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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Tankograd
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Theharkonnen
Theharkonnen - - 355 comments

Giz, can you reduce the brightness of the star in the middle of the UI there? Its so bright...

(In my versions, I reduced the symbols brightness by about 25-50% to make it blend in more with the background).

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Gizmotron Author
Gizmotron - - 1,078 comments

I'll look into that-- might be able to change the color saturation and get similar results.

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TheLastSterling
TheLastSterling - - 92 comments

Would it be possible to build tanks once the city has been captured?

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Theharkonnen
Theharkonnen - - 355 comments

I am also curious: If the player researchers the tech form the factory, and then the factory is captured by an enemy, does the tech still stay active or does it have to be recaptured and researched again?

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Gizmotron Author
Gizmotron - - 1,078 comments

gotta find out.

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Gizmotron Author
Gizmotron - - 1,078 comments

the tech bonus is on a first captured first served basis. I discovered last night that if you recruit the tech first and lose the building nobody else gets tech from that building. now I need to find out if this is a universal property for that map OR if the same thing applies to each individual factory.

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Theharkonnen
Theharkonnen - - 355 comments

Well that's not good.

Looking through the templates, I am not seeing anything obvious that can be changed to fix this either.

Maybe we can add it to the building directly? Without the need for a tech?

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Wordsarecool
Wordsarecool - - 421 comments

Something like the Assembly line or Gear-Up properties might be good.

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Gizmotron Author
Gizmotron - - 1,078 comments

well, there's a silver lining-- if there are multiple buildings of the same type all of the other available buildings are still available to other players. once a player has captured a building and researched a tech-- that tech no longer shows up at the other buildings. so it's still possible for other players to capture another factory and gain the tech from another building of the same type.

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Guest - - 690,250 comments

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Description

these are some new Russian tank factories. one of the things I've learned in the last week is that you can add research components to village and campaign buildings. in this case I've added Tank Production tech. this research component can be added to city centers as well