This mod increases the regiment limit to 180, the building limit to 40. there are 35 new special operations, over 50 new generals. each nation now has 10 generals in WW2 mode. each general has 6 special operations. new terrain has been added. new terrain modifiers for all units. new corpse and destroyed tank doodads for all nations. All nations have snipers and marines. artillery trailers have been turned into combat units. added new campaign buildings, minefields, obstacles, and division HQs. completely revised and expanded the SP campaign. customized dozens of the WW2 metagame territories. new WW2 capitals for Great Britain and Germany in MetaGame. dozens of new units, hundreds of new regiments. new intro-video. new generals show up in visible in Metagame Lobby. AI has been altered to be more aggressive and to use all of the new special ops. AI has been changed to recruit and research more like online human players.
incomplete test patch. playable nations include Australia, Belgium, Bulgaria, Canada, Communist China, Croatia, Finland, France, Germany, Great Britain, Greece, Hungary, Italy, Japan, Nationalist China, Netherlands, Norway, Philippines, Poland, Russia, Spain, Sweden, United States, Yugoslavia. heavily modified WW2 mode includes 16 factions instead of 5. there are fifteen national factions and one generic nation featuring six different types of defensive armies: (Greece, Philippines, Norway, Spain, Sweden, Yugoslavia). many glitches and bugs have been fixed since the previous test patch. work is still in progress. MG infantry units can now engage aircraft and ground targets all mortars and artillery units revised. artillery range is the historical max range divided by 100. the attack value is determined by the shell weight. historical rates of fire used whenever known revised tank stats. bayonets are only used against infantry 100+ Special Ops many other changes
First to comment and YAYYYY! It's here XD XD!!!!!!
Downloading,is it just me or everyone is downloading slowly?
I was number 6 and it took 30 minutes to download my mod also downloads slow. Don't know why...........
Ok, loaded the mod last night no problem, initiates, starts and runs fine.
In the WWII mod had one crash entering a territory in the mid east have not identified it yet. I can fix that and let you know the fix.
In RTS I had 3 crashes not sure what caused them.
Did not play very long.
I also Added borders to the Philippines by editing E9, E10 and E11 territory dds files and inserting them into Data/MetaGame/WorldMap.
I can do that for all the other territories as well and post a patch if you would like.
since I don't know how to do that yet that sounds pretty good.
theharkonnen has told me that one type of crash is caused by not having defensive bunker assignments in preparation for all of the attacking nations. I've also found that some territories appear to not have the ability to attack each other. the pieces are allowed to move back and forth, but they're not allowed to attack because of gaps in the coding. friendly movement is allowed, but attacks are not. I expect WW2 mode will take a little while to iron out.
for RTS crashes write down the exception that shows up on the screen. then open up the Logs folder and find the most recent file (the one from the last game crash). do a search for the exception code and that will usually give you a pretty good idea of why the game crashed. it could be a missing dds file, or a faulty spawning code. the game couldn't find something it was expecting to find and crashed. obviously we can't look at every single log file-- but, for an experienced modder like you, it could give you some valuable clues as to why the game crashed. you can send Harko or I a PM on ModDB and we'll try to look into it.
for testing purposes it might be better to restrict things for one-vs-one for awhile. that way it's easier to figure out what happened. I've tried testing with six or more teams with different nations all at once-- and gets very difficult to figure out what happened! although this method could work great if you have three-vs-three with only one faction per team. it greatly increases the odds of a game crash (if that's what you're looking for! ;-)
Ok, here is what I did this weekend very busy.
I removed all your map and map data files and inserted my new 83 territory maps, map data files and strings.
I created 16 independent nations no allies.
I made victory conditions on capture of 17 capitals so all remnants of armies around the map could be whipped out.
Changed the WWII start date to 1940 and army destruction to random.
I changed Australia to Sweden since they have mgarmy icons and Philippines to Communist China since they have mgarmy Icons. Added all my edited mgarmy icons.
I added my Pirates since they can be captured and move all around the map rapidly.
I edited your Navies so they would not crate shadows on the WWII map.
I added all my Navies to CAN, GBR, GER, FIN, JPN, NED, RUS and USA also added SS to GER to be purchased in WWII mod. (no small task) Also added all my flag files.
I spread all 16 Nations to territories dispersed around the WWII map.
I inserted my mg AI for it allows factions to rapidly disperse around the map and attack capitals.
I gave all factions “AMBIENT MUSIC” and added all my callouts and Metagame Capital Selections.
I took all the defenses from Poland and played that faction in WWII mod and did nothing so it would be conquered quickly. It was conquered in March of 1940.
Now I sat back and watched the other factions fight it out automatically in WWII mod. Left and came back several times and the game was still running.
