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. 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, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Yugsolavia, and the Yugoslav Partisans more nations and territories available for WW2 mode, see images for details.
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. 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, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Yugsolavia, and the Yugoslav Partisans more nations and territories available for WW2 mode, see images for details. the WW2 map now includes 16 playable factions, 37 different nations to encounter, and hundreds of new generals.
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 event that the mod doesn't work you can remove the mod by deleting the new Data and video folders. the game's original data is contained in the rwd data files... so all that's required to revert back to the original is to delete the new folders. this mod is 90% finished, but there's still a bit of bug-testing to be done. there is no SP campaign included with this mod. the UI for new campaigns is there, but no missions have been assigned. there is a read-me document included in this zip file. this mod will only work for the English version of the game.
included with this mod is an "artillery nerf" patch. this reduces artillery attack ranges to 50 and naval units to 100. the attack values have not been changed. this means that if you park your Corps HQ close enough for enemy battleships to attack you can expect to lose it. battleships have enough firepower to flatten most buildings with just one or two barrages.
I've reduced the AI aggression factor to something that's easier to deal with. with my last upload I found that the AI was so fast and aggressive that I was losing about half the time for a lot of the nations. this should make things more playable.
lots of missing skins, unit icons, and changes have been made. there are several dozen new anti-tank guns and artillery units, new German naval units, and modified regimental layouts.
I've also attached a number of maps that I've come up with over the last five or six years of playing the game. there is still no SP campaigns. but I've included the original SP campaign maps, the revised versions for the Gizmotron Mod, and a series of new SP maps that have yet to be featured in campaigns.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. 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, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Yugsolavia, and the Yugoslav Partisans more nations and territories available for WW2 mode, see images for details.
here are some basic statistics to compare the original game to the present mod:
Original Axis & Allies
total nati
units = 231
regiments = 158
buildings = 254
generals = 20
technolgies = 96
WW2 territories = 55
WW2 start date = December 1942
playable WW2 sides = 5
nations featured in WW2 = 5
Uncommon Valor
total nati />units = 2892
regiments = 1987
buildings = 1222
generals = 471
technologies = 247
WW2 territories = 181
WW2 start date = October 1940
playable WW2 sides = 16
nations featured in WW2 = 37
There is still the same error:
xxxxx\Building\FRA\fra_hq_ffr.tgi(0): name already in used fra_hq_ffr
hmmm... that's discouraging. I was able to load the game successfully a half-dozen times in the last two days using the data I uploaded here.
did you use a 'clean' version of the game? make sure to delete any old "Data" and "Video" patch folders before installing this patch.
it's okay to delete the 'Data' and 'Video' -folders- because this data is already provided for the original game's compressed RWD files.
if you try to paste the 4.1 beta patch over the 4.0 beta all of the ghost files that I removed will still be there.
What I did was install the original A&A and cover everything with the UV beta 4.1. I will re-try it again . Thank you!
Sorry to say that the problem is still here. Let see whether other people has the same problem and we will know what's going on.
I downloaded and installed the game last night.
I got the same thing on starting the game................
Axis & Allies Fatal Error
AA\Data\Buildings\FRA\fra_hq_ffr.tgi: Thing data name already used: (fra_hq_ffr.tgi)
The (fra_hq_ffr.tgi) and the (fra_hq_ffr_dynamic.tgi) in the AA\Data\Buildings\FRA file is
still contained in the AA\Data\Buildings\USA file and it has the same IDS as the ones in the
AA\Data\Buildings\FRA file causing a duplicate file crash.
I compared them side by side and they are duplicate files.
I deleted both files from the AA\Data\Buildings\USA file
and the game loaded and ran fine.
Just figure out a way to make it work: I delete one of the two fra_hq_ffr.tgi and the fra_hq_ffr_dynamic.tgi. After that everything runs smooth so far. It is a very big mod and required lots of effort. Glad that I can enjoy your new work finally
Is the WWII mode available to be played in multiplayer. Either online or having 2 human players in WWII mode. My brother and I love the game and have always wanted to play co-op WWII mode on the computer.
hmmm... perhaps I need to delete the 4.0 patch from the web-page? I did a directory search and did not find the file fra_hq_ffr.tgi in either my A&A install or the patch folder that I compressed for uploading!
I'll try again this weekend. next time I will delete 4.0 and 4.1 before I upload the file. hopefully this will solve the problem. thanks to everyone for their patience.
thanks of your mod,There is bug:shipyard cannot construct on the sea,Al build warship on land al the time;(so this game,I can defeat easy Al for the first time
we tried out a couple of options and the current method was the best of the worst. making the building water based meant it was impossible for the player to deploy them without using a special operation or triggers. the AI wouldn't summon the building even if it had enough points. sometimes it would still summon it in bad places.
the fact that the AI unpacks shipyards in the middle of mountain ranges or far away from water does bother me. but the current method is the best means of allowing PLAYERS to deploy them without sacrificing other game-play features.
we included the feature mostly so that the feature could be used in custom-made maps. then players could arrange it so that the AI would start off with the building and use it properly. in random maps we just didn't know how to make the AI use it correctly. for that matter we didn't know if human players would figure it out either!
I will look at the AI and SAI templates and see if I can change that. it might not be possible. but it's on my list of things to try and fix. with all of the missing unit icons, mis-named models and other problems the AI wasn't as large of a priority.
In addition, the shipyards cranes must point towards the sea for the ship to be built and not die.
swapped 4.1 with 4.2. hopefully this will address the free french forces bug.
The AT guns are shooting bazooka rokects
The bombers just come out and fly around everytime when I order them to attack enemy units. But they do well when I want them to bomb buildings.
I can look at the AT guns again. I just copied the AT unit code directly and changed the unit model. I might be able to change the projectile used to match that of the tank guns. thanks for pointing that out.
I need the specific names of bombers in order to fix that.
it sounds like they might be dive-bombers. I used the fighter unit template to get them to actually dive at their targets to drop bombs. when coded this way they can't use splash damage (aiming at the ground and damaging nearby units). this means that they HAVE to attack regiments, buildings, or specific units. if it's a problem I can just revert all units designed to bomb things back to the regular bomber unit template.
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I think it is better to keep the infantry AT units and add AT guns as another unit with higher damage.
I tried to keep the attack values based on historical figures. for AT guns this figure is penetration at 500 yards or so.
in the case of hand-held AT rockets and rifles I went with their best attack documented value.
in every unit I have tried to give them their most likely historical sustained rate of fire.
bazookas would typically have a much higher attack value than most anti-tank guns of similar caliber. the trade off is that they have to let the tanks get within 50-150 yards before they have a chance of scoring a hit! this might be a mere 10-30% of the effective range of an anti-tank gun.
most AT guns should have a range of 20 while bazooka/RPG types should have a range of 8-10.
I'll have to go back and double-check the AT rockets and change their rate of fire to 30 seconds each to get things more historically accurate.
Thank you for your hard working! When will the next version be released?
T haven't been playing for a while, so I forgot lots of stuff... sorry.
t's been awhile since I posted an update. honestly all I planned on doing was to get rid of bugs in the game. but as I was reading up on things, fixing errors here and there, I decided that I could flesh out some of the minor factions a bit more.
I had to completely overhaul my mod to make it compatible with Windows XP. this involved renaming thousands of files. I still have thousands of more to go before I fix a lot of these things. I'm hoping to post another updated version of the mod in the next couple of months. I just wanted to do an update here to show that development and trouble-shooting isn't dead in the water.