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
Blog RSS Feed Report abuse Latest News: Beta Patch 2.0 upload delay

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.

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TheLastSterling
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
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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Guest
Guest Nov 1 2014, 3:21pm says:

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Gizmotron Creator
Gizmotron Nov 1 2014, 4:07pm replied:

there will be no playable South American factions. the only nation that might justify inclusion was Brazil. after conducting preliminary research on Brazil I determined that it wasn't different enough from the USA faction to justify it's inclusion. Brazil took no independent action during WW2 and was subordinated to US forces.

none of the other South American factions played an important enough role to justify their inclusion.

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Guest
Guest Oct 7 2014, 7:06am says:

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kingofhugs
kingofhugs Oct 7 2014, 3:50pm replied:

that's a current issue that's been addressed and fixed.

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Firelord475
Firelord475 Sep 29 2014, 12:14am says:

are you guys planning on rescaling the units? Some tanks are TINY while some are huge, same with the at guns.

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Sep 30 2014, 9:47pm replied:

eh, what do you mean by AT guns? are you talking about bunkers or tank destroyers?

to be honest, rescaling every unit is not a high priority. we've got a lot of other things we'd like to tackle first.

consider the fact that the Pennsylvania battleship was 608 feet long overall. now bear in mind that the M4 Sherman was 19 ft and 2 inches long. the battleship should be 32 times longer than the standard medium tank. this would render the battleship as a nearly unplayable unit and smaller maps couldn't accomodate it.

obviously this didn't happen in the original game.

the game designers clearly didn't bother themselves with scale across units. the most we could consider would be scaling units to each other within a specific type. tanks vs tanks being the most obvious. (since it's gotten the most complaints). to a lesser degree aircraft to aircraft could be considered.

no, right now we're trying to upgraded the WW2 map by adding more territories (which is a lot of work in and of itself).

don't expect too many rescaled units in the first patch. theharkonnen made a couple of the super-tanks bigger, but that's about it.

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Guest
Guest Nov 1 2014, 3:17pm replied:

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Firelord475
Firelord475 Oct 1 2014, 5:15pm replied:

I meant the field guns some of the infantry squads seem to have now, not at guns (i be blind lol)

I wasnt referring to realistic scale, im refering to some of the models in this mod having oddbal sizes (as in theres no unifcation among tank scales)

0 votes     reply to comment
Firelord475
Firelord475 Sep 21 2014, 9:28pm says:

French NCO infantry in the beta seem to have no guns, theres a sten floating above there back.

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Sep 21 2014, 11:55pm replied:

thanks. I'll look into fixing that.

+1 vote   reply to comment
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