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

Post comment Comments  (10 - 20 of 673)
TwelveEyes
TwelveEyes

I'm curious about how naval units function in this mod. Are they map specific special units (like in the campaign), or are they built by a dedicated structure you can build in your base, or are they called in by a special ability?

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Gizmotron Creator
Gizmotron

certain generals can summon ships with special ops.

in the WW2 random maps the naval units are spawned automatically for amphibious attacks in the same way they were in the original game. it's possible to have amphibious landings spawn as any as 8-16 ships for large attacking forces. it's critical to unpack a Corps HQ on land as fast as possible, because the ships tend to eat up resources.

certain factions can deploy buildings that can spawn naval units. the problem is that the AI always unpacks the building so far from water that the naval units never spawn properly. it's not perfect... but I also can't find a way to improve upon how the AI deploys the Shipyard HQ.

all of the new boats can be added directly into custom maps by using the map editor.

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andoodle
andoodle

Don't worry, Gizmotron. I am sure you would be able to find a proper way to, as you said, improve upon how the AI deploys its Shipyard HQ. None of us would ever give up on tasks like this. Also, I heard an old quote that states that if, at first, you do not succeed, try and try again. I am sorry for speaking out of line, but I just thought that I would provide some food for thought.

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Droidekas
Droidekas

Can't wait for the release!! So excited, Already drawing up and creating the first custom scenario for the mod that will be a several mission long campaign.

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Gizmotron Creator
Gizmotron

ah, so you're interested in making maps. I have a few questions.

once they are finished would you post them at ModDB so other people can play them?

would you be okay if they got integrated into new Single Player campaigns for Uncommon Valor.

as it stands there's going to be 20+ countries in the mod. there's no way one person (with a regular life) could create new SP campaigns for all of that in less than a couple of years.

if anybody has new SP maps using this mod that they're particular proud of I'd be interested in using them for new SP campaigns. one of the original goals of the Gizmotron Mod was to enable players to make new maps with features that were previously impossible in the original game. the same holds true for Uncommon Valor.

I have dozens of maps laying on the back-burner that I'd like to tackle. but I've held off doing so because I want to wait for all of the factions and features to be complete first. it's been a long time... but my hope is that with the next upload all of the basic features will be complete. then it's just a matter of trouble-shooting the existing mod and starting work on potential SP campaigns.

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Droidekas
Droidekas

Hey Gizmotron,

Yeah I love making maps for any game with a map editor! Sure I can upload them, how do you do that exactly?

Sure you can integrate them, are non-historical maps okay too? I am only just starting on one map at the moment. It's a fictional one. I am actually waiting for the next release because I want to use some of the new units and generals with it and the like, but I will of course send it over when its done.

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Gizmotron Creator
Gizmotron

I'm not opposed to adding non-historical maps into the SP campaigns if they were at least reached the planning stage. I already have a map drafted for "Operation Herkules" (which never happened). it would be based loosely on the respective Axis and Allied plans for the invasion/defense of Malta. in this case, capturing Malta would be a new joint German/Italian mission which would be a precursor to other North African missions. without properly neutralizing Malta German lines of communication and maritime traffic would be vulnerable to Allied fighters. so it makes sense to do this BEFORE players launch an attack against El Alamein.

not historical-- but in retrospect, a sensible step between existing missions.

right now my only concern is that the maps at least make some attempt to represent real places and be based on historically plausible scenarios. heck, half of the original SP campaign was non-historical. ;-)

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Guest
Guest

Another possibility could be an invasion of Gibraltar either from sea or land. Historically, Franco denied land access to allow the Germans to attack believing that the Allies would eventually win and to prevent Spain from entering the war. A Better Axis performance could change Franco's mind.

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TheLastSterling Online
TheLastSterling

To make it more interesting, have Spain still denied access forcing Germany to attack Spain to get to Gibraltar. Have the Player escort Heavy Siege Artillery through Spain near Gibraltar to bombard to heavy defences there(Historically, the planned invasion for Gibraltar called for Very Heavy Artillery in order for the plan to be possible).

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Gizmotron Creator
Gizmotron

I've managed to fix some of the WW2 Metagame bugs. I can now invade Belgium from France, and invade France from Belgium w/o the game crashing. Greece can now invade Yugoslavia, and vice versa without ending the game.

updated the game so that modified rates of fire show up in the weapon description. the unit speed is new displayed in numbers, so you can tell how fast one unit is relative to another.

we've added new types of anti-aircraft heavy machine gun units. theharkkonen wasn't fond of seeing AA Mechs with the anti-aircraft infantry unit so we changed these out.

I've added some reduced factions like New Zealand and Mongolia. these will be like their parent factions (Great Britain and Russia) but with far fewer recruitment options.

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Metaltooth
Metaltooth

Is the game still forced to only have 2 specific factions?
Allies and Axis

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Gizmotron Creator
Gizmotron

in WW2 mode there will be the Allied Team, the Axis Team, and all of the neutral countries that actually have armies will be another "team" that will fight anybody who attempts to invade them. in WW2 mode it's not possible to have more than two AI sides/teams in the randomly generated maps. I haven't figured out how to get more than two to show up in WW2 generated RMC maps.

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