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.

Post comment Comments  (50 - 60 of 569)
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 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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Guest Nov 13 2014, 6:41pm replied:

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y8 Nov 11 2014, 2:37pm says:

Man when is ready ?

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TheLastSterling Nov 12 2014, 3:30am replied:

patience friend, Only two guys are doing this.

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y8 Nov 12 2014, 8:17am replied:

ok man thanks for reply

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Gizmotron Creator
Gizmotron Nov 12 2014, 8:45pm replied:

still doing tests on WW2 at the moment. it's VERY glitchy and crashes a lot. one problem with the Metagame is that it's harder to track problems than it is for the RTS game crashes.

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1skeip1 Nov 7 2014, 9:37am says:

я собрал фотографии всей итальянской техники туда входит танки самолеты корабли и различная бронетехника и виды различной пехоты там насчитывается около 1178 фотографий скажите куда вам скинуть

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TheLastSterling Nov 6 2014, 2:57am says:

Regarding the bayonet attack; how effective are they? In the vanilla version, the attack rarely gets used since the unit only actually uses it when the enemy is actually close. Have the changes made it so that bayonets will now become more used as an attack?

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Gizmotron Creator
Gizmotron Nov 8 2014, 1:20am replied:

I doubled the attack range on bayonets (from 1 to 2). anything beyond a range of 3 and you'll see bayonet stabs hitting empty air and still inflicting damage. bayonets are now used more often. I also made it impossible for bayonets to be used on anything other than soft targets.

bayonets are probably best for rushing mortar and sniper regiments. the standard attack is at least 50-75 points of blade damage. so this means that a regular marine regiment and a sniper regiment start off inside of melee range the marines will win nearly every time. most regular infantry regiments will get clobbered at close range. the only exception might be the flamethrower regiment. flamethrowers have a lingering attack and can hit more than one target at a time. so using marines to rush a flamethrower regiment is a pretty bad idea!

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TheLastSterling Nov 13 2014, 6:32pm replied:

If you set the move_bonus to 50 on the bayonet attack the unit will still continue to shoot and throw grenades, but now will also charge towards the enemy to use the bayonet attack in between the reload times.

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