this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. new, larger territory maps in skirmish mode. new experience ranks and bonuses (regiments improve up to 2000 exp points). 100+ special ops, new water-based units like cruisers and submarines (with torpedo attacks). nations included are Australia, Belgium, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Yugsolavia, and the Yugoslav Partisans

more nations and territories available for WW2 mode, see images for details.

new descriptions for rate of fire (recharge time in seconds), travel speed (numbers are used instead of generic descriptions) allow players to more accurately compare in-game performance of units. machine-guns and sub-machine-guns now affect multiple targets based on historical rate of fire (but have lower damage output compared to rifles). attack values for anti-tank weapons and tank cannons are based on historical penetration data at 500 yards.

artillery attack values based on historic shell weights (with an attack bonus against infantry based on shell diameter in millimeters). artillery attack range based on historical maximum range.

new interceptor airfields allow players to use fighters to attack enemy bombers before they can strike friendly buildings. major nations will have multiple types of aircraft and airfields to choose from. certain nations now have the option of recruiting supply drops from airfields instead of using experience points. additionally some nations will have access to unique airborne weapons like atomic bombs, chemical weapons, and napalm from airfields deployed from Aviation HQ Divisions)

most nations will have artillery bunkers which can be packed up, moved, and unpacked at least once. (more than once causes the game to crash. still don't know why). a much more aggressive AI is featured.

the World War 2 map now features 16 different sides (9 Allied, 6 Axis, 1 Neutral).

new stand-alone arrangements of historical music has been added. new songs included for China, Poland, Italy, Belgium, Greece, Norway, and Sweden. these can be played through the map editor by the use of triggers. (haven't figured out how to get the new faction music to loop back on itself. so the new nations use the original theme music for now)

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Moddb.com

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:
Australia
Canada
China
Finland
France
Germany
Great Britain
Hungary
Italy
Japan
Netherlands
Poland
Romania
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

Beta Patch 2.0 upload delay

Beta Patch 2.0 upload delay

News 3 comments

Although the mod is still not complete, I wanted to put out the current version for testing. a lot of things have transpired in the last year that has...

Eras of War

Eras of War

News 4 comments

thoughts on implementing time-periods on Axis & Allies

Post comment Comments  (50 - 60 of 673)
Sebastianp666
Sebastianp666

Can you add sandbags to build?

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Theharkonnen
Theharkonnen

I know I did models for this about a year ago, but I am uncertain if Gizmotron added it yet.

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Gizmotron Creator
Gizmotron

I have the Russian airfield with sand bags... haven't added that building in just yet. I don't remember any other buildings with sand bags in them.

one of the problems with building sandbag structures is that unless they have an attack enemy units will simply ignore them. I've tried creating buildings that enhance defense and resistance of friendly units-- and the game ignores them. in order for a sandbag structure to provide some kind of protection it would need a ranged attack to distract the enemy into attacking it instead of nearby friendlies. when I tried out such structures in gameplay I found that their presence did not significantly change the behavior of enemy forces, and that friendly AI would not use them to their advantage. so I gave up on it.

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Frosty_Guy
Frosty_Guy

Have you tried making it so when a unit entrenches itself that sandbags will deploy around it? So it will still give the unit dig in bonus but will be more visibly apparent?

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Theharkonnen
Theharkonnen

The problem with this is that regiment layouts all are different, so this would be somewhat difficult to pull off correctly.

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Guest
Guest

Is there a page-not necessarily on this site-for feedback on this mod? You guys have done an amazing job so far, but there are, as you said, a ton of bugs and unfinished areas. I think that having a spot for user feedback would help weed out problems faster than testing it alone.

That being said--the Romanian armored artillery can't bombard.

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Gizmotron Creator
Gizmotron

in the past people have just posted it here and we respond to it as best we can. sometimes people post in response to a picture, other times it's just a general message. the Romanian TACAM R-2 doubles up as an artillery tank and a tank destroyer. I'll re-check the code. thanks for letting me know.

I've had people send me a private message with a list of 60+ bugs that needed fixing. I don't mind getting big lists. I fix what I can when I get the time.

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tastycement
tastycement

can you make WWII mode harder or add a difficulty setting? Also i feel like the allied powers in WWII seem to win way more than the axis so maybe make the allies weaker or the axis more powerful? Also is there a way to group select units on the WWII map?

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Gizmotron Creator
Gizmotron

it's true, the Allied poowers in WW2 win more often than not. the current version has an unusually high number of Allied units because I wanted to do some WW2 map testing. later on I plan on having the United States unprepared for large-scale conflict and they'll have to build up an army. the Axis will also start off with more armies and have an initial advantage.

I don't believe it's possible to select a group of units/armies in the WW2 map. it's just moving one army at a time. I don't think the creators ever imagined that there would be so many armies concentrated into such small territories.

WW2 mode still needs a lot of work.

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tastycement
tastycement

honestly if you made the US and/or the USSR weaker that would probably be enough.

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Metaltooth
Metaltooth

Will locomotives have any impact in gameplay

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Gizmotron Creator
Gizmotron

not unless you develop triggers for them on custom maps. this way you can set them as an objective, or require that they survive a mission.

I didn't want to add a mover component because they can't be restricted to railroad lines.

what I can do is this:
add an economic component so that box cars can add resources depending on the type of car. locomotives could generate a radius of supply. flat cars could provide a slight boost to unit health for the team that owns them (like Assembly Line tech, but weaker).

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