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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work in progress:  Poland & Romania in WW2 revised score page Thai infantry and tanks
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2 comments by Gizmotron on Aug 18th, 2014

eras have been done before-- like in Stukoke's excellent World at War Mod.
 the big problem was where to put everything and how to organize it.  if we were serious about dividing things into era there could be as many as three or four times as many division tents as what we already had!  some techs weren't even available early in the war.  so we had to think about making multiple copies of each faction... even tech buildings.
 the Corps HQ special op presents another complication.  which Corps would you use?  the op will only summon one actor every time.  in Stukoke's mod he had the default special op Corps HQ limited to JUST early war tech.  I understand why this was done-- because it penalizes players for losing.  but it doesn't really make sense to be playing in the year 1944 in an RMC map and then have to revert to 1938 units because you lost your Corps.  this becomes a major disaster in SP campaign games.
another problem is the WW2 Metagame.  Stukoke had players spend extra money on late-war armies.  this still didn't stop players from buying late war armies as early as 1941.  I figured the only way to discourage this was to use stacking tech limitations.  one year had to be researched before players could advance to the next year.  if advancing one year in tech cost $200 players would have to think hard about whether they wanted those late war units at the risk of having fewer armies.  one late-war army could defeat numerous early war armies.
 the challenge was how do we add multiple time periods but have it work in both SP campaigns AND in WW2 mode?
 the idea I came up with was a "Universal Corps HQ".
 the Universal Corps HQ that would recruit era-based Corps HQ trucks.  this building would have a year-based techs. players would start with 1938 techs and then have to invest each year in chronological order.  it would use the same layout as heavy tanks being required before super-heavy tanks.  you couldn't use 1943 units without first researching previous years.
 the advantage is that we could leave the tech buildings largely unchanged. we could limit the units available through era-based division tents recruited from era-based Corps HQs.  it would be confusing enough to have era-based division tents let alone era-based tech buildings.
 it would also require minimal changes to the Metagame.  we wouldn't need to add dozens of new period-based armies with different price tags.  players could simply purchase the normal armies and know that they were already limited by yearly tech.  it also prevents late-war units from being used in the Metagame too far ahead of schedule.
 the Universal Corps would become the default special op building.  players could summon a new Corps but wouldn't be forced to travel back in time.  they would also still be limited to the tech they had previously researched.  if they wanted to research their way into the future that would still be an option in RMCs.
 the plan was to divide each faction into roughly three eras.  (early, middle, and late)
 all that being said... we decided that we weren't going to do eras until after we finished the basic version of the mod for the whole war.  if we tried to implement it now it would probably push the project back about 6-8 months (at best).  it's not just the major nations now.  we currently have 20+ nations in this mod.  if we do eras it would have to nearly every country.


Post comment Comments  (60 - 70 of 505)
Theharkonnen Jul 29 2014, 4:37pm says:

Just a heads up for everyone, Gizmotron and I discussed the release of the new patch. We are thinking that the end of August is when we will release it.

+1 vote     reply to comment
TheLastSterling Jul 29 2014, 6:51pm replied:

Great to hear. Also any plans to add in more units later like the panzer 2 Luchs, super pershing, etc?

+1 vote     reply to comment
Meyerm Jul 14 2014, 1:24am says:

Has any work been done on the Chinese communists? I'd like to see some preview shots.

+1 vote     reply to comment
TheLastSterling Jul 11 2014, 6:00pm says:

if fighter now can intercept bombers, then do the bombers have a way to defend themselves without escorts?

+1 vote     reply to comment
Gizmotron Jul 13 2014, 3:38pm replied:

the bombers have no way to defend themselves. fighters are needed to defend bombers against enemy interceptors.

I contemplated adding machine guns to bombers. however, after testing out the new multi-attack tanks I felt it would be better to leave bombers defenseless against fighters for a couple of reasons:

1. when we added machine guns to tanks we found that the machine guns got upgraded along with the main gun after Gyro-Stabilized Cannon tech was researched. the MGs also got a bonus from the Blitzkrieg. if we improved the MG then the main cannon also got a boost. in the same way, it isn't possible to distinguish between MG attacks and bomb attacks on bombers.

2. only the captain/interceptor of a formation may attack. it uses the same code process as the bomber. (all I did was replace the bomber with a fighter). so even if you send up an interceptor force of three to five fighters only ONE of them will actively seek out and destroy the enemy bomber. the other fighters will merely protect the captain unit in the same way they would protect a bomber.

3. since bombers are impossible for most units to attack it didn't seem necessary to give them defensive weaponry like machine guns. the only thing that can attack bombers are infantry MG units, fighters, and AA-equipped units (bunkers, halftracks, and ships)

4. historically bombers defended themselves by flying in tightly grouped formations and used the massed fire of hundreds of machine guns to deter enemy fighters. A&A doesn't allow multiple bombers to be grouped together into one flight. a single bomber was generally a sitting duck for any fighter that could catch up to it. even the vaunted B-17 'Flying Fortress' suffered terrible losses during daylight raids in the absence of solid fighter escort.

yeah, I know, that's a lot of writing. but it proves that I did THINK about it. ;-)

+1 vote     reply to comment
Theharkonnen Jul 13 2014, 4:03pm replied:

In addition, historically speaking, the defensive weapons on bombers proved to be largely useless. When B17s were first used, they claimed some 100 kills, when the actual number was 1 or 2.

+1 vote     reply to comment
Sir-Scott219 Jul 14 2014, 1:30pm replied:

The B-17 did actually kill about 235 planes in the war :)

+1 vote     reply to comment
Theharkonnen Jul 15 2014, 8:48am replied:

Perhaps, but not in a single engagement.

Towards the end, the Germans threw hundreds of planes against the allies' thousands and the German pilots knew they couldn't do very much.

+1 vote     reply to comment
nhinhonhinho Jul 6 2014, 1:33am says:

I figured out one think. Most of Artillery type units including Russian KV2 tank will shoot their own units and allies if they engage in direct battle. This problem most likely caused by this code in their chart


When I remove it the unit stopped shooting their buddies and shoot the enemy like normal

+2 votes     reply to comment
Theharkonnen Jul 6 2014, 4:53pm replied:

We wanted to make artillery damage friendly units to add another element to the game, but it didn't work out as well as we hoped for.

It will be fixed in the patch.

+1 vote     reply to comment
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