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.

Add file Report Uncommon Valor Beta Patch 4.1
Filename
Uncommon_Valor_4.2_for_Axis_Allies.zip
Category
Patch
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Gizmotron
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Updated
Size
1.65gb (1,774,313,373 bytes)
Downloads
510 (1 today)
MD5 Hash
e4f2affd0318229abde3a99313918956
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Description

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.

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Uncommon Valor Beta Patch 4.1
Comments
Raphael03
Raphael03

There is still the same error:
xxxxx\Building\FRA\fra_hq_ffr.tgi(0): name already in used fra_hq_ffr

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Gizmotron Author
Gizmotron

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.

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Raphael03
Raphael03

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!

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Raphael03
Raphael03

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.

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88nosebleed
88nosebleed

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.

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Raphael03
Raphael03

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

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Guest
Guest

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.

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Gizmotron Author
Gizmotron

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.

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Guest
Guest

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

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Gizmotron Author
Gizmotron

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.

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Theharkonnen
Theharkonnen

In addition, the shipyards cranes must point towards the sea for the ship to be built and not die.

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Gizmotron Author
Gizmotron

swapped 4.1 with 4.2. hopefully this will address the free french forces bug.

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Guest
Guest

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.

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Gizmotron Author
Gizmotron

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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Guest
Guest

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Gaogzs
Gaogzs

I think it is better to keep the infantry AT units and add AT guns as another unit with higher damage.

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Gizmotron Author
Gizmotron

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.

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Gaogzs
Gaogzs

Thank you for your hard working! When will the next version be released?

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Gaogzs
Gaogzs

T haven't been playing for a while, so I forgot lots of stuff... sorry.

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Gizmotron Author
Gizmotron

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.

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