(Chinese called)
First,China has two teams:the maozedong's and the jiangjieshi's.
And the mao zedong's,have technology Russia support,if you don't research it,you can't develop halftrack and tanks.But CPC has many things like"bug",they have Nuclear bomb in bombers,but the cost of research is too expensive to you to research as well as the 2 cannon base.
the jiang jieshi's force also has RUS,USA's support.Also,they can't build vehicles until the RUS's support has been resresearched.
htt p://pan.baidu.. com/share/ link?shareid=172520&uk=3105678267
Press “下载” to Download
Delete the Space
Hell,you succeed...
Yeah Yeah,thanks to the god!
HINT: you need to deploy the new "Industrial HQ" from the Corps in order to create brigades and depots for most countries. in order to create room for the new division tents and airfields I had to consolidate all of the tech buildings and depots into a new HQ tent.
case in point: by moving the arty brigade, engineer brigade, motor pool, ammo depot, oil depot, and supply depot inside of the new Industrial HQ I was able to add the new division tents to the Corps:
Heavy Infantry Division
SS Mechanized Division
SS Armored Division
Tactical Airfield
originally I was going to add a new "Arsenal HQ" from which a player could use trucks to deploy AA bunkers, AT bunkers, and artillery bunkers. (mg bunkers would still have to be built by engineers). I decided against doing that for this version of the mod because I have yet to perfect the method of deploying bunkers via truck.
Mod sounds promising, but having trouble installing it.... please help
it's a patch-- and it's designed to work with a fully operational version of the existing game.
you should replace the A&A folder in "My Documents" with the A&A folder inside of the zip-file. that's the easiest way.
the other method would be to go one step further and open up the "A & A" folder. then take the "Data" and "Video" folders and copy + paste them inside of your Axis and Allies folder in Program Files
C:\Program iles\Atari\Axis & Allies\
you'll need to make sure that the "Data" and "Video" folders are both there-- the "Video" folder is necessary to make all of the new generals show up in the WW2 Metagame Lobby
some of the ops have been changed-- Banzai Charge now works on everything-- including aircraft, buildings, infantry, halftracks, tanks, naval vessels. Japan is a more viable late-game nation with Banzai Charge being able to help Japanese tanks compete with other nations for short periods.
agalloch13, were you able to install the patch successfully?
I love your mod and have a few suggestions if your still editing it.
1. There should be an actual Maus regiment to buy, I could only place individual units, which takes the fun out of that.
2. Some of the General's pictures are glitchy such as Guderian, this should be revised.
3. Artillery should have more range to be more realistic.
4. The addition of Tank traps that actually prevent tanks from passing would also add more of a tactical feel and could only be taken out by some sort of demolitions such as arty or saboteurs.
5. The Artillery Barrage special op could be slightly more powerful.
6. I have more unit ideas:
US
-T95
-Calliope
-Willys Jeep
-M36 Slugger Tank Destroyer
Russia
-IS2
-T26
-SMG Infantry
UK
-Black Prince
-Avre
-Archer Tank Destroyer
-Cromwell
-Crusader
Germany
-Maus (As I mentioned)
-Puma Armored Car
-Morser Hvy Arty
7. New Faction Ideas:
-Italy
-France
-More for China (Perhaps their own nation)
-Canada
-Romania
8. Land Mines should be more devastating, they just barely scratch enemy units.
9. Depots should give a bit more resources to accommodate higher unit cap.
10. More campaign missions (I could try to set aside time to help you make some maps if your interested.)
Overall I like the current mod, but it needs some revision in certain aspects and could include more.
when I designed the "Artillery Barrage" special op I was thinking it would be perfect for wiping out regiments but weak against buildings. I would consider raising the power from 700 to 800-- but not more than that. at least this way it could actually destroy depots as well. although it does poorly against buildings it is the only special op that is effective at wiping out entrenched infantry in forested terrain and cities. at 1000 experience points it is also the cheapest bombing op in the game-- if I made it significantly more powerful I'd want to increase the experience points required.
y'know what? I forgot to say "thank you". I appreciate the feedback.
as far as Canada is concerned, I could easily make a duplicate British faction that uses Canadian generals (which was my original plan). however, if I were to actually try and make a full-blown new faction, I'd have to do a lot more research first.
current plan for WW2 mode is this:
United States
Great Britain
Russia
France
China
Minor Allies (Netherlands, various Allied colonies and minor participants)
Germany
Italy
Japan
Minor Axis(Eastern Europe and Finland)
if it turns out we can successfully make more than 10 self-sufficient factions I would consider working on Canada. (there was a Canadian mod that was made awhile back-- but I was never able to get it to work properly)
so-- all of those units are included in the "Uncommon Valor" mod EXCEPT the Black Prince, the AVRE, and the Archer.
Italy, France, and China are almost done. I can see the light at the end of the tunnel, at least.
as far as Canada is concerned-- I was going to do a duplicate of Great Britain with Canadian generals. they're SO similar to Great Britain it made sense. I'll probably do the same with Australia. the biggest differences would be slightly different recruiting options at the Armor HQ and the Airborne HQ.
If you want the T95 introduced, how about the Me262 or the F86 or the Meteor, and why don't we add in larger and more powerful aircraft carriers with angled decks, and heck with it let's just put the M1A2 Abrams in the game.
Eh hahaha. no. But according to the game the IS2 is currently the Russian heavy tank. Read it carefully in the heavy tank regiment, as in selecting the unit and reading the entire name... Truth be told it's actually an IS3, hence the pike nose, but it's the thought that counts.