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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the T-60 vs the T-70 new Ambush regiment for SP maps Norwegian Infantry
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2 comments by Gizmotron on Nov 30th, 2014

to say again, this is not a finished mod. the WW2 map has been dramatically changed and will definitely have bugs and be prone to crashing. dozens of new territories have been added into the Metagame. I've also found a way to integrate a lot of minor countries by using generic 'star' generals. This way Yugoslavia, Sweden, Spain, Philippines, and Greece can be included in WW2 without having them controlled by a major Axis or Allied nation. all of the minor nations default in their allegiance to the Allies for the time being. In later versions of the game I will investigate the possibility of making them a third, 'neutral' team. but I'd like to change the AI first so that they don't take aggressive action against their neighbors first.

I've added Belgian defensive armies to the Netherlands faction in WW2.

I know that there are some missing skins for Finland and the Netherlands. since those two factions were donated to us by Cpt. Kramer I've been making adjustments to integrate them more readily with our new work. (he kept most of his skins in a completely separate folder and I would rather bring them in line with our coding practices than try to make the installation process even more complicated than it already is.

eventually, players should expect a completely revised US Marines. I plan on making them more like the German Infantry and Panzergrenadier divisions. having US players capable of spamming flame tanks from the get-go seemed like too much of an advantage.

we still have a lot of changes to make... and nothing has been done about the SP campaigns at this time.

I'm in the middle of cleaning up excess files and converting it into a download.

I'm expecting to have it ready by the end of this upcoming week.

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Droidekas
Droidekas Dec 13 2014, 1:40pm says:

Why is there stuff from different factions in some countries unit listings on the editor? Like French ships in the Japanese Faction list?

Also can cutscene actors be used as usable units? I want to form a Marine Rifleman Squad with just Rifleman, is it possible?

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Gizmotron Creator
Gizmotron Dec 13 2014, 1:49pm replied:

well, the main reason that some units are listed under different countries is because it's been a busy and unpleasant year for me. and I never got around to updating everything. I do plan on updating all of the placement groups, though. what you want to do SOUNDS like you want a create a new regiment. and that's pretty easy. just change the default marine regiment so that there are no machinegun infantry. the only caveat is that you might need to add the 'support' property to the marine. but otherwise, that's a very simple change.

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Droidekas
Droidekas Dec 13 2014, 8:27pm replied:

Is stuff like editing regiments done in the editor or in the files?

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Dec 14 2014, 12:42am replied:

for this game the editing is done at the .tgi file level with a text editor.

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Droidekas
Droidekas Dec 14 2014, 11:30am replied:

How do I do this exactly? I am guessing it means under the slot entries changing the code from the mg line to infantry line? Where would "support" be written? The property ids or somewhere else?

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Gizmotron Creator
Gizmotron Dec 14 2014, 12:21pm replied:

now that I look at it, the original Marine rifleman already has the support property. (the original marine regiment only had one MG in a rearguard position). so all you should need to do is change the slot entries so that they all read infantry_marine and get rid of the MG units.

but, yeah, the properties section is where you would add that in. every unit has to be assigned a potential position. remember that the captain property is very vulnerable to special ops. so don't use the same type of unit as CO and the frontline. I found I was killing off multiple regiments instantly with some of the special ops-- because I made the mistake of using the same captain-property unit for the whole regiment! imagine using communist purge and wiping out an entire friendly regiment-- so, one must take care when coding these things!

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Droidekas
Droidekas Dec 14 2014, 1:27pm replied:

Thanks, is it the same process for vehicles? And if I want the Marine Rifleman regiment to be a new regiment, do I save it with a new name for the file like Marine Rifleman Infantry?

