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  (40 - 50 of 470)
kingofhugs
kingofhugs Jun 24 2014, 6:55pm says:

just post them on here, read through the comments though - a fair amount of them have already been reported. Most of them are graphical, but some are functional errors. E.g. the machine gun infantry only firing at aircraft, but some of the skins not rendering properly.

+1 vote     reply to comment
nhinhonhinho
nhinhonhinho Jun 24 2014, 10:13am says:

Uhm just try the Beta, it's very cool but contained fair amount of bugs, how can I report them?

PS: do you need tester?

+1 vote     reply to comment
Droidekas
Droidekas Jun 17 2014, 1:42pm says:

Been away awhile, great to come back to all this great progress!

+1 vote     reply to comment
kingofhugs
kingofhugs Jun 10 2014, 8:06pm says:

Has a patch been released?

+1 vote     reply to comment
Gizmotron
Gizmotron Jun 10 2014, 10:31pm replied:

no. but I plan on releasing a patch by the end of the month.

+1 vote     reply to comment
1skeip1
1skeip1 Jun 3 2014, 6:11am says:

ссылка на самолеты. Aviarmor.net

+1 vote     reply to comment
Meyerm
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.

Moddb.com for example

+1 vote     reply to comment
Gizmotron
Gizmotron Jun 2 2014, 11:58pm replied:

the Soviet HUD is unchanged. it's a coincidence that you see the PLA red star on these screenshots. the reason being is that I normally use an RMC map as the starting point. one session it might be the Nationalist China HUD/general assigned to a Greek team, other times it might be a Hungarian HUD/general assigned to a French team. it's pretty typical of Randomly-generated Map (RMC) scenario

+1 vote     reply to comment
Gizmotron
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.

+1 vote     reply to comment
kingofhugs
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.

+1 vote     reply to comment
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