this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. new biomes allow players to mix and match arctic, boreal, and other terrains on the same map in was never possible before.

new, larger territory maps in skirmish mode. new experience ranks and bonuses (regiments improve up to 2000 exp points). 100+ special ops, new water-based units like cruisers and submarines (with torpedo attacks). nations included are Australia, Belgium, Brazil, Bulgaria, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Estonia, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Latvia, Lithuania, Mongolia, Nationalist China, Netherlands, Netherlands KNIL, New Zealand, Norway, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Viet Minh, Yugsolavia, and the Yugoslav Partisans

more nations and territories available for WW2 mode, see images for details.

new descriptions for rate of fire (recharge time in seconds), travel speed (numbers are used instead of generic descriptions) allow players to more accurately compare in-game performance of units. machine-guns and sub-machine-guns now affect multiple targets based on historical rate of fire (but have lower damage output compared to rifles). attack values for anti-tank weapons and tank cannons are based on historical penetration data at 500 yards.

new artillery and anti-tank gun units have been added to make sure that infantry is still competitive at later stages of the game. infantry machine guns are capable of engaging enemy aircraft and can be used to defend your base while armored and mechanized forces are on the attack.

artillery attack values based on historic shell weights (with an attack bonus against infantry based on shell diameter in millimeters). artillery attack range based on historical maximum range.

new interceptor airfields allow players to use fighters to attack enemy bombers before they can strike friendly buildings. major nations will have multiple types of aircraft and airfields to choose from. certain nations now have the option of recruiting supply drops from airfields instead of using experience points. additionally some nations will have access to unique airborne weapons like atomic bombs, chemical weapons, and napalm from airfields deployed from Aviation HQ Divisions) aircraft speeds have been increased so that infantry can run in circles to avoid bombers. some nations have the ability to deploy airborne supply drops from airfields.

most nations (but not all) will have artillery bunkers which can be packed up, moved, and unpacked at least once. (more than once causes the game to crash. still don't know why). a much more aggressive AI is featured. the World War 2 map now features 16 different sides (9 Allied, 6 Axis, 1 Neutral).

new stand-alone arrangements of historical music has been added. new songs included for China, Poland, Italy, Belgium, Greece, Norway, and Sweden. these can be played through the map editor by the use of triggers. (haven't figured out how to get the new faction music to loop back on itself. so the new nations use the original theme music for now)

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Moddb.com

incomplete test patch. playable nations include Australia, Belgium, Bulgaria, Canada, Communist China, Croatia, Finland, France, Germany, Great Britain, Greece, Hungary, Italy, Japan, Nationalist China, Netherlands, Norway, Philippines, Poland, Russia, Spain, Sweden, United States, Yugoslavia.

heavily modified WW2 mode includes 16 factions instead of 5. there are fifteen national factions:
Australia
Canada
China
Finland
France
Germany
Great Britain
Hungary
Italy
Japan
Netherlands
Poland
Romania
Soviet Union
United States

also included is one generic nation featuring six different types of defensive armies: (Greece, Philippines, Norway, Spain, Sweden, Yugoslavia). many glitches and bugs have been fixed since the previous test patch.

work is still in progress. MG infantry units can now engage aircraft and ground targets all mortars and artillery units revised. artillery range is the historical max range divided by 100. the attack value is determined by the shell weight. historical rates of fire used whenever known revised tank stats. bayonets are only used against infantry 100+ Special Ops many other changes

Beta Patch 2.0 upload delay

Beta Patch 2.0 upload delay

News 3 comments

Although the mod is still not complete, I wanted to put out the current version for testing. a lot of things have transpired in the last year that has...

Eras of War

Eras of War

News 4 comments

thoughts on implementing time-periods on Axis & Allies

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Uncommon Valor AI-patch (quick fix)

Uncommon Valor AI-patch (quick fix)

Patch 1 comment

this patch is designed to make the AI a bit less difficult. it will still be noticeably stronger than in the original game. I've changed the variables...

