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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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 656)
tastycement
tastycement

I know you get this waaaaaaaay too much but is there any release date in sight? I wanna know if il be able to play this before i get sent off to military school lol

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Droidekas
Droidekas

Possibly August... From the comments I have seen.

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tastycement
tastycement

Wow thats literally when i have to leave lol

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JudgeAlfred
JudgeAlfred

How goes progress, pray tell?

It's nice to see mods like this still going. I wonder if scaling the models is a priority at all, pray tell? Some seem to be quite large in comparison to others and etc.

Not that it is anything more than cosmetic, I am simply curious. Beautiful job on the weapon models, by the way.

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Gizmotron Creator
Gizmotron

rescaled GBR, GER, ITA, RUS, and USA factions. now it's a matter of rescaling JPN and a bunch of the minor factions.

I suspect we'll have another patch ready by August or so. the changes we're making right now are very time-consuming, and will need to be applied across many factions.

towards that end, I have yet to draft a table for artillery pieces, which are not properly scaled in relationship to each other or other ground units. however, most of the tanks should be properly scaled now.

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Mr_Nygren Online
Mr_Nygren

At first i did put the files in the directory of Axis % Allies in D/Program Files/Atari/Axis & Allies.

It did start but crashed all the time:

Then i put the folder with the files in My documents/A&A after renaming the old A&A folder and renaming your folder "A&A"- and it worked alot better!

It can still crash if there are too many units on screen, or if you have bad luck. But at least i managed to play some battles to the finnish wich i couldn't do before.

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Guest
Guest

You should add a feature where if a nations capital gets conquered, they can establish a temporary one in exile on any territory they control. Units cost more and once (If) they recapture their original capital it automatically becomes their capital again. Players should only be able to do this once per game.

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Gizmotron Creator
Gizmotron

the Metagame seems to be hardcoded to REQUIRE that the capital be in possession of the player for armies to be recruited. players can still purchase tech and upgrade existing armies. but I'm not sure we can bypass that capital possession requirement. we might be able to make it so armies can be purchased after it gets captured... but I don't think we can change where they spawn. so this means that new armies would get spawned within the captured territory... and that might cause a game crash. I'm actually a little afraid to test that one out, LOL.

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nicosuave
nicosuave

Loved the first mod! Cant wait for this one, though the old mod froze once in a while. Looking forward to having the power to be tons of different armies and some crazy strategy!

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TheLastSterling
TheLastSterling

Here's an idea: Special Ops historical Divisions. Have some generals the ability to spawn a historical division that they commanded such as 7th panzer for rommel and the desert rats for monty. This is can be done by putting in the code that prevents spawning more than 1 corp hq into the the historical divisions code and by adding "numbered = false". This can apply to historical regiments as well; 442th Infantry Regiment, just have them be able to resupply with zones of supply with being attached.

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Theharkonnen
Theharkonnen

I had experimented with such an idea a while back, but the problem was that the AI spammed the units.

What file had this numbered code? I am curious because I never came across it.

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TheLastSterling
TheLastSterling

Its in template_organization_aa. I just took the code and pasted it into the regiment files to get the effect.

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Gizmotron Creator
Gizmotron

yeah, if it's possible for the AI to research and purchase a Historical Division they'll spam it.

if we added a Special Ops historical division it would only be available once every hour (just like the Corps HQ). this way players could replace what they've lost and reattach forces. and it also would severely curtail the AI's ability to spam them.

of course, a division is basically a means of putting new regiments on the field-- so unless we created new historical non-numbered regiments having a Special Ops summoning a historical division wouldn't be adding much if it simply deployed regular regiments.

the "numbered code", if memory serves, is part of the regimental template that determines whether a number gets added after a division or regiment gets deployed.

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TheLastSterling
TheLastSterling

What you could do is have the divisions spawn regular regiments, but with added bonuses to them. A plus compared to having to make more unique regiments.

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