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 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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Droidekas Dec 14 2014, 1:34pm says:

Okay played a Custom game on The Burning of Moscow Scenario as an observer to watch the AI.

The following bugs I found:

Soviet BA-64 Cars are labeled as Wz.29 Ursus.

The German Panzer IVD has its main gun separate from the model and float in the air in the front of it after it fires its gun.

The game suddenly ended after sometime when the game crashed to desktop and I got an error message, something about an Exception Access Violation I think.

Also I saw a lot of Soviet T-60 Tanks are these the T-70 mislabeled or is it the actual T-60 Light Tank?

Overall, very few bugs. The crashing to desktop thing was odd though.

+1 vote     reply to comment
TheLastSterling Dec 15 2014, 4:20am replied:

The reason the BA-64 is called Wz.29 is the makers of the game did that, heck most of the units in the game have the wrong name or wrong weapon. One example are the russian ships in the vanilla version: they never existed nor looked liked that on the blueprints.

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Dec 14 2014, 6:48pm replied:

the T-60 and T-70 are different units. I'll post a screen shot for clarification.

I'll get those other two issues addressed later today. normally that's from the game expecting to find something and not being able to find it. I had that problem with the JPN Paratrooper Marines (for some reason para units can't be allowed to have melee attacks. I was pretty sure I got rid of all of those types of units, though)

+1 vote   reply to comment
Theharkonnen Dec 14 2014, 1:42pm replied:

An easy fix for the panzer is to delete the recoil .kf in its model folder (Data/Units/Ger/...). Some of the models have this issue. When I did the models I used the original bones and they have to be perfectly lined up or this happens.

+1 vote     reply to comment
Droidekas Dec 14 2014, 8:28pm replied:

Which file would that be? There is two one named GERTankLightRecoi1.kf and GERTankCORecoi1.kf

This is under GERTankCO.

+1 vote     reply to comment
Droidekas Dec 13 2014, 8:25pm says:

Thanks for those answers, Also when a new version of the mod comes out in the future, do you install it by overwriting the files or?

+1 vote     reply to comment
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?

+1 vote     reply to comment
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.

+1 vote   reply to comment
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.

+1 vote   reply to comment
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?

+1 vote     reply to comment
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!

+1 vote   reply to comment
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?

+1 vote     reply to comment
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