this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. new biomes allow players to mix and match arctic, boreal, and other terrains on the same map in was never possible before.

new, larger territory maps in skirmish mode. new experience ranks and bonuses (regiments improve up to 2000 exp points). 100+ special ops, new water-based units like cruisers and submarines (with torpedo attacks). nations included are Australia, Belgium, Brazil, Bulgaria, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Estonia, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Latvia, Lithuania, Mongolia, Nationalist China, Netherlands, Netherlands KNIL, New Zealand, Norway, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Viet Minh, Yugsolavia, and the Yugoslav Partisans

more nations and territories available for WW2 mode, see images for details.

new descriptions for rate of fire (recharge time in seconds), travel speed (numbers are used instead of generic descriptions) allow players to more accurately compare in-game performance of units. machine-guns and sub-machine-guns now affect multiple targets based on historical rate of fire (but have lower damage output compared to rifles). attack values for anti-tank weapons and tank cannons are based on historical penetration data at 500 yards.

new artillery and anti-tank gun units have been added to make sure that infantry is still competitive at later stages of the game. infantry machine guns are capable of engaging enemy aircraft and can be used to defend your base while armored and mechanized forces are on the attack.

artillery attack values based on historic shell weights (with an attack bonus against infantry based on shell diameter in millimeters). artillery attack range based on historical maximum range.

new interceptor airfields allow players to use fighters to attack enemy bombers before they can strike friendly buildings. major nations will have multiple types of aircraft and airfields to choose from. certain nations now have the option of recruiting supply drops from airfields instead of using experience points. additionally some nations will have access to unique airborne weapons like atomic bombs, chemical weapons, and napalm from airfields deployed from Aviation HQ Divisions) aircraft speeds have been increased so that infantry can run in circles to avoid bombers. some nations have the ability to deploy airborne supply drops from airfields.

most nations (but not all) will have artillery bunkers which can be packed up, moved, and unpacked at least once. (more than once causes the game to crash. still don't know why). a much more aggressive AI is featured. the World War 2 map now features 16 different sides (9 Allied, 6 Axis, 1 Neutral).

new stand-alone arrangements of historical music has been added. new songs included for China, Poland, Italy, Belgium, Greece, Norway, and Sweden. these can be played through the map editor by the use of triggers. (haven't figured out how to get the new faction music to loop back on itself. so the new nations use the original theme music for now)

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Update 4.4 delay

News 3 comments

so I'm STILL ironing out details on the unit restrictions for the original SP campaign maps. I think I'm about halfway done. I've been updating the generals as I move along to make them more historically interesting/accurate. I'm about halfway done with a brand new Polish SP campaign. once the map-making is done I'll add a German and Russian version of the appropriate missions. I will be including a number of major and minor battles that lead up to the conquest of Poland. but some of the maps are large enough, and complex enough, where I will be recycling them. so the same map that I created for the Battle of Warsaw in 1939 will later get used for an 'Operation Heads' map were Polish partisans attempt to assassinate heavily guarded German officers while avoiding direct conflict with German regiments. this map will also get used for the Warsaw Uprising. I might also use it for some Polish anti-Soviet partisan activities if I can come up with enough information.

I probably could have uploaded something - but the end result doesn't feel different enough from what I posted last spring to justify it. I'm still trying to find ways to make the AI more effective, have got some missing unit icons and such I'd like to fix. additionally, I haven't solved the music glitch of things not repeating. so I might just make all of the faction music based on the original five factions and then make a separate patch for the new music.

pending upload 4.2

pending upload 4.2

News 1 comment

will be posting a new 4.2 version of the mod by this upcoming weekend. This version of the mod has been almost exclusively dedicated to making it work...

Uncommon Valor Beta Test 2.0

Uncommon Valor Beta Test 2.0

News 5 comments

there is an updated test patch uploaded and available for testing. WW2 mode heavily modified. many bugs and glitches have been fixed.

Beta Patch 2.0 upload delay

Beta Patch 2.0 upload delay

News 3 comments

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

News 4 comments

thoughts on implementing time-periods on Axis & Allies

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Uncommon Valor 4.3

Uncommon Valor 4.3

Patch 21 comments

I've overhauled the mod to work in Windows 10 as best as I can. thousands of buildings, units, and regiments have been updated to correct missing skin...

