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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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  (70 - 80 of 470)
kingofhugs May 2 2014, 4:44pm says:

Blizzard needs to be fixed, badly. You CANNOT play on Arctic Roadways at all due the blinding purple squares that cover the field.

+1 vote     reply to comment
Gizmotron May 3 2014, 12:37pm replied:

the blizzard weather is added to that mission with a trigger. I don't remember the trigger off the top of my head-- but it's very early in the list. you can get rid of that weather by changing it to regular snow. this way you don't have to wait for a patch to get the map playable again. most of the triggers on that map are given detailed names-- so hopefully that can help you out in the short run.

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Gizmotron May 2 2014, 11:30pm replied:

I'll ask Harko to make a new version of the Blizzard. it works perfectly on my ancient XP-based tower... but I understand that this probably won't work for most other players.

+1 vote     reply to comment
Theharkonnen May 3 2014, 9:59am replied:

Yeah, just tell me where the model is.

+1 vote     reply to comment
kingofhugs May 2 2014, 1:53pm says:

Is there a file that I can open and paste a saved map into it? I can't find any of the maps I created in Editor saved in files.

+1 vote     reply to comment
Gizmotron May 2 2014, 11:36pm replied:

normally custom made maps are not saved inside of the program folder. they're usually stored in the "Documents" aka "My Documents" folder.

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Guest May 2 2014, 10:35am says:

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Theharkonnen May 3 2014, 9:58am replied:

For .kf's, I usually do not mess with those. We usually just paste a new model on top of an original A&A model and keep the pre-exisitng .kf's.

If you want to export a infantry model, I imagine it would be along the same lines. Horses I am not sure about.

+1 vote     reply to comment
Gizmotron May 2 2014, 11:38pm replied:

I have very little experience with Nifskope. but I can see if theharkonnen has any ideas.

I've mostly focused on code-work and balancing the mod. once that gets fixed up as much as possible I'll focus on map-making.

+1 vote     reply to comment
kingofhugs Apr 30 2014, 8:58pm replied:

This was already answered, read back

+1 vote     reply to comment
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