Size of mod greatly reduced. it was 4.03 Gigs and now it's 2.63 Gigs
17 new historical factions added. consolidated multiple nations into shared generic buildings and use national flags to differentiate between factions. consolidated lots of infantry and artillery units and variant tank models into less folders. reduced the size of the mod from 4.03 Gigs down to 2.63. faster loading times. WW2 map now has defensive armies on every continent. it features 15 playable historical nations. it also has a generic faction that is friendly to the Allies. this faction uses generic generals and has defensive armies representing 43 historical nations who are potential combatants for the Axis.
this mod is a BETA. there are over 40,000 files in this thing and I'm just ONE guy. I wanted to upload something by the end of 2020... and, honestly, I'm at a stage where I need help finding all of the glitches.
torpedo bombers included, where appropriate. some bombers may defend themselves with machine guns against fighters.
airfields will now frequently have multiple types of fighters and bombers. airfields use generic models with national flags for identification purposes. click on the airfield and inspect the inventory to find out what is there.
some glitches appear to happen from sustained gameplay sessions. I've found unskinned village buildings after playing the game for more than an hour or two... which is weird because I didn't mess with the stock village buildings. but then I'd restart the mod and find that the buildings were being skinned properly again. remember, this game is over a decade old and probably never intended to do even HALF of the things we've gotten this mod to do. however, I do appreciate feedback to help make the mod more historically accurate and less glitchyLIST OF NATIONS INCLUDED
1 Afghanistan
featured in WW2 map, defensive army only, Minor nations faction with generic generals
2 Argentina
featured in WW2 map, defensive army only, Minor nations faction with generic generals
3 Australia
playable WW2 faction
4 Belgium
featured in WW2 map, defensive army only, subordinate to Netherlands faction
5 Bolivia
featured in WW2 map, defensive army only, Minor nations faction with generic generals
6 Brazil
featured in WW2 map, defensive army only, Minor nations faction with generic generals
7 Bulgaria
featured in WW2 map, defensive army only, subordinate to Romania faction
8 Canada
playable WW2 faction
9 Colombia
featured in WW2 map, defensive army only
10 Communist China
featured in WW2 map, defensive army only, subordinate to Nationalist China per the 'United Front' stance
11 Croatia
featured in WW2 map, defensive army only, subordinate to Hungary faction
12 Czechoslovakia
NOT featured in WW2 map
13 Denmark
featured in WW2 map, defensive army only, Minor nations faction with generic generals
14 Ecuador
featured in WW2 map, defensive army only, Minor nations faction with generic generals
15 Estonia
featured in WW2 map, defensive army only, Minor nations faction with generic generals
16 Finland
playable WW2 faction
17 France
playable WW2 faction
18 Germany
playable WW2 faction
19 Great Britain
playable WW2 faction
20 Greece
featured in WW2 map, defensive army only, Minor nations faction with generic generals
21 Hukbalahap (Filipino Communist Partisans)
NOT featured in WW2 map
22 Hungary
playable WW2 faction
23 India
subordinate to Great Britain
24 Indian National Army (Japanese-alligned India faction)
NOT featued in WW2 map
25 Indonesian Revolutionary Army (post-war movement that fought against the Netherlands for independence)
NOT featured in WW2 map
26 Iran
featured in WW2 map, defensive army only, Minor nations faction with generic generals
27 Iraq
featured in WW2 map, defensive army only, Minor nations faction with generic generals
28 Italy
playable WW2 faction
29 Japan
playable WW2 faction
30 Latvia
featured in WW2 map, defensive army only, Minor nations faction with generic generals
31 Lithuania
featured in WW2 map, defensive army only, Minor nations faction with generic generals
32 Manchukuo (Japanese puppet state)
featured in WW2 map, defensive army only, subordinate to Japanese faction
33 Mexico
featured in WW2 map, defensive army only, Minor nations faction with generic generals
34 Mongolia
featured in WW2 map, defensive army only, Minor nations faction with generic generals
35 Nationalist China
playable WW2 faction
36 Netherlands (Europe)
playable WW2 faction
37 Netherlands (KNIL)
subordinate to Netherlands
38 New Zealand
subordinate to Australia
39 Norway
featured in WW2 map, defensive army only, Minor nations faction with generic generals
40 Pakistan (post-war, gains independent status from India)
NOT FEATURED IN WW2
41 Paraguay
featured in WW2 map, defensive army only, Minor nations faction with generic generals
42 Peru
featured in WW2 map, defensive army only, Minor nations faction with generic generals
43 Philippines
featured in WW2 map, defensive army only, Minor nations faction with generic generals
44 Poland
playable WW2 faction
