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 Revised Artillery Units (view original)
Revised Artillery Units
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Gizmotron Author
Gizmotron - - 1,080 comments

medium artillery no longer has a shell diameter attack bonus. only light artillery gets that bonus now.

medium artillery gets a 2 second enchantment where speed and rate of fire are reduced by 15%. heavy artillery gets a 4 second enchantment of speed and rate of fire being reduced by 30%

I'm still committed to using the historical projectile weight as the basis for attack values. likewise, I'm still committed to the historical max range as being the basis for ranges.

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Description

after years of playing this game I felt like I needed to find a way to make artillery less overpowered. I tried five or six different things. I tried using the mana code to make artillery run out of ammo. all this did was make the unit incapable of firing until it died and got replaced. I tried copying the rocket truck code... but this forced every single shot to start at once... so that was unacceptable. I also tried using the reload wait code as well. but, here, I had the same problem. I would code in a five round volley and it would fire all of the shells at the same time.

then I gave up the fancy stuff and tried something very simple: every time an artillery unit fires a shell it inflicts damage on itself at the same time. this means that if the player doesn't command the artillery regiment to stop firing the artillery unit eventually self destructs. the regiment is then taken out of the bombardment state automatically and then the resupply process replaces the lost unit.

if an artillery regiment loses it's artillery units and it is not within a friendly supply zone then the player has to do one of three things. retreat to a friendly supply zone. use a supply drop or supply depot to create a new zone of supply. or use a special op to regenerate the regiments that have lost their artillery.

I have been testing this out for about a month now and I'm pretty happy with it. I didn't apply this to artillery bunkers or rocket artillery units, though. rocket artillery can only fire once every three to four minutes. and bunkers have such high health that it wouldn't make a difference.

oh, right, I cut the health of artillery bunkers in half. this way it's easier for tanks, mechs, and infantry to take them out with rush attacks.

I've also given mortars a built-in attack bonus against artillery units and bunkers. so, now ALL fighters, mortars, and AT infantry have attack bonuses against artillery.