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 843)
88nosebleed
88nosebleed

Have not heard much from you in a while, just wondering if you are still hanging in there? I know it can get tough at times but you have done a great job.

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Gizmotron Creator
Gizmotron

yeah, still working on it. the weekend before last I finally got around to adding a bunch of German naval units that I thought were already in the mod. also realized that Japan has so many naval units that I had to create a separate shipyard HQ for the surface ships and another one for the carriers. so, yes, still working on it. of course, I'm also still spending a lot of time at work. I'm definitely posting something before Labor Day.

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XXachillesThEBEAstXx
XXachillesThEBEAstXx

good luck.

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Droidekas
Droidekas

Is it possible to be able to enable the vanilla campaigns still?

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Gizmotron Creator
Gizmotron

long story short. if I added the original missions (or revised versions from the Gizmotron mod) the game would crash. there would be literally hundreds of unit restrictions and adjustments to the original triggers required to keep the Uncommon Valor mod from crashing and balance out game-play. I figured it would be easier to remove those maps for now.

I could revise the original maps completely and include them again at a later time.

I can throw the original maps in there and if people want to tinker with them until they work. then it would simply be a matter of pasting in the original data for the relevant factions into the campaign.tgi file.

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Droidekas
Droidekas

The latter option sounds good I think, could allow people better understand and test triggers and how they work.

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Gizmotron Creator
Gizmotron

not a lot of excitement in terms of the mod. just reviewing things, looking for errors, missing skins, and stuff like that. although I've made lots of revisions in the last few months most of them are of a decidedly unexciting nature. arguably the most important stuff is finding ways to make the WW2 Metagame more playable and consistent. getting rid of the build-order problems that allowed certain nations to deploy mech and tanks when they shouldn't have it; reducing the number of water-based units that are spawned to help prevent game crashes; and updating certain factions (like Australia, India. New Zealand, South Africa, and Poland) with new artillery HQs. I'm hoping to post another update within the next 30 days. I've also scrabbled together a new map in my spare time. still testing it, though.

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88nosebleed
88nosebleed

Well, I am certainly looking forward to your upcoming mod release, you have done a great job and I appreciate all the work and research you have put into it. Makes what I do look like child’s play.

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Droidekas
Droidekas

Same here, can't wait for the next release!

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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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