this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. 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, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, 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.

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)

most nations 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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Droidekas
Droidekas

Wow! You even got Iraq and Iran in this mod, I think there are 38 factions now judging from the description text.

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AdaptiveSystem13
AdaptiveSystem13

I'm really looking forward to this mod!
WWII mode is especially exciting, but it crashes very often. I've been following your progress for at least a year, and I seem to recall that you said the crashes result from there being no files for army setups in RTS mode. If that is the case, do you know of any software I can use to make them myself? Thanks in advance.

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Gizmotron Creator
Gizmotron

well, you can do it by opening up the TGI files with a text editor. but it's very time consuming. you would need to study all of the map files before you could make any serious changes.

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Gizmotron Creator
Gizmotron

been putting in a lot of hours at work, so I haven't been able to mod as much as I would like. but still making progress. might be awhile until I post another update.

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andoodle
andoodle

If I may, I would like to ask three questions.

Here is my first question: Is the Soviet Union the one that has Mongolia as a child-nation?

Here comes my second question: Are the United States the nation that has Brazil as a child-nation?

Here is my final question: Is Great Britain the one that has South Africa as a child-nation?

I wish to know the answers to my questions. Thanks.

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Gizmotron Creator
Gizmotron

Mongolia is based on the Soviet faction. it uses a small portion of the units that were originally assigned to the Soviet faction. in the WW2 map it will be a neutral nation that will defend itself against all other nations.

Brazil is based on the United States faction, but has far fewer unit and regiment options. in the WW2 map it will be a neutral nation that will defend itself.

South Africa will only have defensive armies that British players can use. the same is true for India. these forces will. be available for British players.

Australia and Canada exist separately from Great Britain in the WW2 map. New Zealand will be available to Australian players in the WW2 map as a defensive army.

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MarcusAfriconous
MarcusAfriconous

I just wanted to voice my opinion on your work with this mod.

Simply put it's amazing and I mean that in the most authentic way I can. To dedicate a large amount of time to an old (but still very engaging) game and make into something so much better than the original is no small accomplishment. I hope to see you finish this mod.

Cheers and good luck.

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RW_D!CE
RW_D!CE

Yea mate you add the canada :D

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TwelveEyes
TwelveEyes

I'm curious about how naval units function in this mod. Are they map specific special units (like in the campaign), or are they built by a dedicated structure you can build in your base, or are they called in by a special ability?

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Gizmotron Creator
Gizmotron

certain generals can summon ships with special ops.

in the WW2 random maps the naval units are spawned automatically for amphibious attacks in the same way they were in the original game. it's possible to have amphibious landings spawn as any as 8-16 ships for large attacking forces. it's critical to unpack a Corps HQ on land as fast as possible, because the ships tend to eat up resources.

certain factions can deploy buildings that can spawn naval units. the problem is that the AI always unpacks the building so far from water that the naval units never spawn properly. it's not perfect... but I also can't find a way to improve upon how the AI deploys the Shipyard HQ.

all of the new boats can be added directly into custom maps by using the map editor.

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andoodle
andoodle

Don't worry, Gizmotron. I am sure you would be able to find a proper way to, as you said, improve upon how the AI deploys its Shipyard HQ. None of us would ever give up on tasks like this. Also, I heard an old quote that states that if, at first, you do not succeed, try and try again. I am sorry for speaking out of line, but I just thought that I would provide some food for thought.

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