45 Romania
playable WW2 faction
46 Russia
playable WW2 faction
47 Second East Turkestan Republic (Ili Rebeillion in NW China during 1944, supported by the Soviets)
NOT featured in WW2 map
48 South Africa
subordinate to Great Britain
49 Slovak Republic (Nazi-alligned stat from former Czechoslovakia)
NOT featured in WW2 map
50 Spain (Nationalists)
featured in WW2 map, defensive army only, Minor nations faction with generic generals
51 PENDING A FUTURE UPLOAD Spain (Second Spanish Republic)
NOT featured in WW2 map
52 Sweden
featured in WW2 map, defensive army only, Minor nations faction with generic generals
53 Thailand
NOT featured in WW2 map
54 Tibet (invaded China prior to WW2)
featured in WW2 map, defensive army only, Minor nations faction with generic generals
55 Turkey
featured in WW2 map, defensive army only, Minor nations faction with generic generals
56 Ukrainian Insurgent Army (organization that fought against the Nazis, Poles, and Russians)
NOT featured in WW2 map
57 United States
playable WW2 faction
58 Xinjiang (rebellion against Chinese Nationalist government prior to WW2, supported by Soviets)
NOT featured in WW2 map
59 Viet Minh (Vietnamese Communists)
NOT featured in WW2 map
60 VNQDD (Vietnamese independence faction, militarily active prior to WW2)
NOT featured in WW2 map
61 Yugoslavia, Kingdom of
featured in WW2 map, defensive army only, Minor nations faction with generic generals
62 Yugoslavia, Partisans
NOT featured in WW2 map
great job
Congratulations on the release!
Is there is a way to choose ww2 difficulty, I feel that the al is weaker than the last version which is somehow good lol, Now it feels like fighting a human but i want to make it a bit difficult. And why can't I access the ss division even after researching the technology as romania.
Are they restricted to a certain date to be unlocked (I'm in early 1940) or Is this is a bug?
I am not aware of a way for players to CHOOSE the difficulty level for the WW2 Metagame. I'd have to ask around and see if there is.
I've found that in some cases the AI can be quite difficult... and in other cases, it can be rather stupid.
I believe that it is technically possible to use date-based restrictions in the WW2 Metagame... but I haven't implemented that feature yet. that's something I would have probably done sooner if I had known it was possible. that way I could FORCE players to work within historical limitations instead of spamming Pershings, King Tigers, M40 GMC artillery tanks, and ISU-152 artillery tanks in 1940!
some factions, specifically France and Poland, become MUCH more competitive when the Germans and the Russians are forced to use only those units that were available at the time. other nations, like the United States, would be PROFOUNDLY handicapped by those sorts of rules. they wouldn't get their first medium tanks until 1942. mech divisions basically wouldn't even exist until July of 1943 (on account of the armored car CO unit not being available yet)! the build order doesn't allow for getting medium tanks ahead of mechanized divisions... so, I decided to not implement that sort of system.
There is no need for a time restriction, just use tech requirement to set a soft cap for some late war units
Romania missing the Waffen SS is a bug. I didn't have enough time to fix up all of the Waffen SS units before my self-imposed deadline.
the problem we had with the Waffen SS is that we had too much memory being consumed by variant SS related units. so, I went back and created a uniform set of units for all Waffen SS units across all the nations that used them. of course, there is a problem with this solution!
the original German-based Waffen SS units would require German technological brigade buildings.... which, of course, some of the other nations (Hungary, Romany, etc.) wouldn't have.
that meant that I had to do one of two things:
1. give every nation with SS tech additional buildings to complete the build order or...
2. create alternate units that will comply with the unique national build order.
my choice was to do option 2.
in the case of Romania I was never able to get around to it before the self-imposed dead-line. it's something I intend to fix with the next upload.
using one set of universal Waffen SS unit models and textures across all of the nations saved quite a bit on memory usage.
I looked into giving nations access to German tech brigades, but that made the build order process needlessly complicated. I believe it would be easier to simply have alternate specialist units that use the unique national tech brigades instead. that way players could simply recruit regiments in the usual manner, without having to think about it.
so, yeah, sorry about that bug.
Here is another bug that I just came across when trying to play the Axis and Allies game with this 'Uncommon Valor' mod that you might want to have a look at:
Axis & Allies Fatal Error - Version: 1.0.5.0 English AA Build: 4129.7
An error has occurred:
ERROR:
D:\Axis_and_Allies_2004_Preinstalled_Win_EN\Axis_and_Allies.
