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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Add media Report RSS Marine Raiders deploy from Submarines (view original)
Marine Raiders deploy from Submarines
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Gizmotron Author
Gizmotron - - 1,078 comments

theharkonnen is very close to cracking the Naval Base building. we're in need of some tech suggestions for naval units. I've got a few ideas, but would appreciate some more. to start off with:

Improved Fire Control for the USA and GBR
25% increase in rate of fire, given that most battleships can only shoot once every 2 minutes this is a big deal.

Improved Torpedoes for JPN
25% increase in projectile speed. this would mean that in a duel between submarines the JPN torpedo would connect first.

Improved Damage Control:
15% increase in resistance to all types of damage

other suggestions would be appreciated

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Wordsarecool
Wordsarecool - - 421 comments

You can alter projectile speed via property?

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TheLastSterling
TheLastSterling - - 92 comments

techs ideas:
improved rangefinders: bonus to range
torpedo belt: damage resistance to torpedoes
armored magazine: increase hp
improved propulsion: increase speed
improved anti-aircraft defense: bonus damage
armored flight deck: bonus resistance
radar detection: improved sight range
periscope: improved sight range(subs should have a low sight range to begin with preferably)
torpex: bonus damage from torpedoes(british tech)

BTW ships can serve as a division hq, being both able to deploy and attach regiments. the only issue to this is that the banner icon above the ship will be partly in the ship(afaik this only happens to battleships).

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Gizmotron Author
Gizmotron - - 1,078 comments

thanks for the suggestions. I'm kinda rusty on naval stuff.

ah, good to know that I can use them as a type of division HQ. I've created regiments based on multiple ships... but I didn't know that they could be used as a Division tent as well. I created a banner icon that's invisible for the Japanese ambush regiment-- so I might be able to make a smaller custom banner for division ships.

towards that end, was this done because amphibious regiments are kind of a pain? I remember at one point I had an amphibious version and a land-based version of nearly every major Marine regiment... and that was kind of a pain!

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nhinhonhinho
nhinhonhinho - - 266 comments

So we can create ships now O_O!!?? Are you planning to have naval battles?

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C@H@I
C@H@I - - 72 comments

Can you find any way to show the "cooling down" situation of ships and some units like Gustav?

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Simcardo
Simcardo - - 3,511 comments

invisible on minimap
spooky

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Gizmotron Author
Gizmotron - - 1,078 comments

the plan is to have a "Naval Base" building where players can deploy new ships. theharkonnen is looking into having it possibly be recruited like a normal HQ and spawning ships in the water nearby. my hope is that they can be added into the WW2 Metagame in sensible locations.

I had hoped to alter projectile speed, and did three or four different tests w/o any visible change. so I ended up creating a different weapon template for the JPN torpedoes. they're about 25% faster than torpedoes from all of the other nations and don't leave a visible wake.

one thing that concerns me: during my most recent tests it would seem that ALL torpedoes are essentially homing missles. I've found it is nearly impossible to have them miss. this is fine for late war subs from the USA or Germany-- but a lot of torpedoes for most nations were basically unguided projectiles.

right now battleships have to wait two whole minutes between shots, with some types the waiting time is longer. this had to be done because two or three volleys from a battleship could flatten the Corps HQ newly recruited division tents and win the game inside of four minutes.

the Gustav cannon can only be fired every 21 minutes. not sure it fires often enough to justify a "cool down" time during the game. after upgrades it still takes about 16 minutes between each shot fired.

for destroyers and cruisers "cooling down" should be an issue, because most of those units can fire at least every 30 seconds or so. however, I'm not sure if this can be shown in the game.

naval battles are not something that the AI handles very well. not with our mod, at any rate.

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TheLastSterling
TheLastSterling - - 92 comments

the thing about the japanese torpedoes is that they were very visible, or at least the oxygen torpedos. not only did they have faster speeds, but also longer rage.
USA torpedoes were outragously bad.
the homing torpedo thing does seem a bit wierd, if somehow the rocket projectile could somehow be modified.
an idea to counter ships from bombarding hq; have coastal artilly bunker(already in the game, just functions like a regular artillery bunker in vanilla ver.) Majority of them where of at least the same caliber of battleship guns, but since there're on land(stable firing platform) they can be give better range and ROF.

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Gizmotron Author
Gizmotron - - 1,078 comments

one of the annoying glitches in the old Gizmotron Mod, if you played it, was the Coastal artillery bunker for Germany. it was very large, and had a limited range of motion. sometimes the random game couldn't generate the bunker, or when it did, it would typically point AWAY from enemy ships and buildings, and could not be rotated! most other countries now have a generic coastal artillery gun that can rotate 360 degrees. German players will simply have to build them with engineers-- but they'll get three different options based on the Normandy artillery beach bunkers.

I agree that the land-based bunkers should get a better rate of fire. since it will only be a single cannon, in most cases. I'll keep the max range the same, though. the problem with battleships is that if I use their historical rate of fire they break the power-curve of the game and become practically invincible. so this is a good way to balance out the game.

I LIKE the idea of the homing torpedo being used for the Type XXI submarine... but not for the Type VII!

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Description

finally got around to adding this feature. Marine Raiders are already part of the game as an HQ deployed regiment. they're invisible on the mini-map radar.