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alenalenalen
alenalenalen Dec 12 2014, 1:39pm says:

Ok, just got off my first round of testing. First off, Machine gunners actually target infantry again! Artilliary tanks no longer annhialate everything! restrictions on units now happen in the campaign. THat said, noticed a few things...
On compass, I noted that the italian light tanks seem to be overgunned. The ROF of their AP machine guns (which is probably historical and a neat feature and departure from ALL TANKS FIRE SAME RATE!) cause them to do ludicrous damage to tanks they were annhialated by IRL. Matilda 2's have no advantage over valentines (I thought the 2 had thicker armor), and a few other odds and ends. I'll post later with a better list

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Gizmotron Creator
Gizmotron Dec 14 2014, 12:17pm replied:

on the Matilda II and Valentine I used a standard formula to convert historical stats into gameplay stats. I realize that the Valentine should be the superior tank-- and in many ways it is. the Matilda has higher health than the Valentine, and is therefore harder to kill. the Valentine is armed with the six-pounder gun and has more firepower-- otherwise they should be pretty similar. if you're going to play more defensively and dealing with a lot of enemy AT infantry then the Matilda is preferable. if you're planning on attacking and are going up against a lot of vehicles the Valentine is better because of it's superior AP attack. feel free to PM the whole list to me. I'll address what I can.

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Gizmotron Creator
Gizmotron Dec 12 2014, 5:51pm replied:

this would be the Italian L6/40? it was supposed to be armed with a 20mm autocannon used against aircraft. yeah, I wondered if that would turn out badly. Italian tanks are so weak compared to most nations that I felt like I needed some kind of game balancer.

right now tank health is historical weight divided by 1000 + 300. the defense value is based on armor thickness in millimeters divided by 15.

the reason I picked this was because some of the tankettes had lower health than infantry-- and that was just unacceptable!

we could try an alternative where the health is based on historic weight divided by 1000. but the defense value would be based on max armor thickness.

the defense value is literally subtracted from the attack value being used. so if you had a tank with a defense value of 80 and an enemy tank attacking you had an attack of 38-- it would mean there's literally NOTHING they could do to you. since, in theory, the defense value far exceeds the attack value. I didn't use this method because it would have made certain types of tanks invincible to infantry and artillery.

I've done a lot of work on finding a way to make the tanks in this game better. but in the case of the L6/40 it might be better to make them have Pierce damage instead of AP. that way they can't chew through Matildas like they're made of popcorn.

+1 vote   reply to comment
Gizmotron Creator
Gizmotron Dec 11 2014, 8:02pm says:

I had intended to post it here-- but, due to my mistake I posted it at the following location.

Moddb.com

+1 vote   reply to comment
nhinhonhinho
nhinhonhinho Dec 11 2014, 4:12am says:

I suggest you upload it via Mediafire or something else too. Some mirrors always help

Anyway cheer for you, can't wait for it

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Dec 10 2014, 10:04pm says:

just finished uploading the new patch. I suspect, now that I see the summary page, that it will get displayed in the Gizmotron page instead of here. I made the mistake of thinking the bottom left-hand box was the place where it would get uploaded. if it ends up at the Gizmotron page I'll post a news article here with a link. I'm hoping it will be available for download by the end of the week, if not sooner.

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Droidekas
Droidekas Dec 10 2014, 11:54pm replied:

Can't wait! It's Christmas come early!

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Guest
Guest Dec 9 2014, 3:52pm says:

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Gizmotron Creator
Gizmotron Dec 9 2014, 10:51pm replied:

actually, I tried it four times yesterday with no luck. every time it flagged the file as uploaded it couldn't "find it" when I submitted the patch. so I'll just keep at it until it works.

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Guest
Guest Dec 9 2014, 11:11pm replied:

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Gizmotron Creator
Gizmotron Dec 10 2014, 12:27am replied:

at 2.01 Gigabytes ModDB requires that it be uploaded via URL. this something that I have no familiarity with. I'm going to take a few days to 'trim the fat' and try it again with a smaller patch. I thought I got rid of most of the excess fils-- but it's worth looking at it again.

(I'll look into the URL technique later, since I imagine that this mod will eventually be over 2 Gigs when it's finally done. for now I think I can get it to just barely fit w/o using the URL method)

+1 vote   reply to comment
Theharkonnen
Theharkonnen Dec 11 2014, 7:05pm replied:

Maybe we can split it into parts?

+1 vote     reply to comment
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