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.

Add media Report RSS Funklenkpanzer Heavy Tank Regiment (view original)
Funklenkpanzer Heavy Tank Regiment
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Theharkonnen
Theharkonnen - - 355 comments

So does that mean the machine gunner worked? If so, I'll do the rest of those tanks you wanted.

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Wordsarecool
Wordsarecool - - 421 comments

Sounds very, very OP.

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Gizmotron Author
Gizmotron - - 1,078 comments

yeah. the commander's position machine gun worked out well.

like most of the really high-end regiments in the mod the set-up cost for deploying this regiment is enormous.

infantry tent, mech tent, armored tent, industrial tent, motor pool, goliath tech, heavy tank tech, king tiger tech. add the regiment price of $475 and a player, without doing anything else, would have to spend $2000 before this regiment was ready for action. the regimental upkeep is 550 ammo and $30 oil at this time.

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Theharkonnen
Theharkonnen - - 355 comments

Is it 550 ammo or 50? I assume that's a typo.

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Theharkonnen
Theharkonnen - - 355 comments

And no one comments on the new models. So depressing...

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Wordsarecool
Wordsarecool - - 421 comments

They're very nice. Do they have a desert skin?

How do you add these models anyways. I've tried adding Civ .nif models before to no avail.

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Theharkonnen
Theharkonnen - - 355 comments

We only have one skin per unit now.

Assuming you have blender and the appropriate plugins:

1: You will first have to import the .nif file into blender.

2: Then you must export this .nif as a wavefront .obj.

3: Then you must import this wavefront .obj. For vehicles, you have to separate the turret (To get rotation) and cannon (If you want recoil - though this step isn't required if you don't mind missing the recoil).

4: Then change it back into a .nif (Have the Axis and Allies option clicked).

5: Take this new .nif and paste it onto one of the game's original game models.

6: Adjust the various points of the model and you have a new unit.

It is actually much easier than it sounds. It takes only about five minutes. Although adjusting the points takes around ten more.

Planes are very easy since they have no death animation and very few points. Jets are really easy, as you don't need to adjust much of anything. Tanks and vehicles have a regular and death model, so they take a but longer.

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Theharkonnen
Theharkonnen - - 355 comments

Forgot to mention. Civ4 is the only one in which this works. Civ3 and Civ5 both use different file formats and blender does not like them. Civ3 models aren't really 3d, while civ5 uses some weird format. However, the main mod where we get our models from, is in .blender, which work better than .nif files.

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Wordsarecool
Wordsarecool - - 421 comments

I've never been able to successfully download the blender plugin for .NIFs

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Theharkonnen
Theharkonnen - - 355 comments

PM me your email. I'll send you my export/import plugins.

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Crociato78
Crociato78 - - 87 comments

Congratulations!

Very beautiful!

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Gizmotron Author
Gizmotron - - 1,078 comments

I know this sounds horribly over-powered but there is historical basis for this regiment.

and when you've got the RUS Guards artillery tank capable of inflicting 125 points of AP damge at ranges of 170 it doesn't seem so over-board. (in the original game battleships only had a range of 100)

it's also perfect for taking out large groups of enemy artillery and machine gun bunkers or smashing through minefields and other obstacles.

the primary deployment of the Goliath seems to have been for clearing minefields, breaching trenches, and obliterating fotified positions. they were rarely used in anti-tank roles. they were normally accompanied by StuG.IIIs firing HE shells. the Goliath detonation was considered effective for clearing paths wide enough for vehicles and infantry to move through. I've tried making it so the Goliath can attack mines-- but it's adversely effected how it attacks other units so I had to drop it. besides, with all of those heavy tanks they can just drive over mines and shrug off the damage while infantry follow behind.

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Gizmotron Author
Gizmotron - - 1,078 comments

in a worst-case scenario I could just restrict it to a special-ops regiment. I ended up doing that with the Gurkha regiment. since the Gurkha unit was based on the marine it had three attacks: rifle, grenade, and a bayonet. the thing that made the Gurkha stand out from all of the other regiments is that it had a melee attack that could kill any infantry unit with a single hit. they were "Melee Snipers". they could be defeated by SAS or sniper spam in normal scenarios. but if you micro-managed them properly they could literally hack down three-to-five times as many enemies if you rushed into melee range. they were so fearsome I felt that I had to make them available only as a special op-- because combining Gurkhas with SAS made GBR invincible in the infantry stage. right now only Willian Slim has access to the Gurkha regiment.

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Description

it's worth pointing out that these goliath units are capable of attacking anything that's not in the air or a water-based unit. I've provided a brief over-view of the history behind this regiment. I will also have other similar types of regiments that reflect on conditions earlier in the war.