this is a sequel to the Gizmotron user-mod for Axis and Allies. there will be new types of weather, more territory maps in skirmish mod, (larger maps in skirmish mode as well). new experience ranks and bonuses (regiments keep getting bonuses up to 2000 exp points). nearly 100 special ops, new water-based units like cruisers and submarines (with torpedo attacks). nations to be included are Australia, Bulgaria, Canada, Communist China, Croatia, Czechoslovakia, Finland, France, Germany, Great Britain, Greece, Hungary, Italy, Japan, Nationalist China, Netherlands, Philippines, Poland, Romania, Russia, Spain, Sweden, and the United States. more nations available for WW2 mode, see images for details. tentative Alpha-test release date is March 2014, the final version will hopefully be done by November 2014

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Marines in Progress
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Frosty_Guy
Frosty_Guy Aug 20 2013, 11:39pm says:

USMC FTW, Got A Marine CO? Heh heh, love the (In progress) part, makes me hope for so much more :D

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Gizmotron Author
Gizmotron Aug 21 2013, 12:02am says:

yeah, there will be a new CO. I've been wanting to reskin the Marines for awhile because they look so similar to the army units. I'm going to be making a lot of changes to the Marines. right now they're confined to a single tent, but I might break them up into two tents (for the SP campaign dividing them up into an early war division and a late war division makes the most sense. for the sake of simplicity I'd simply call them "Marine" and "Heavy Marine".

the Heavy Marine Division will get a larger variety of tanks and mech units. I'm also going to give them their own version of the "Sissi Commando Regiment" (like Finland). the "Marine Raider Regiment" will also be expensive to set-up, but will pack a lot of firepower and be invisible on radar. (inspired by researching Evans Carlson. the guy served in China and then created elite Marine Corps infiltration teams)

his book on the organization of the Chinese army has been pretty helpful for the mod.

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Frosty_Guy
Frosty_Guy Aug 21 2013, 11:28am replied:

I was wondering if you could edit meshes, it looked weird in the older mod to deploy shermans out of an infantry lcvp and then vanishing infantry lol.. What if the LCVP's poped out units 2 by 2? since 2 can fit through the ramp at a time..

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Gizmotron Author
Gizmotron Aug 21 2013, 7:27pm says:

when it comes to the models shown inside of the LCVP it's an all or nothing deal. you get either a bunch of infantry or a single unit of your choosing.

when a regiment lands on the shore it's using the same animation that gets used when recruiting it from a tent.

this means that making a duplicate animation wouldn't make a big difference on what shows up on the beach. one LCVP would have infantry come out and the the wouldn't.

I could solve this animation problem by getting rid of the amphibious tank regiments in their current form.

players could then deploy a single-unit regiment with a tank as a CO. this would solve the animation problem.

this solution DOES have a number of drawbacks from a game-play perspective. singe-unit regiments are very vulnerable and easy to destroy. that's also one regiment deducted from your limit. when making amphibious landing you are better off with more units per regiment as they'll definitely get killed while your forming a beachhead.

when I weighed all of the pros and cons it made more sense to just conveniently ignore the animation problem for landings. the existing infantry regiment with two tanks as support units is large and versatile enough that it can be relevant throughout the entire game.

the other alternative would be to have a single tank animation for the LCVP and then have infantry show up on the beach 'out of thin air'. since the infantry units would be the first ones off the boat it seemed better to leave things as they are.

if this animation issue bothers enough people I could look into the single-unit regiment solution.

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Wordsarecool
Wordsarecool Aug 21 2013, 7:59pm replied:

There is a way to make regiments not detract from unit limit actually.

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Gizmotron Author
Gizmotron Aug 22 2013, 11:32pm says:

ah, sounds interesting. what would the code be like for making a regiment not detract from the limit.

I ask this because we've added new vehicle bunkers that deploy a single unit regiment that players can use for defensive roles. right now they detract from the regiment limit... and it would be nice to change that.

it allows players to create special bunkers where players can customize their defenses. perhaps you want a bunker with a M18 Hellcat in it and another with an artillery halftrack to defend your base. the big advantage is that when you use arty-based regiments you can actually bombard critical chokepoints leading towards your base. since these regiments can't move (unless the bunker gets destroyed) it would be nice to get rid of the regiment penalty for them.

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Wordsarecool
Wordsarecool Aug 23 2013, 12:19am replied:

[Upkeep]
unit_limit_consumed = 0

That's it.
Really came in handy for my mod's arachnid faction.

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Gizmotron Author
Gizmotron Aug 23 2013, 12:33am says:

ha! I love simple fixes! thanks.

although it seems a bit spooky to think of players spamming lots of individual tank units with no regimental penalty. maybe increase the economic cost to make it only sorta worth the trouble? only Japan and the United States have amphibious tanks at this time.

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Wordsarecool
Wordsarecool Aug 23 2013, 12:38am replied:

Im not really a huge supporter of the single unit idea myself.

It might help balance things a little bit I suppose, for the countries without amphibious tanks, since I do imagine an amphibious invasion would be a pain to conduct with or without armor.

I believe the USSR also developed some very, very weak amphibious tankettes, with machine gun armaments.

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Gizmotron Author
Gizmotron Aug 23 2013, 1:03am says:

yeah, the Russian amphbious tanks looked so weak I didnt even bother.

I'll probably just overlook the goofy animation and leave those amphibious tank regiments the way they are. they're only light tanks anyways-- so they can be mobbed by infantry and taken out. they provide a pretty big advantage because you can armor up within the first 20 minutes. and for Japan invading British-held territories in WW2 it's you're only option for survival if the Brits start spamming APC regiments.

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Description

there were a couple of different patterns-- but only one of them really 'worked' when used on the game units. the green based pattern didn't look different enough from the regular marine units to justify the trouble of reskinning them all. the brown/green pattern looked too washed out. but the brown pattern worked out well.

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Aug 20th, 2013
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