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 491)
kingofhugs May 27 2014, 9:58pm says:

I can no longer create cities - and by that I mean: I cannot add individual blocks with a city center and then attach them to that city center. Did the way that happen change with this mod or did I just forgot how to do it.

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kingofhugs May 28 2014, 11:06pm replied:

I've tried that, before I would just have to click 'verify map' to connect cities but that doesn't do anything for some reason. :\
Oh well, I can always use a default city.

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Gizmotron May 29 2014, 2:30am replied:

well, I do recall that in the original game that sometimes I had problems with city building. usually I would end up making a couple of triggers and manually edit the cities so that if you captured the city center that all adjacent buildings would get converted along with it. I'm pretty sure I had to use a bunch of those for the "Arctic Roadways" map back in the day. it's been a long time... and that map literally has hundreds of triggers.

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Gizmotron May 27 2014, 11:52pm replied:

if you're creating cities from scratch this has always been a problem. as long as I can remember if I created a city from scratch I had to START with the city center and build out from there. usually, if it's not too large, it would automatically assign some of the buildings to the city center. if you start with the subordinate buildings and add the city center in after the fact the surrounding buildings don't change sides when the center gets captured.

for larger cities you'll have to use triggers to actively make them change sides. if you've looked at the Arctic Roadways trigger lists I think it will reflect this fact.

as long as the city is not too big-- if you START with the city center it will convert anything that is predominantly within the supply radius when the city center gets captured. if you add the city center in halfway through building a city only the buildings added AFTER the city center will get attached automatically. at least, that's how it worked in the original game. I've been so busy lately that I haven't had the chance to try building maps.

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Gizmotron May 24 2014, 11:48pm says:

what's the consensus on the new infantry halftrack regiments? is having four halftrack units that summon four recon infantry regiments too powerful? I made them very expensive as a means of discouraging spam. presently, in close-quarters combat, thie infantry halftrack regiment can bring 20 units into battle. the main advantage is that the halftrack units can always retreat quickly and leave the engaged infantry recon regiments to keep the enemy engaged.

in my experience the best counter is a pair of AT infantry regiments combined with four sniper infantry regiments. the four AT units can take out the halftracks while the snipers clobber the waves of summoned infantry units.

still, if you're up against a group of four infantry halftrack regiments things can get ugly pretty fast. they can move quickly and require very little micro since the infantry gets spawned automatically once combat range is reached.

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kingofhugs May 25 2014, 9:24pm replied:

They don't seem powerful enough actually, vehicles have such resistance to most attacks that infantry use; rifles, grenades and MGs, that most of the time a single mechanized assault unit (USA) can beat down a mechanized unit without losing too many people, maybe 2-3 max.

+1 vote     reply to comment
Gizmotron May 25 2014, 1:15pm replied:

I'm thinking that I'll get rid of the carriers for most countries except the following:

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joestaller54 May 25 2014, 1:29pm replied:

So will there be Destroyers and crusiers for the French, Italians, and Russians. Also I did find in the WWII mode that the French carrier doesn't appear when there is aviation involved in a amphibious landing of some territories. Also is the problem with the aviation HQ for france going to be solved because for some reason the AI can deploy airfields and the player can't

+1 vote     reply to comment
joestaller54 May 24 2014, 10:15pm replied:

ok makes sense

+1 vote     reply to comment
Theharkonnen May 25 2014, 10:09am replied:

Yeah, I had the same problems. Most of it is fixed.

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