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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2 comments by Gizmotron on Aug 18th, 2014

eras have been done before-- like in Stukoke's excellent World at War Mod.
 the big problem was where to put everything and how to organize it.  if we were serious about dividing things into era there could be as many as three or four times as many division tents as what we already had!  some techs weren't even available early in the war.  so we had to think about making multiple copies of each faction... even tech buildings.
 the Corps HQ special op presents another complication.  which Corps would you use?  the op will only summon one actor every time.  in Stukoke's mod he had the default special op Corps HQ limited to JUST early war tech.  I understand why this was done-- because it penalizes players for losing.  but it doesn't really make sense to be playing in the year 1944 in an RMC map and then have to revert to 1938 units because you lost your Corps.  this becomes a major disaster in SP campaign games.
 
another problem is the WW2 Metagame.  Stukoke had players spend extra money on late-war armies.  this still didn't stop players from buying late war armies as early as 1941.  I figured the only way to discourage this was to use stacking tech limitations.  one year had to be researched before players could advance to the next year.  if advancing one year in tech cost $200 players would have to think hard about whether they wanted those late war units at the risk of having fewer armies.  one late-war army could defeat numerous early war armies.
 the challenge was how do we add multiple time periods but have it work in both SP campaigns AND in WW2 mode?
 the idea I came up with was a "Universal Corps HQ".
 the Universal Corps HQ that would recruit era-based Corps HQ trucks.  this building would have a year-based techs. players would start with 1938 techs and then have to invest each year in chronological order.  it would use the same layout as heavy tanks being required before super-heavy tanks.  you couldn't use 1943 units without first researching previous years.
 the advantage is that we could leave the tech buildings largely unchanged. we could limit the units available through era-based division tents recruited from era-based Corps HQs.  it would be confusing enough to have era-based division tents let alone era-based tech buildings.
 it would also require minimal changes to the Metagame.  we wouldn't need to add dozens of new period-based armies with different price tags.  players could simply purchase the normal armies and know that they were already limited by yearly tech.  it also prevents late-war units from being used in the Metagame too far ahead of schedule.
 the Universal Corps would become the default special op building.  players could summon a new Corps but wouldn't be forced to travel back in time.  they would also still be limited to the tech they had previously researched.  if they wanted to research their way into the future that would still be an option in RMCs.
 the plan was to divide each faction into roughly three eras.  (early, middle, and late)
 all that being said... we decided that we weren't going to do eras until after we finished the basic version of the mod for the whole war.  if we tried to implement it now it would probably push the project back about 6-8 months (at best).  it's not just the major nations now.  we currently have 20+ nations in this mod.  if we do eras it would have to nearly every country.

 

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kingofhugs
kingofhugs Sep 9 2014, 8:00pm says:

Would there be a way to incorporate fighters that can dogfight? e.g. being able to turn more sharply and not let the other fighter get a lead on them, and their speed affecting the opponent's accuracy?

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Gizmotron
Gizmotron Sep 11 2014, 12:08am replied:

presently I've found that we can change the following parameters with causing the game to crash:
acceleration
attack values
health
turning radius

fighters will only employ direct pursuit tactics or take "snap shots" as opportunity allows.

last night I tested out a revised Zero turn radius of 5 vs the P-40 Warhawk with a radius of 10. as a general rule the Zero completely dominated the Warhawk in a furball.

fighters doesn't appear to make a deliberate attempt to evade enemy fire, but rather maneuver into a basic attack position. the AI seems to handle aerial combat as a two-dimensional affair with only some concessions to altitude. I have yet to experiment with differing service ceilings because every time I try to change the "operational height" the game crashes. so it seems to be governed at the template level and is probably at a uniform altitude to facilitate combat and interception. (as well as keep aircraft within the visual field of the player)

things like max speed are easy-- but acceleration and turn radius are harder to quantify-- and that would take more work than I'm prepared to make! I might reduce it to four basic factors: 5, 7.5, 10, 12.5 (agile fighters, standard fighters, energy fighters, and bombers).

we're never going to see such standard fighter maneuvers like the Low Yo-Yo, Lag Displacement Roll, or Vertical Scissors in Axis & Allies. (yes, I've played a lot of flight sims in the past.)

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kingofhugs
kingofhugs Sep 11 2014, 3:03pm replied:

What about a flight school building? You'd be able to "teach", meaning research, manuevers which would add to your defensive bonus for either fighters, bombers or both. I've seen the use of fighter bombers in your previous mod, and I believe that they should be reclassed as fighters while keeping their bombing capabilities, the only reason to reclass them is for tech research, to keep them from having too many and making them slightly OP, though you're good at balancing :)

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kingofhugs
kingofhugs Sep 13 2014, 12:02pm replied:

What about aircraft that are designed solely for strafing enemy units? I know that the Germans found a way to attached a 37mm cannon to Stukas and the HE111 for the purpose of AT and AM.

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Gizmotron
Gizmotron Sep 11 2014, 8:29pm replied:

there's really only one aspect of aircraft that we haven't changed yet. and that would be damage resistance. I would be willing to add "Air Combat Training" for a bonus of 10% resistance to gunfire damage and 5% resistance to AP damage.

the old fighter bombers were based on the misconception that only bombers could be assigned to the bomber "attack' position. now that we have dive bomber models most of those dive bombing fighters won't exist anymore.

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Gizmotron
Gizmotron Sep 12 2014, 4:57pm replied:

we've already made changes to the WW2 map. when Allied nations invade Germany there are actual cities and resources. the same is true for invading Great Britain. invading these territories is now much more difficult since players will have to conquer and hold cities in order to properly overwhelm the defending armies.

we haven't put up a lot of pictures of it yet-- because we're still working on it.

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Droidekas
Droidekas Sep 9 2014, 1:32am replied:

They did I am pretty sure, they have added more territories to it.

+2 votes     reply to comment
Theharkonnen
Theharkonnen Sep 9 2014, 12:45pm replied:

I'm still working on it. I'm hoping to have the territories coded and done by either this or next week.

The links to the various territories and keeping track of what links where is a real pain.

+2 votes     reply to comment
88nosebleed
88nosebleed Sep 11 2014, 9:18am replied:

I am now up to 83 new territories.

For keeping track of the links I have a little system going.

First I open MetaGame/RandomMap and create the new territory.

In that new territory template I list all the links it will be attacked from.

I then open one at a time the MetaGame/RandomMap territory that is linked to the new territory and add the link.

I save all these RandomMap territories but leave them open and stacked on the right of the desktop.

I then open MetaGame/mg_map_tgi on the left side of the desk top and create the new territory.

I now have the files open side by side.

I search mg_map_tgi using the RandomMap name on top of the stack on the right.

I then enter the new links with both files open side by side for comparison it helps to eliminate mistakes.

After I enter the RandomMap data in the mg_map_tgi I close all the RandomMap files except for the new territiory which I minimize.

After I am completed entering all the RandomMaps into the mg_map_tgi I save and close the tgi.

I then go to Localization/RandomMap and open it.

In that file I have created a blank strings_mg_rmc_ file so that I only have to plug in the new MetaGame/RandomMap data.

I now maximize the new random map file and then side by side I enter the data.

I then do all the rest of the editing in the nif files, strings_data_AA and MetaGame/mg_territories_tgi.

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