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.

Post comment Comments  (10 - 20 of 526)
y8
y8 Nov 11 2014, 2:37pm says:

Man when is ready ?

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TheLastSterling
TheLastSterling Nov 12 2014, 3:30am replied:

patience friend, Only two guys are doing this.

+1 vote     reply to comment
y8
y8 Nov 12 2014, 8:17am replied:

ok man thanks for reply

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Gizmotron Creator
Gizmotron Nov 12 2014, 8:45pm replied:

still doing tests on WW2 at the moment. it's VERY glitchy and crashes a lot. one problem with the Metagame is that it's harder to track problems than it is for the RTS game crashes.

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1skeip1
1skeip1 Nov 7 2014, 9:37am says:

я собрал фотографии всей итальянской техники туда входит танки самолеты корабли и различная бронетехника и виды различной пехоты там насчитывается около 1178 фотографий скажите куда вам скинуть

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TheLastSterling
TheLastSterling Nov 6 2014, 2:57am says:

Regarding the bayonet attack; how effective are they? In the vanilla version, the attack rarely gets used since the unit only actually uses it when the enemy is actually close. Have the changes made it so that bayonets will now become more used as an attack?

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Gizmotron Creator
Gizmotron Nov 8 2014, 1:20am replied:

I doubled the attack range on bayonets (from 1 to 2). anything beyond a range of 3 and you'll see bayonet stabs hitting empty air and still inflicting damage. bayonets are now used more often. I also made it impossible for bayonets to be used on anything other than soft targets.

bayonets are probably best for rushing mortar and sniper regiments. the standard attack is at least 50-75 points of blade damage. so this means that a regular marine regiment and a sniper regiment start off inside of melee range the marines will win nearly every time. most regular infantry regiments will get clobbered at close range. the only exception might be the flamethrower regiment. flamethrowers have a lingering attack and can hit more than one target at a time. so using marines to rush a flamethrower regiment is a pretty bad idea!

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TheLastSterling
TheLastSterling Nov 13 2014, 6:32pm replied:

If you set the move_bonus to 50 on the bayonet attack the unit will still continue to shoot and throw grenades, but now will also charge towards the enemy to use the bayonet attack in between the reload times.

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Guest Nov 1 2014, 3:21pm says:

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Gizmotron Creator
Gizmotron Nov 1 2014, 4:07pm replied:

there will be no playable South American factions. the only nation that might justify inclusion was Brazil. after conducting preliminary research on Brazil I determined that it wasn't different enough from the USA faction to justify it's inclusion. Brazil took no independent action during WW2 and was subordinated to US forces.

none of the other South American factions played an important enough role to justify their inclusion.

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