They fought it out till July 1956 without one crash. Russia won, had 136 armies and 25 naval units conquered every territory on the map. (Yeah, I counted them)
It tells me the problem does lay in the map files coding and nothing else is effecting the WWII mod.
I plan to take your map files and enter them into this new beta 2 version.
I will have to take the map files one at a time and edit them to insert them into this new beta 2 versions so I will need to do a line by line review of each map file. (time consuming like making new territories)
I will also reinsert them back into your beta 2 version. Hopefully that way I will find out what the coding problem is and be able to inform you.
It may be easier just to send you copies of both versions.
I did take some screen shots of all this will post them if you like................
Any help would be appreciated in this regard.
What I forget to add is you must set "WWII Options" to (Quick AI Turns) and (Quick Resolve AI Battles) for this computer battle to work after you are conquered.
This is a great way to check out new territories and Armies.
Last night I added the 4 neutral water territories I configured as playable territories to the game. Let myself be conquered and the other factions fight it out again. Got to 1947 when I shut it down without any crashes. Ran smooth. Did not have time to do much more.
If you or anyone else has interest in adding borders to new territories.
Go to forums/mods and view theharkonnen tutorial on adding new territories I have posted a tutorial on making territory borders there.
Axis-and-allies.com
Tutorial to have territories change Alpha along borders with a fade affect and it will change to the color of the faction that owns it.
Just FYI, I believe Sweden borders southern Poland for some reason
that's probably a hold over from the original game map-- where Sweden connected to Eastern Europe (which used to be one big territory). I expect we'll have quite a few oddities like that which will need to get sorted out. thanks for pointing it out.
After reviewing your map and map data files I have found several simple fixable coding errors but have now noticed your map files and future edited dds files will not be compatible with mine.
Since I am going to do editing to your map files and dds files for borders in any case instead of trying to make them compatible with two different mods (lots of work) and after further reviewing of the game files I have come up with another idea.
I have this to propose.
I can construct a patch that can be installed by anyone with basic computer skills in any A&A mod including the original version. With this patch you will be able to install all new territories available.
You will be able to install my new 88 Territory maps (yeah, made a few more) along with my 5 playable neutral water territories (made 1 more) and the 5 playable neutral land territories.
I can also combine most of your additional new territories with borders in this patch and you can install it all in your mod allowing you to forget about the WWII problems and focus on other projects you are working on.
I can also edit and add all new territories that anyone else might be interested to construct now or later on.
This way I can keep focused on one primary MCO (Mission Critical Objective) and the community will have a nice patch to enhance any mod.
Because we are entering a very busy season I estimate it will take me 4 to 6 weeks to complete this.
The cost will be negligible and benefits substantial.
Let me know what you think and I can go to work.
This sounds fine.
Ok theharkonnen, what I will do is open a new "A&A RTS Map Patch" mod page to post screen shots and keep you and Gizmotron updated.
Have already added to my map files the 2 Western China territories, the 3 Central China territories, and the 2 Philippine territories.
Did the WWII auto war and it runs great.
I will post a couple of screen shots on my "83 territory" mod page for now so you can take a look.
Will try to get the new "A&A RTS Map Patch" mod page up in running in the next few days.
sorry it takes so long to download. I don't know what to say or do about it, to be honest. it certainly took forever trying to upload the thing.
We could break it up into parts next time.
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yeah, there have been a few units that are missing skins (aka neon pink) that need to get fixed. I thought I had that one patched up already. I'll give it another look. if you see any other oddities like that feel free to post comments here or send me a PM.
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the WW2 coding is on hold for the time being. making new Arctic & Desert skins for a lot of units.
I would advise against playing WW2 mode for now. it is guaranteed to crash within about 8 months at the most.
This would have been the ultimate mod for Axis & Allies if it were playable.. But it keep crashing whenever i play after a while..
I can't even get into custom battle anymore without a crash.
It seems it won't work without crashes.
this mod really pushes the game to it's outer limits. sometimes it simply breaks the limits of the games and it crashes. I've found that on my system it's best to keep things limited to 2 vs 2 vs 2 for finishing a game from start to finish. if you have too many sides the game can run out of memory very quickly. I used to be able to do 16 side free-for-all games... but that was before a lot of factions got extra division banners and were unable to have more than 40 regiments at a time. as a helpful hint, Nationalist China can have up to 50 divisions. if there are more than two CHN factions on a single map the game is more likely to use up all of it's available resources more quickly.
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sorry for the late response. been quite busy. I actually don't play online games. any games I play are offline and PC only.
Hi. I have two problems: there aren't the new nations like Italy and I can't play the Invasion of Okinawa mission because there is an "invalid general". Can someone help me please?