2004_Preinstalled_~Win_ËN\Game
Files\data\Projectiles\bomb.tgi(0): Could not find vfx data:
temperate_verylarge_explosion_1
Other than that, I find this mod to be excellent. The sheer amount of time and effort that has been put into this Axis and Allies mod is not something that the gaming community comes across very often these days, and I am sure that every gaming enthusiast greatly appreciates this great commitment, especially if game modders are not paid to do it.
I see that you installed it on drive D. there's probably going to be a lot of missing skins there. I had it designed to work on drive C in the Program Files (x86) folder. so, my guess here is that the game was looking for a special effects texture on drive C that simply wasn't there. if the game can't find a source texture it crashes to desktop. I don't have the skill with models and textures that theharkkonen has so... I settled for fixing nearly everything I could to work on drive C and left it at that.
I have noticed that since the mod is very large, that sometimes the game crashes simply because it has run out of memory resources. especially when playing on the larger maps
basically, for anything over 1000x1000 it's a good idea to play for about an hour and then save it. then, when you reload the game it doesn't gobble up quite so many memory resources.
I had one map where I was playing the game (Sisophon, I spent about two days making that map... and a lot of that time was spent trying to figure out how to make a cutscene). but after about a dozen test runs I noticed that a number of the South Pacific buildings were showing up pink, with no building skins attached. these were buildings that I never modified or changed the code for. I then restarted my computer and relaunched the program. After that everything showed up normally when I reloaded the mission back up to the point where I had saved it.
I will take a look at that visual effects, though.
Awesome! Congrats!
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meaning a Chinese language conversion patch? as long as the only thing it changed was the language preferences that the game uses I think it would be fine. I think people have already done this for older versions of Uncommon Valor.
if the patch attempted to change the units, buildings, regiments, generals, and other features then it probably wouldn't work, and cause a game crash
I believe a simple language conversion patch should probably make the mod playable for the Chinese version of the game.
Trucks won't unpack either. I think that is probably another bug that needs fixing. If anybody else is experiencing this problem, please let me know. Thank you very much.
really? which specific trucks? there are some new truck units in the mod that are NOT meant to unpack into buildings: namely, the munitions trucks that are included in some of the artillery regiments.
in that situation these trucks are meant to 'nerf' the regiment; and make it less combat-worthy.
artillery had become so powerful that I wanted a way to make those regiments less capable of defending themselves against vanilla infantry regiments. I wanted to make it so that players (and AI) can't spam field gun regiments and expect to prevail when close-quarters combat with regular infantry takes place.
make sure that you have A&A installed as a Windows XP Service Pack 2 in compatibility mode. I've never heard of people say that the trucks won't unpack before.
Thank you so much for your hard work in keeping perhaps my favorite childhood fresh! I just wanted to report some, "pink textures". So far in the German, Italian, and Japanese infantry, the Mg units in the squad are pink and their unit cards are missing. Also, is there any way to get the proper 3rd Reich flag? It is on the deck of the Bismark. Again thank you for your work!
First off, a huge THANK YOU for this mod and making this game fun again. A few bugs I've encountered...
-I don't notice a decrease in load time after going from the 4GB to 2GB mod so it's just feedback, not a complaint.
-Allied Campaign, Battle of El Alamein...the Mine Clearing Party doesn't do anything to mines when told to attack them.
-Allied Campaign, Operation Overlord, it seems the Special Operations item of Counter Battery Fire ONLY affects the unit's Artillery Batteries and not any of the inplace coastal defenses. Shouldn’t that item effect any and all coastal defenses or artillery type defenses?
-In a custom game I noticed that when playing as the USA, the Strategic Airfield, US Army Airfield (P-80/B-29), and Marine Corps Tactical Airfield are pink cubes.
-Also in that game at some point, the F4U-Corsairs randomly do circles at the bottom of the screen.
My computer is Microsoft Windows 10 Home. In previous versions of this mod, I did not experience any problems at all. For this version of the mod, I opened and ran the game in compatibility mode for Windows XP Service Pack 2. I have it installed in my drive C in the Program Files (x86) folder. So far, am I doing everything correctly, or do I need to uninstall my Windows 10 operating system entirely? I am just asking this because I have heard some people in Reddit say that the game experienced an error and shut down while they were playing it on their Windows 10 systems. They said that they needed to install a Windows XP Service Pack 2 operating system on their computers which were initially installed with a Windows 10 Home operating system. I am not sure if they are right, so that is why I am asking.
