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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5 comments by Gizmotron on Jan 10th, 2015

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:
Great Britain
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

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Mr_Nygren Apr 11 2015, 12:26am says:

At first i did put the files in the directory of Axis % Allies in D/Program Files/Atari/Axis & Allies.

It did start but crashed all the time:

Then i put the folder with the files in My documents/A&A after renaming the old A&A folder and renaming your folder "A&A"- and it worked alot better!

It can still crash if there are too many units on screen, or if you have bad luck. But at least i managed to play some battles to the finnish wich i couldn't do before.

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Guest Mar 10 2015, 7:56pm says:

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Gizmotron Creator
Gizmotron Mar 11 2015, 8:52pm replied:

the Metagame seems to be hardcoded to REQUIRE that the capital be in possession of the player for armies to be recruited. players can still purchase tech and upgrade existing armies. but I'm not sure we can bypass that capital possession requirement. we might be able to make it so armies can be purchased after it gets captured... but I don't think we can change where they spawn. so this means that new armies would get spawned within the captured territory... and that might cause a game crash. I'm actually a little afraid to test that one out, LOL.

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nicosuave Feb 22 2015, 11:54pm says:

Loved the first mod! Cant wait for this one, though the old mod froze once in a while. Looking forward to having the power to be tons of different armies and some crazy strategy!

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TheLastSterling Feb 8 2015, 3:36am says:

Here's an idea: Special Ops historical Divisions. Have some generals the ability to spawn a historical division that they commanded such as 7th panzer for rommel and the desert rats for monty. This is can be done by putting in the code that prevents spawning more than 1 corp hq into the the historical divisions code and by adding "numbered = false". This can apply to historical regiments as well; 442th Infantry Regiment, just have them be able to resupply with zones of supply with being attached.

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Theharkonnen Feb 8 2015, 10:41am replied:

I had experimented with such an idea a while back, but the problem was that the AI spammed the units.

What file had this numbered code? I am curious because I never came across it.

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TheLastSterling Feb 9 2015, 4:15am replied:

Its in template_organization_aa. I just took the code and pasted it into the regiment files to get the effect.

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Gizmotron Creator
Gizmotron Feb 8 2015, 12:38pm replied:

yeah, if it's possible for the AI to research and purchase a Historical Division they'll spam it.

if we added a Special Ops historical division it would only be available once every hour (just like the Corps HQ). this way players could replace what they've lost and reattach forces. and it also would severely curtail the AI's ability to spam them.

of course, a division is basically a means of putting new regiments on the field-- so unless we created new historical non-numbered regiments having a Special Ops summoning a historical division wouldn't be adding much if it simply deployed regular regiments.

the "numbered code", if memory serves, is part of the regimental template that determines whether a number gets added after a division or regiment gets deployed.

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TheLastSterling Feb 9 2015, 4:19am replied:

What you could do is have the divisions spawn regular regiments, but with added bonuses to them. A plus compared to having to make more unique regiments.

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hkoe33 Jan 29 2015, 12:07pm says:

I was just wondering if Japan has any special defense buildings for Okinawa type defenses like hidden gun nests or something

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Gizmotron Creator
Gizmotron Jan 29 2015, 9:37pm replied:

there are two new "Infantry Caves" which spawn Japanese infantry regiments. one type is based on the Okinawa MG beach bunker-- which can be found in the normal JPN building menu in the editor. this one has an HQ banner and can deploy a couple of different types of regiments. players can actively recruit from them but the AI does nothing with them.

there is a second type simply called "JPN Cave" which is also to be found in the JPN building menu. this building automatically generates infantry when the enemy gets near. the AI can make use of this type of building.

there is a JPN artillery battery that's based on the German D-Day artillery bunkers which players can now build using engineers. every major nation should be able to construct some sort of Coastal Artillery bunker now.

otherwise, all of the original JPN special buildings are still there.

I recently discovered some info about Japanese defensive positions that I'll probably use to make some new buildings in the future.

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Guest Jan 29 2015, 9:23pm replied:

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Gizmotron Creator
Gizmotron Mar 6 2015, 11:04pm replied:

true, there were artillery bunkers in the original Iwo Jima map. however, they couldn't be used on targets in the water. it would be impossible for US warships to come under fire from coastal beach bunkers in the original game. now it's quite possible to have your landing crafts get shot to pieces before they reach the shore.

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