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

Comments  (0 - 10 of 693)
andoodle
andoodle

If I may, I have just one question for you, Gizmotron, if you do not mind. When would there be a newer version of the beta test for this mod? I wish to try out the Karl Gerat, along with some new aircraft. If I can receive some kind advice on this, I would be grateful. Thank you for your time.

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Gizmotron Creator
Gizmotron

september, hopefully. it seems like every time I make a plan something happens that prevents it from coming to be.

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andoodle
andoodle

I am sorry for making that comment. :(

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Metaltooth
Metaltooth

Question, how flexible is the game code when it comes to adding new stuff

Have you found a limit?

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Gizmotron Creator
Gizmotron

as long as you're not dealing with the WW2 Metagame it seems to be VERY open-ended about adding new material.

in terms of units and regiments there's no real limit to how many you can add into the game. the catch is that buildings can't recruit more than 11 types of regiments. so you have to work around that limitation.

in the WW2 game you're limited to sixteen separate factions and as many generals as you can fit onto the UI screen. the most I could add into the game would be 11. beyond that the game will be unable to 'find' the general and assign it to the WW2 campaign. so there ARE some definite limits to what you can add to the game.

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88nosebleed
88nosebleed

I am glad to hear the Map Patch worked out for you. It can get complicated adding those additional territories especially at the map edges to cross over.
If you or Theharkonnen have any additional territories you would like to add to the map patch send the associated NIF files to me and I will gladly do the DDS and data files to add them to the Map Patch and post it for your use.
If I can help you out in any other way let me know.

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icemember
icemember

I had a game crash right to the desktop when in ww2 mode. The AI moved to a certain territory after ending my 3rd turn.

Some units have a supersized shadow like sdkz 234.

Some infantry and tanks have bright colored weapons or parts of there chassi. (bright green/ pink)

some units are bigger then others. However, they are only bigger then the stock units. Mod units are same size as variants of it self.

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Theharkonnen
Theharkonnen

Most of these issues have been fixed for a while. One of my last projects was carefully re-scaling everything. Things won't be exactly perfect and to historical dimensions, but it will be a lot better. Super heavy tanks will be consistently bigger than other tank types and all will be similar in size.

Also, I think we also cleared up most of the pink/missing textures.

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TwelveEyes
TwelveEyes

I'm curious when you are going to consider the mod feature complete and focus instead on bug fixing and polish. The mod looks great, but my fear is its going to start to suffer from feature creep.

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Gizmotron Creator
Gizmotron

the feature creep has been there for the last two years. not even gonna deny that. I will say that it's been a lot of hard work, but also fun and rewarding.

I never stopped working on trying to fix the bugs in the game. I also never stopped trying to polish up the mod. many of these changes require altering hundreds of files. a lot of the time there's no fancy picture that I can post to make it more exciting.

case in point: it bothers me that some units for one nation show up in another nation's unit folder in the editor. I've been altering hundreds of files for units, regiments, and buildings to make sure that everything shows up in the correct place in the editor.

I'm creating new SAI profiles for each general in the game. this means that you won't be seeing a new general with the old generic names randomly assigned (like 'Eisenhower' being attached to a Polish general). players will be able to assign the correct SAI profile to the correct AI general when the next upload appears. maybe nobody else cares about this... but I do.

I've been adding descriptions to WW2 Metagame territories to provide background and history on the role they played in the war. won't be doing this for everything, but I will be doing it for the most important regions.

one thing I'd like to point out is that we're not creating new SP campaigns as part of this mod. I do plan on adding new SP campaign interface buttons. but I no longer plan on creating new SP campaigns as part of the project itself.

now that we have 40+ factions in the game it doesn't make sense to have only ONE guy making all of those SP missions.

one of my intentions, form the very beginning, was to make an exceptionally complex and deep mod that allows players to make hundreds of new maps and campaigns.

once I settle on the final version of the mod-- other people can post new maps they've created with the work thus far.

adding new SP campaigns is actually pretty easy. all you need is a text editor and copy the format of the original campaigns.

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TwelveEyes
TwelveEyes

Nice. Seeing how much effort and detail has gone into this project, I can't wait to play the final product.

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Gizmotron Creator
Gizmotron

if I could make dreams come true I would have liked to release the mod on Nov 2nd, 2014--the ten year anniversary of the game's release.

right now I would like to release an essentially completed mod on August 15th, on the anniversary of Emperor Hirohito announcing Japan's surrender in 1945.

failing that, I'm shooting for September 2nd (when the formal document of surrender was signed)

of course, real world responsibilities can (and do) get in the way. (fingers crossed)

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TwelveEyes
TwelveEyes

Do you have any plans to release another open beta?

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