Uncommon Valor Beta 3 0

Uncommon Valor Beta 3 0

Demo 13 comments

extract this over a clean install of the Axis & Allies game. paste this into your Atari folder to over-write the original data for installation. in the...

Comments  (0 - 10 of 835)
User35
User35

the pak36 fo germany has pink soldier and american jumbo when engaged attack allied unit.

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Gizmotron Creator
Gizmotron

thanks. these units are missing death animations - so I'll give those a look. already have a fix for the Jumbo. the Pak36 will get one in the near future.

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User35
User35

sometime the ai place buildings (hq quarters, motor pools eccc) near enemy positions without any escort or protection and everytime the ai lose the building.

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Gizmotron Creator
Gizmotron

the problem of AI adversaries deploying buildings into active battle zones was a problem in the original game as well. since I increased the AI's ability to make decisions, set goals, and recruit regiments this part has become more exaggerated and noticeable as well. don't really know how to fix that yet.

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User35
User35

check the guards armor hq and artillery hq for russia, some units have rainbow square on their unit symbol and i can use guard aa infantry regiment on industry hq and guards antitank armored car regiment without guards research.

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User35
User35

the main problem is that the ai is wasting money, maybe restore the ai to the original value? There is a mod called "AI Power Up Kit"(aimod), the ai deploy supply depot and even make ambush. The author is "antitankfile".

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User35
User35

i notice that the mortar team tend to shoot his own infantry when engaged the enemy, but if i tell where to bombard they don't do that even when they engaged the enemy. the india recon are red cubes and any packed hq are red cubes and the royal lancer are rainbow color. the netherland have pink co image and they can use the airfiled like the other races(not the hq airfield).

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Gizmotron Creator
Gizmotron

I wanted to reproduce one of the flaws of artillery in the real world (the risk of friendly fire). the problem is that the game makes these units attack friendlies. so I've tried to remove all of those features from artillery and mortar units. I thought it w as a good idea to help stop artillery from dominating the game. but unfortunately the game engine doesn't allow for this.

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User35
User35

oh,i almost forgot, check the artillery hq of every races because they can spam tanks from there (the russian can build artillery rocket without artillery research) and it can create a very unbalance play especially on ww2 mode with infantry division only.

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Gizmotron Creator
Gizmotron

I've made a lot of major changes to the artillery divisions. I think I've fixed all of these. but I'll have to do some more testing.

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User35
User35

check the halftracks divisions of all races because some spawn infantry and some not and it depends even if you are playng on ww2 mode or skirmish mode. The american have 2 researches flame tanks on ww2 mode and checks plane too because some are really really fast.

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Gizmotron Creator
Gizmotron

only some of the halftracks spawn infantry on purpose. I found that if I had the anti-tank mech regiments spawn infantry they became practically unbeatable and racked up insane amounts of experience points. the only halftrack regiments that are supposed to spawn infantry now are the ones that don't come with support units (artillery, tank destroyers, etc) I'll take a look at those. the vanilla halftrack regiment spawns infantry to help offer some tactical flexibility and show what they were often used for. otherwise there would be no real reason to recruit them instead of going straight for AT and arty mechs!

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User35
User35

thanks for the reply, now i undestand some of your changes. when i talk about halftracks divions, i mean halftraks divisions(4 halftrasks plus the co).

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User35
User35

the ss infantry division(germany) has the same unit of the heavy infantry division, it's a bug or not? and the ss mechanize division hasn't the requirement to deploy the ss infantry division while the ss armor division has the requirement to depoy ss mechanize division first.

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Gizmotron Creator
Gizmotron

made a few changes to the German building tree.

also the aircraft are intentionally that fast. one of my biggest frustrations with the original game is that infantry could run around in circles to evade bomber attacks! I could have infantry zig-zag their way in an open field and keep bombers at bay for a minute or two before they could finally attack again. I felt this was unacceptable from both a gameplay and historical perspective. this is why ALL of the aircraft are much, MUCH faster. it also gives a reason for all of the unique aircraft to exist. if all the air units had the same attack, health, speed, and turn circles the changes would merely be cosmetic. I wanted the new aircraft to have a meaningful impact on gameplay.

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