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.

Post comment Comments  (70 - 80 of 569)
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.

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Gizmotron Creator
Gizmotron Sep 21 2014, 11:55pm replied:

thanks. I'll look into fixing that.

+1 vote   reply to comment
1skeip1
1skeip1 Sep 16 2014, 8:36am says:

I wanted to send you a file with photographs of all Italian tanks but do not know how

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Sep 17 2014, 1:03am replied:

thanks for the offer-- but I've found that with Google Translate, and some key Italian words, finding pictures isn't too hard to do.

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kingofhugs
kingofhugs Sep 15 2014, 2:48pm says:

Have the dynamics for snipers changed? Could you make them operate similarly to targeted artillery? Being able to fire from afar without taking fire themselves? and be able to target individuals?

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kingofhugs
kingofhugs Sep 17 2014, 5:10pm replied:

so have it set as an infantry-only bonus? And by being able to target, I meant similar to how if you place an arty barrage on a specific entity, it'll focus fire that entity. Maybe have the same function for snipers? Where when you click 'attack' and then place it on a entity, they'll focus fire that entity then switch to the overall unit once it's kill.

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kingofhugs
kingofhugs Sep 18 2014, 2:48pm replied:

So snipers are, for lack of a better description, becoming obsolete in this mod?

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Sep 18 2014, 11:32pm replied:

sorry you feel that way-- but I don't think snipers are obsolete.

I increased their range from 10-points to 15 (20 for special units). this, by itself, is a big advantage against every type of infantry regiment this side of mortars and field guns.

snipers already benefit from nearly every major type of infantry upgrade. sure, some of them don't seem glamorous-- but some of them are really handy. USA snipers, after fully upgraded, can resupply 55% faster than non-upgraded units from other countries.

months ago I added snipers to the the "Improved Optics" tech. this gives them a 10-point increase in detection range, a 5-point increase in attack range, and a 10% increase in control range (the range at which they react to the enemy).

in the original A&A game snipers were the undisputed kings of infantry. now they have to be used as part of a larger integrated force using lots of different types of units.

if any one change has spelled the death knell for sniper supremacy it would have to be the new mortar and artillery attacks and ranges.

but even now, snipers can be used effectively. using a six regiment sniper rush is perfect for crushing enemy mortar regiments. by combining four snipers with two AT infantry you can smash enemy field gun regiments quickly.

the old tactic of rushing an enemy base with three divisions worth of snipers just isn't going to cut it in the Uncommon Valor mod.

it's worth pointing out that historically snipers have done very well in defensive positions. once snipers started moving forward during offensive operations they lost most of their value. I'll use snipers for stealing cities, and defending against attacking regiments, but I don't generally use them for launching big offensives. if I can combine them with mechs, armor, and support them with artillery then yeah-- but I don't send in snipers to attack something without back up and support from other types of regiments.

+1 vote   reply to comment
kingofhugs
kingofhugs Sep 19 2014, 10:00am replied:

True that, but it is hard to judge a mod from the text that's put up on the forums. That's one of the things I'm looking forward to playing with when the full version is released. :)

+1 vote     reply to comment
Gizmotron Creator
Gizmotron Sep 17 2014, 10:24pm replied:

yeah, but that's what mortar infantry and field guns are for.

the game allows you to target specific combat units within an enemy regiment for attack. it's not perfect-- but it's already an option.

so far as I know, after years of experimenting on the game, the kind of target prioritization you're talking about isn't allowed with the existing game mechanics. targets include aircraft, buildings, commanding officers, infantry, vehicles, tanks, and water. you can't mix and match targets-- the game simply won't allow it for anything apart from special ops with multiple components.

+1 vote   reply to comment
Gizmotron Creator
Gizmotron Sep 17 2014, 12:48am replied:

I felt like snipers were over-powered in the original game. now that I've made MG and mortar units deadlier vs infantry it seemed reasonable to give snipers a longer 'reach'.

the problem with giving snipers a special attack bonus against commanding officers (aka 'captains') is that it makes them too powerful against division tents, armored cars, and tank CO units. you could see snipers laying waste to halftrack and armored car regiments. I saw an example where a single sniper regiment could destroy a Panzer IV CO tank in less than half the time it would take a regular heavy infantry regiment to do the same job. it doesn't really make sense in terms of game-play.

we can't add new types of targets without some really awful side-effects. so for now snipers will have to remain basically unchanged.

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