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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Division Azul HQ & Infantry CO portrait Division Azul packable & unpackable artillery bunkers
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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 498)
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
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
geokam Jul 4 2014, 12:25am says:

I'm lost ... I've downloaded the 7 zip and opened it ... now what? I don't see the data or video files anywhere ...where will I find them? I'm new to this site and eager to play this a&a user mod but I don't know what I'm doing wrong.

+1 vote     reply to comment
nhinhonhinho Jul 6 2014, 1:29am replied:

Don't be panic. Firstly what version did you downloaded

This news once

Or this

Anyway both have similar installation way. Also there're Readme inside them.

For the new once when extracted you have 2 folders

1 named: Readme and...
the other have the name Axis & Allies. Click in that folder, you will see 3 more folders. Copy 3 of them in your clean A&A game folder and rewrite them all. That's all

For the old once it's rather similar.

Note that the mod will rewrite the original game so make the back up if you wish to return

Hope this help

+1 vote     reply to comment
Gizmotron Jun 28 2014, 10:34pm says:

my original plan of releasing a patch by the end of June won't come true. work, RL problems, and the near death of a family member supercedes modding work. things are okay now. it's just going to be awhile longer before a patch gets released.

+2 votes     reply to comment
nhinhonhinho Jun 28 2014, 11:31pm replied:

Ay! It's understandable buddy. We will wait anyway :). Keep up the good work.

+1 vote     reply to comment
nhinhonhinho Jun 25 2014, 11:53am says:

I noticed that some artillery units are firing at their own troops (even shoot their own regiment!). Most notable are the Russian KV2 tanks and British Halftrack artillery!

+1 vote     reply to comment
kingofhugs Jun 24 2014, 6:55pm says:

just post them on here, read through the comments though - a fair amount of them have already been reported. Most of them are graphical, but some are functional errors. E.g. the machine gun infantry only firing at aircraft, but some of the skins not rendering properly.

+1 vote     reply to comment
nhinhonhinho Jun 24 2014, 10:13am says:

Uhm just try the Beta, it's very cool but contained fair amount of bugs, how can I report them?

PS: do you need tester?

+1 vote     reply to comment
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