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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tastycement
tastycement Nov 24 2014, 10:17pm says:

in your user mod, i feel like the SS armored artillery division was a tad overpowered. Are you gunna add that division in the UV mod?

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Gizmotron Creator
Gizmotron Nov 25 2014, 10:50pm replied:

if you're talking about the old Heavy Mortar halftrack regiment-- that regiment has been changed. the big problem was that it did 5 morale damage and could shoot ever 20 seconds. the revised unit can inflict 2760 points of damage but may only fire once every 6 minutes. so, you better have it surrounded by some friendly tank regiments. that regiment is also extremely vulnerable to bomb special ops and AT infantry now.

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tastycement
tastycement Dec 2 2014, 5:17pm replied:

Not the Heavy Mortar half tracks, the SS artillery tank regiment. The one that has the three sturmpanzers and two hummels.

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Gizmotron Creator
Gizmotron Dec 2 2014, 9:02pm replied:

aha, good to know. that regiment has been altered a bit.

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Guest
Guest Dec 4 2014, 12:45am replied:

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Gizmotron Creator
Gizmotron Dec 7 2014, 12:57pm replied:

there are a lot of options for countering artillery tanks. however, if you're playing the SP campaigns at the D-Day landings, the best way to take those regiments out is with air strikes or naval fire. battleships can now blast targets virtually anywhere on smaller maps.

there are a few special ops that can help
"Fog of War", reduced detection range, speed, rate of fire

"Tank Buster", destroys three tanks instantly

"Armored Ambush", kills CO, attack value -20

"Counter Battery Fire" (destroys arty units instantly)

"Smoke Barrage" reduces speed & rate of fire 50%

"Ammunition Shortage" reduces rate of fire 50%

any of the 'bomb' special ops

however, the biggest change is that artillery units should have a historical rate of fire now. the heavier guns can only fire once every 90-120 seconds or so. I felt that artillery needed longer ranges and lower rates of fire.

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Guest
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Droidekas
Droidekas Nov 21 2014, 11:41am says:

Maybe as a unit suggestion, perhaps you could add the M4A2, M4A3 and M4A4 Sherman Tanks? They looked different and had a bit more armor, I know Danrells Civ Units includes them, not sure if you used the models though.

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Gizmotron Creator
Gizmotron Nov 21 2014, 3:14pm replied:

let's see, right now we've got the following
M4A1
M4A2 (CO tank)
M4A3E2 (75 mm gun, Jumbo)
M4A3E8 (76 mm gun)
M4E5 T8 (105 mm howitzer, Jumbo)
M4 flame tank.

I don't remember all of the variant Shermans beyond that.

I think the M4A4 gets represented by the Sherman Firefly. so I think that covers all of those basic types.

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Droidekas
Droidekas Nov 21 2014, 5:14pm replied:

The M4E5 T8 sounds interesting. On another note, I have some info I have researched that might be of use to you guys.

My suggestion would be to have the M4A2 only useable by the UK and as Lend-Lease for the USSR, their historical users.

It was not used by the US Army accept as the Sherman DD for the Omaha Beaching landings and I think also the Marine Corps.

There was a variant of the M4A3E2 Sherman Jumbo that had a 76mm Cannon instead of the 75mm one, this was actually common conversion done, it could prove to be a useful heavy tank for the US faction. It would have heavy frontal armor, a good main gun, but slow speed.

The Sherman Firefly actually was based off the M4A4 which came first and was armed with a 75mm gun. It was used by the UK, and China. Firefly's werent also just based on the a4 model either, other subtypes were converted. Here is a pic of an A4= Falconbbs.com

I am guessing the M4 Flame Tank looks like the M4A3R3 Zippo? Like the ones used on Iwo Jima?

The M4A3 Sherman had a welded hull rather than a cast hull and was also armed with a 75mm gun. Was only used by the US, it was the preferred US Army tank. It had six sub-types based off it.

M4A1's also I should note were used by the US,UK and China.

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TheLastSterling
TheLastSterling Nov 12 2014, 3:32am says:

Will airfields be able to deploy airborne regiments? It is possible, thought, the only flaw to this is that airborne regiments cannot be attach to the airfield and only an actual airborne HQ.

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Gizmotron Creator
Gizmotron Nov 12 2014, 8:43pm replied:

that's actually something I haven't tested yet. but an idea was to deploy temporary supply drop regiments from the Airfield. right now I have them from carriers and they're something that can't be attached to regiments. that way supply drops could be purchased. players could also assign escort fighters to help ensure the supplies made it on time.

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TheLastSterling
TheLastSterling Nov 12 2014, 11:33pm replied:

I've tried it a few days ago. Regiments can be air-deployed from airfields without needing air transport aircraft in inventory on the airfield building. Its in the programming that does not allow for buildings that have the research component to be able to attach regiments to HQ. You can make the airfield attach regiments,however, you will lose the research,air strike, and air recon ability on the airfield which makes the airfield pointless. Though, this does give the idea of modifying the airborne HQ. Instead of having the air transport appear off screen, the aircraft takes off from the airborne HQ instead by Modifying the Airborne Tent by removing the left most part and replacing it with the hangar model.

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Gizmotron Creator
Gizmotron Nov 14 2014, 5:11pm replied:

at this point I don't want to change the airborne division models. we're obviously not going to be totally done with the mod by November. so I'll keep this in mind for the future. I don't have a problem deploying regiments from an airfield and attaching them manually to an HQ. in this respect it would be exactly like amphibious regiments. the added bonus of having fighter escort alone might make it worth it. besides, I wanted to try and make a special airfield that specialized in supply drops and airborne deployments anyway. it won't be in time for the next patch-- but it's something I'll investigate later.

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