Look to sum it up, Windows 10+windows xp service pack 2 compatibility mode+ english version of the game (read the mod read me to know if there is anymore languages support) = a full working game with no bugs unless if your memory is out of resources it will crash but that's like the chance of being attacked by a shark in real life.
Have fun and Don't change your operation system
Thanks for letting me know, I really appreciate it!
m275500 is correct: you don't need to change your operating system. it's just that you install the game using the appropriate compatibility mode.
Thanks for letting me know, I really appreciate it!
Been away for a while but I'm back.
Download your mod Tuesday 2-9-21
You say the Minor Nations can't win, Im playing them I will win!
In the mg_campaigns.tgi I set the DynamicCampaignTemplate for
no allies that way I get to fight everyone and check out this mod.
I have also redistributed the capitols around the map mirroring my
mod so they don't get overrun so quickly in total war.
I know you have your hands full with this mod so as I come across
problems if you would like I will troubleshoot them and give
you the corrections if possible so you do not have to distracted
correcting them. I don't have a lot of time these days but I will
do my best.
Here is a couple I have run across.
On WW2 Map ROM Flag is Pink
In Data\Effects\Flags\ROMFlagPole.nif
Line 51 in the block list Reads = c:\program files (x86)\atari\axis & allies\data\effects\flags\flag-rom.dds
It should Read = flag-rom.dds
Line 52 in the block list Reads = FlagROM.DDS
It Should Read = Flag-ROM.DDS
In Data\Units\NED\NED_infantry_atr.tgi has red box on map
Has
resource_prefix = NEDInfantryAT/RUSInfantryAT
To get rid of red box on map it should be
resource_prefix = NED_Infantry/NEDInfantryAT
Then it has clown colors.
To get rid of clown colors on map
In Data\Units\NED\NED_Infantry Folder
In the NEDInfnatryAT.nif file
Line 15 in the block list reads = Infantry_Dutch.dds
It should read = GBRInfantryATBase.dds
In Data\Units\NED\ned_truck_motor.tgi has red box on map
Has
resource_prefix = nedTruckBedless/nedTruckBedless
To get rid of red box on map it should be
resource_prefix = nedTruck/USATruckBedless
I know these are the little problems that drive you crazy
because your thinking in other directions and trying to focus
on accomplishing other mission critical objectives.
I ran into this enough in my mod and it is certainly not as
complex as your mod. Keep up the good work.
I have been working on my mod here and there over the last
year, done a few more interesting things will be posting it
soon. Of course there will be more Armies to purchase in WWII.
thanks for the detailed feedback. I do appreciate it. with over 40,000 files sometimes it's nice to get some detailed info.
I'm still doing things with the mod, but I'm taking a break from the hardcore code-crunching work and model corrections. I did a lot of that in December trying to get ready.
right now I'm focusing on creating some new maps and making corrections on old ones.
probably the biggest source of problems is that when I created this mod I was still using Windows XP. once, I got the mod completely perfect in XP, they stopped supporting it and my old XP tower died! LOL. so, now I'm trying to get it working for Windows 10. we'll see how long that lasts! ;-)
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might need to download the patch again. try removing the mod and then reinstall it. if that VFX data is missing, it sounds like something didn't survive the extraction process after downloading.
you should be able to see the original campaign menus by scrolling down. the extended campaigns require that the original version be played. in the next upload I have eliminated all of the dependent aspects of the campaigns. so, in theory, you should be able to bypass the tutorial missions altogether and play the campaigns directly.
does this require any of the previous versions?
I just installed it in the A&A folder but right after launch i keep getting fatal error
"ERROR: Template definition not found, Expression:
'AAassaultGunGun, File:
'Units/GER/ger_assault_gun_light.tgi', Line: 55"
and also
"There are multiple errors (2):
ERROR: Template definition not found, Expression:
'AAassaultGunGun, File:
'Units/GER/ger_assault_gun_light.tgi', Line: 55
thread ASYNC caught unhandled exception - Microsoft C++
Exception (E06D7363) trapped at 23:76B6A6F2 - timeout
waiting for mutex
To aid the development team in fixing bugs, please submit
the log file (Logs\log-77.log) and minidump file
(Logs\log-77.dmp)"
great mod almost entirely fixed the game crashes + awsome features.. btw i encountered something with german heavy tanks that causes the game to crash(in one of campaign missions) you have anyplan for future updates on this mod? i d really look forward to it.
