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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new Partisan regiments Polish Home Army HQ revised Mechanized Bersaglieri Regiment
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Meyerm Jun 2 2014, 7:03pm says:

Why does the Soviet task bar/HUD have the PLA's version of the red star? It's present in all the in-game Russian screenshots on this page. for example

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kingofhugs May 27 2014, 9:58pm says:

I can no longer create cities - and by that I mean: I cannot add individual blocks with a city center and then attach them to that city center. Did the way that happen change with this mod or did I just forgot how to do it.

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kingofhugs May 28 2014, 11:06pm replied:

I've tried that, before I would just have to click 'verify map' to connect cities but that doesn't do anything for some reason. :\
Oh well, I can always use a default city.

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Gizmotron May 29 2014, 2:30am replied:

well, I do recall that in the original game that sometimes I had problems with city building. usually I would end up making a couple of triggers and manually edit the cities so that if you captured the city center that all adjacent buildings would get converted along with it. I'm pretty sure I had to use a bunch of those for the "Arctic Roadways" map back in the day. it's been a long time... and that map literally has hundreds of triggers.

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kingofhugs May 29 2014, 3:44pm replied:

I'm not the best with triggers, but I guess I could copy the ones used on Arctic Roadways. It's only one city that I can't get to work.

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Gizmotron May 27 2014, 11:52pm replied:

if you're creating cities from scratch this has always been a problem. as long as I can remember if I created a city from scratch I had to START with the city center and build out from there. usually, if it's not too large, it would automatically assign some of the buildings to the city center. if you start with the subordinate buildings and add the city center in after the fact the surrounding buildings don't change sides when the center gets captured.

for larger cities you'll have to use triggers to actively make them change sides. if you've looked at the Arctic Roadways trigger lists I think it will reflect this fact.

as long as the city is not too big-- if you START with the city center it will convert anything that is predominantly within the supply radius when the city center gets captured. if you add the city center in halfway through building a city only the buildings added AFTER the city center will get attached automatically. at least, that's how it worked in the original game. I've been so busy lately that I haven't had the chance to try building maps.

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Gizmotron May 24 2014, 11:48pm says:

what's the consensus on the new infantry halftrack regiments? is having four halftrack units that summon four recon infantry regiments too powerful? I made them very expensive as a means of discouraging spam. presently, in close-quarters combat, thie infantry halftrack regiment can bring 20 units into battle. the main advantage is that the halftrack units can always retreat quickly and leave the engaged infantry recon regiments to keep the enemy engaged.

in my experience the best counter is a pair of AT infantry regiments combined with four sniper infantry regiments. the four AT units can take out the halftracks while the snipers clobber the waves of summoned infantry units.

still, if you're up against a group of four infantry halftrack regiments things can get ugly pretty fast. they can move quickly and require very little micro since the infantry gets spawned automatically once combat range is reached.

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kingofhugs May 25 2014, 9:24pm replied:

They don't seem powerful enough actually, vehicles have such resistance to most attacks that infantry use; rifles, grenades and MGs, that most of the time a single mechanized assault unit (USA) can beat down a mechanized unit without losing too many people, maybe 2-3 max.

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Gizmotron May 25 2014, 1:15pm replied:

I'm thinking that I'll get rid of the carriers for most countries except the following:

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joestaller54 May 25 2014, 1:29pm replied:

So will there be Destroyers and crusiers for the French, Italians, and Russians. Also I did find in the WWII mode that the French carrier doesn't appear when there is aviation involved in a amphibious landing of some territories. Also is the problem with the aviation HQ for france going to be solved because for some reason the AI can deploy airfields and the player can't

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