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.
we experimented with giving tanks multiple types of attacks. but the problem was that the attacks would overlap and stack. this made those tank units capable of crushing all adversaries because of their unnaturally high firepower.
however, given that most tanks carried more HE shells than armor piercing ones I felt like we had to try something. here's an example of an experimental Sturmgeschutz with multiple types of ammo. these would be supporting units or CO units to keep the regiment from becoming too overpowered.
I've been looking into making a version for the US Marines where CO and support Shermans can shoot AP, HE, smoke, and white phosphorous ammunition.
the British howitzer tanks will be revised to help test out this idea.
Have you changed the target types?
I think if one were to make new ability templates for different targets, it could be successful.
thought about that last night-- added the code this morning. mostly I made sure that infantry can't be affected by the extra bonus attacks.
I don't mind the overlap of artillery bonus attacks since I believe artillery is a bit over-powered in this mod.
the improved anti-tank infantry units can never get close enough to artillery to really hurt them. I believe if we boost the tank destroyers/assault guns in this game that they can become a better counter for artillery.
just did a test run with the StuH.42 up against Tigers and the StuH.42s got crushed-- but they do better against infantry, buildings, and artillery than regular heavy tanks. so I think this is probably gonna work out okay.
You probably already thought about this, but you could change the additional attacks' damage types to melee so that they would have no effect on vehicles even with experience. That wouldn't help the infantry problem, but they get obliterated by artillery anyway.
Anyway, nice idea and design!