I've had a lot of things going on in life right now, but I -DO- plan on posting an update.
this mod is a stand-alone patch. you should get rid of the older mod files, or set them aside in a different Data folder that the game doesn't automatically read.
I'm getting some bad frame rate issues, not sure if this is the mod or the game it's self?
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I've been working a lot... so, I haven't really been here in awhile.
as per bad frame rates... without knowing anything about your computer, I can only suggest to turn down the graphics settings and avoid playing on maps larger than 704x704. (which would include most of the new SP campaign maps, ironically).
the original game needs to be installed with a Windows XP service pack 2 compatibility mode in order for the mod to work. the reason being is that 2/3rds of the files in the mod were created while I was using a Windows XP operating system.
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When could the actual 5.0 come out, there seem to be too many problems right now.
I just played the campaign for a few moments and these are what I have seen:
German MG infantry has icon missing and its guns texture is pink.
German AT infantry has icon missing.
British armored car has no muzzle fire effect while attacking.
WW2 mode has invisible map.
And also, I heard from other players complaining, dunno if real:
Only a part of artillery units have the bombard order, and others don't.
Only a part of artillery unites have friendly damage, and others don't.
Reinstalled, re-downloaded, restarted, definitely the mod's problem
I'd say there are a lot to work on. I hope a relative bug-free version can be released soon. Thanks you for the brilliant modding.
the new longer ranged artillery gave artillery tanks and halftrack artillery units an advantage that was simply too big. with their higher levels of attack damage, health, and defense... they were simply too powerful. they could also advance and retreat quickly so that it was difficult to neutralize them without airpower.
after researching multiple nations and historical usage for mechanized and armored artillery units, I decided to eliminate the bombard command from these regiments altogether. it felt necessary to balance out the game.
I couldn't get the friendly fire damage code to work. it resulted in units attacking friendlies in preference to enemies. that code should not be in the latest upload.
WW2 has an invisible map? never encountered that. I do know that the mod uses up a lot of resources and memory. I don't play WW2 mode and then switch over to SP campaign during the same gameplay session. I found that if I did that some of the WW2 game pieces would turn invisible. I'm including this advice for the next upload. remember, this game is well over 10 years old. we can't always predict how it will behave.
Thank you very much for replying. Is there an estimation for the date of the next release?
By the way, is it possible to move all the text to localisation file to make translation easier? So far there are still some text that is written inside the code
Played WW2 for a while as China, map is ok this time. but:
Chinese trunks have missing texture.
Most of infantry regiment leaders are red cubes.
The provincial infantry division HQ does not have link slot, and the regiments produced by it cannot be linked to any other H, thus cannot be reinforced
Some other suggestions:
Currently the AT guns' firing effect is similar to bazooka, it will be more suitable to make it like tank guns.
In reality there isn't a specific "Artillery Division" except for USSR, so artillery unit should still be like, infantry arty in infantry division, SP arty in tank division ETC.
The "Infantry Halftrack" is too odd to be an independent regiment, as it can summon 4 more regiments in combat and no one else can do it. What would be more suitable is to merge it with "Mechanized Infantry". First remove all the original foot soldiers from mechanized infantry and leave only vehicles, and put in like 1 or 2 infantry carriers, so it would summon a moderate amount of infantry in combat, and that makes it more similar to how real life mechanized infantry work. In vanilla AA the so-called mechanized infantry is just a mix of armored vehicles and several foot soldiers, which isn't a good way to represent mechanized infantry, since you have made infantry carrier to work, the vanilla presentation become rather pointless, and it is now a perfect chance to replace it.
the infantry halftrack (with regimental summons) is being removed as an option for deployment. I'm keeping the unit in the game, however, because it's just too much work trying to get rid of them.
the problem with the infantry summons is that it increases the accumulation of experience points at an exponential rate. a player could recruit four vanilla halftrack regiments that each have four spawning units... once combat is engaged this creates sixteen additional regiments that add experience points to the game.
I haven't found a way to prevent the summoned regiments from gaining experience points. this means that a player can get thousands of XP points to use for special ops within a minute or two of fighting. it disrupts the balance of gameplay tremendously.
That's a pity, thanks for the hard work still
NIIIIIIICE~~ I like this MOD soooooooo much!
So many wonderful infantry and vehicle models, pretty nice job!
Well, there's only one thing I don't understand....why ger_infantry_at1 and at2 are holding RPzB 54 on models? I see their tgi files indicate the weapons are Panzerfaust.
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I'm having untextured MGs at German infantry regiments, they are of bright violet color. Is there a way to fix it?