Uncommon Valor Beta Patch 4.1

Uncommon Valor Beta Patch 4.1

Patch 20 comments

this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. new, larger territory maps in skirmish mode...

Uncommon Valor AI-patch (quick fix)

Uncommon Valor AI-patch (quick fix)

Patch 1 comment

this patch is designed to make the AI a bit less difficult. it will still be noticeably stronger than in the original game. I've changed the variables...

Uncommon Valor Beta 3 0

Uncommon Valor Beta 3 0

Demo 13 comments

extract this over a clean install of the Axis & Allies game. paste this into your Atari folder to over-write the original data for installation. in the...

Comments  (0 - 10 of 938)
Guest
Guest

Whilst eagerly awaiting the next release, I dug out some older mods to try the campaign. Axis side all works fine but on Allied side there is no way to progress past Stalingrad as even when having reached all objectives the game does not trigger the Mission Won / Continue option.. any idea where to find the relevant code and what to look for?
Tks

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Gizmotron Creator
Gizmotron

that problem sounds like it's rooted in the map triggers - and it SHOULD be something that could be altered by any user simply tweaking things in the map editor.

however, the original maps won't work in their unaltered form on any Gizmotron associated mod. maps that worked for an older version of the mod will most likely not work on a newer version.

that's why I disabled the SP campaign awhile back... because there were some problems that couldn't be overcome at that time.

I was also trying to upgrade these maps to make use of a lot of the new features. I'm starting to think I shouldn't change the original maps all that much - and just leave them as unchanged as possible. people are going back to them for the familiarity, anyways, right? and it would be a lot easier to update a few unit restrictions and get rid of some phantom regiments than to try and integrate all of the new features.

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CPTYARIN
CPTYARIN

anybody know to to use mod?im confused(after download)

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Gizmotron Creator
Gizmotron

do you have a legal copy of the original English version of the game? I did include install instructions in the read-me. if you're using a non-English version of the game this mod probably won't work.

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Guest
Guest

I Mean How To Install Any Mod In Axis & Allies

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Gizmotron Creator
Gizmotron

if you have a legal English language version of the game you past the folders inside of the main game folder to replace the existing Data folder and other items already there. It's simply a matter of pasting it into the right spot.

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Guest
Guest

How in the world did you raise the player count for matches?

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Gizmotron Creator
Gizmotron

ehhhh, it's been a long time. I think all I had to do was create new sides for the template_rmc_aa.tgi file in the TEMPLATE folder. then there was the problem of adding in new colors for the kingdom_colors.tgi file in the GAME folder. after that... I don't really remember. it's been something like five years since I made those changes. I couldn't get more than 16 sides working at a time, though. that's why the WW2 map is limited to 15 specific nations and 1 generic nation with dozens of defensive armies of different types.

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andoodle
andoodle

Pardon me, Mr. Gizmotron.

I am sorry to disturb you at this time, but how is this mod coming along? I am sorry for asking such a stupid question as this, but I felt that I needed to get it off my chest. Thank you for your time.

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Gizmotron Creator
Gizmotron

it's still going - but only when I have time to do it. I've got a lot of responsibilities in the real world... and I don't always get as much time to work on modding.

I'm slowly going through and double checking the... er, roughly 3000 units, 2000 regiments, and 1000 buildings looking for missing skins, icons, and stuff like that. I've also been drafting new maps, looking at new historical unit restrictions to apply to the original SP campaign maps.

I still work on this mod at least a couple of hours every week. however, since I'm the only one working on it - it takes a long time to uncover everything and fix it up.

I want the next upload to be a significant improvement over the last upload. I also want the changes to be noticeable. one of the biggest differences will be that I've created more in-game counters for artillery. I will also be reducing the power of medium and heavy artillery. initially, I liked the idea of heavy artillery being able to wipe out an entire group of infantry with one or two salvos... but what this does is make infantry less effective in the later parts of the game. so I've been looking at ways to create counters that can allow every major nation to stand a fighting chance. (some of the minor nations, realistically, will have no hope of beating the larger ones if they can get to the mech and armor stages)

just last night I was working on updating Romanian airpower and looking at making an Odessa campaign map.

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