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)
while I was working on updating the original SP campaign maps and creating new ones in early 2019 I started running into a serious problem: the game was running out of resources! by the time I had fully upgraded several SP campaigns into the mod I turned my attention to the WW2 Metagame. to my shock an dismay most of the armies were now completely invisible! I also found that when I tried loading up the skirmish maps to test out new SP maps that the game was crashing. it occurred to me that the mod had gotten so large that I had to cut things out or huge parts of the game would now be unplayable.
I had ignored the SP campaigns and WW2 games for so long that I didn't realize how little memory was left.
so, to review... I'm getting rid of the unique Waffen SS mech and armor divisions for Germany. I'm also harmonizing ALL of the Waffen SS forces across the Axis nations. so Bulgaria, Croatia, Estonia, Germany, Hungary, and Romania infantry divisions will all use the exact same building, regiments, and units.
I'm also getting rid of the RUS Guards Mech and Armor divisions. like Germany they were just getting too overpowered. I'll be giving the Soviets their own Partisan division instead. it's less overpowering and uses up a LOT less memory!
Australia, Canada, Great Britain, India, New Zealand, and South Africa will all use the same buildings. I've gotten rid of a lot of unique skins to save space.
I've harmonized all of the Netherlands Europe and KNIL buildings so that they use the same base model but only have tropical skins or temperate/desert skins to differentiate them.
since I had trouble with artillery being over-powered all artillery units will inflict damage on themselves and self destruct after sustained bombardment. this is to simulate the fact that artillery regiments would run out of ammo and have to replenish themselves. Keep in mind that the special ops and techs which increase the health of halftracks will work on artillery. this means that, after their fully upgraded, Allied artillery units will generally surpass their Axis counterparts. Eisenhower in the original game, with his Mechanized Advance and Assembly Line ops would be a good artillery general now.
every mortar and fighter unit in the game now has a built in attack bonus against artillery. AT infantry units also have their special one hit = one kill for artillery units since they are based on mech units.
since I'm getting rid of a lot of the unique SS, Guards, and desert models for the major nations I've taken the time to give a little more attention to the minor nations. countries that just copied German textures in the past will now have more historically representative unit skins. it didn't make sense to have Czech tanks roaring about the countryside in "Panzergrau". so I've tried updating them a bit.
I don't have a firm release date planned - but I definitely expect to be done before the end of the year 2020.
in the last year I've gotten rid of about 5000 files. however, in the last three months I've created 3500 as part of the building harmonization process. I'm trying to have fewer buildings with more skins of higher quality serve as the basis for a larger number of factions. right now we have about 40 unique nations represented in the mod. it didn't make sense that they would ALL have special building skins if I can just use waving flags and alpha team colors to help identify them.
thanks for waiting.
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