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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new Anti Tank Rifles More Australian aircraft revised Australian Infantry

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:
Great Britain
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

10 months ago News 3 comments Report

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

1 year ago News 4 comments Report

thoughts on implementing time-periods on Axis & Allies

Post comment Comments  (70 - 80 of 636)
nhinhonhinho Dec 14 2014 says:

Well I'm trying to test the new release. Maybe I will submit a long feedback later. Great update despite there're several old and new bugs. I'm just tried a game with Italy so far.

Anyway my feedback (bug report actually) will be long but I'm trying to make the mod better not criticize ok? Also my feedback will focus on units and buildings not WW2 nor campaign.

For now however I have some suggestions

- The supper tanks were rare things so it would be better if you set them as command tank (CO) and have other units as support. For example the Maus regiment would be something like: Maus as command tank, 4 King Tiger tanks in front and flanks (super tank regiment!), 1 infantry halftrack (represent the support infantry, technician...) and 1 AA halftrack (something like Maus should be well protected). That way those super tank would be more realistic, less overpower yet still pack a BIG punch.

- The Ariete regiment: The Ariete was an armored division. I think it would be better if they have Ariete infantry halftrack (new halftrack which spawn new Ariete infantry regiment) in place of the Ariete Infantry. Also it would be better to replace the Semovente 75/18 with something better like 90/53 (tank destroyer not artillery version).

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Gizmotron Creator
Gizmotron Dec 15 2014 replied:

that's fine. I got a list of about 60 things that needed correction from Colonel Carter last spring-- and I've tried to address/fix most of them.

if you know how to include log entries that would be helpful. if not, any feedback is appreciated. the mod is so big that there's no way I could properly test it by myself. I expect there will be problems.

hmm, I think I can get behind the Supertank with infantry halftracks up front and some AA halftracks in the supporting role.

I'll look into the Ariete stuff some more. I've considered making a different armored division where Italy can recruit elite troops like the Ariete or the Centauro II style regiments (the Centauro II was supposed to have used German gear against the Soviets)

the Centauro II might have a regiment of Panzer IV and V with some flanking halftracks that spawn blackshirt infantry. Italian tanks are fairly weak in the big scheme of things-- so giving them some halftrack infantry spawns as support could help even the odds a bit (this is what I had to do with Japanese heavy tanks, otherwise they would get steamrolled by everybody else)

I would like to completely overhaul how the regiments are priced out. I experimented with a standard formula based on tank weights that looked promising--- but some of the heavier tanks were costing over $400 per regiment! according to the current formula a single Maus tank would cost $376. throw in the infantry and AA mechs and the regiment would cost $598 to purchase. that would definitely keep them a rare thing to see in combat.

+1 vote   reply to comment
nhinhonhinho Dec 15 2014 replied:

How can I include the log entries?

For the super tank regiment, the reason why I suggest to throw in some tank support was because it would be ugly for the regiment to have only the CO (the super tank itself) left after 5 minutes fighting and the unscratched super tank route shamefully! Also It's ok for them to be expensive. Anyway it's ok if you're going to make an one tank regiment

+1 vote     reply to comment
p29d3mc Dec 14 2014 says:

When can we download it?

+1 vote     reply to comment
p29d3mc Dec 14 2014 replied:

Never mind, I'm guessing it is the download on your other mod?

+1 vote     reply to comment
Theharkonnen Dec 14 2014 replied:

Yes. We made the same mistake and put it there.

+1 vote     reply to comment
Droidekas Dec 14 2014 says:

Okay played a Custom game on The Burning of Moscow Scenario as an observer to watch the AI.

The following bugs I found:

Soviet BA-64 Cars are labeled as Wz.29 Ursus.

The German Panzer IVD has its main gun separate from the model and float in the air in the front of it after it fires its gun.

The game suddenly ended after sometime when the game crashed to desktop and I got an error message, something about an Exception Access Violation I think.

Also I saw a lot of Soviet T-60 Tanks are these the T-70 mislabeled or is it the actual T-60 Light Tank?

Overall, very few bugs. The crashing to desktop thing was odd though.

+1 vote     reply to comment
TheLastSterling Dec 15 2014 replied:

The reason the BA-64 is called Wz.29 is the makers of the game did that, heck most of the units in the game have the wrong name or wrong weapon. One example are the russian ships in the vanilla version: they never existed nor looked liked that on the blueprints.

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Dec 14 2014 replied:

the T-60 and T-70 are different units. I'll post a screen shot for clarification.

I'll get those other two issues addressed later today. normally that's from the game expecting to find something and not being able to find it. I had that problem with the JPN Paratrooper Marines (for some reason para units can't be allowed to have melee attacks. I was pretty sure I got rid of all of those types of units, though)

+1 vote   reply to comment
Theharkonnen Dec 14 2014 replied:

An easy fix for the panzer is to delete the recoil .kf in its model folder (Data/Units/Ger/...). Some of the models have this issue. When I did the models I used the original bones and they have to be perfectly lined up or this happens.

+1 vote     reply to comment
Droidekas Dec 14 2014 replied:

Which file would that be? There is two one named GERTankLightRecoi1.kf and GERTankCORecoi1.kf

This is under GERTankCO.

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