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

Post comment Comments  (20 - 30 of 611)
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.

+1 vote   reply to comment
Simcardo Jan 28 2015, 10:14am says:

hey i noticed a bug on the M4A3E2 model
when it fires its gun once; the barrel will disappear

Note: it looks different bcs i took that screenie in my personal mod; but in this mod itself it's like dat too )':

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Jan 28 2015, 4:05pm replied:

I'll give it a look. usually this can be fixed by changing the code for the recoil animation. until we release a patch, a simple fix could be opening up the .tgi file with a text editor and changing the name of the recoil animation kf to something that doesn't exist. then the unit animation gets deactivated and the barrel stays in place. I'll be changing the code and testing that out later today.

+1 vote   reply to comment
Simcardo Jan 31 2015, 7:32am replied:

yea i found out that the M4A3E2 should use The USTankHeavyRecoil instead of medium, the E8 does

+1 vote     reply to comment
Theharkonnen Jan 28 2015, 5:49pm replied:

I know the panzer iv had a similar problem. Deleting the recoil didn't fix it. I fixed it by making the barrel part of the turret, though.

But, I'll look into fixing it this weekend.

+1 vote     reply to comment
Theharkonnen Jan 27 2015, 6:43pm says:

We decided its best to add desert and arctic skins, so that is our next step.

+1 vote     reply to comment
Sir-Scott219 Jan 24 2015, 3:09am says:

Well I have been playing this mod for a month and I hope you guys can continue. I enjoy it very well even though its not completed. Well done so far. :)

+3 votes     reply to comment
nitoomorbo Jan 18 2015, 10:57pm says:

does anyone know about an axis and allies patch for win7 ?

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Guest Jan 29 2015, 1:33am replied:

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Gizmotron Creator
Gizmotron Jan 20 2015, 12:45pm replied:

since TimeGate doesn't support the game anymore I don't believe there is one. unless somebody knows something that I don't know...

+3 votes   reply to comment
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