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A&A is already supported by gameranger. Were inviting more players to join in there to make the game group a lot bigger. If your interested pls pm me here to get more details for game matches thanks and have a nice day fellow generals
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By good luck I found this site just before getting the game.
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Glad I found this
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Dude i love the game and now a member of the website i know a lot of u guys and my other profiles on it at [Iowa]DrugMonkey, ww2freak ,and bugs bunny
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Schwieger
 


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PostPosted: Wed Jan 15, 2014 1:51 pm Reply with quote Back to top

Alrighty, it appears this site went down for a while there. Shame. Fortunately, it's back up, so I'm looking to see how many of the modders are still around here?
 
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Gizmotron
 


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PostPosted: Wed Jan 15, 2014 9:44 pm Reply with quote Back to top

I check this site every once in a long while-- but I've been too busy with work (real life and modding) to post all that much. theharkonnen is in much the same spot. not sure any other modders post here-- to be honest.

I konw one person was hoping to create a new India faction--but never heard about their progress.
 
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theharkonnen
 


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PostPosted: Fri Jan 17, 2014 3:43 pm Reply with quote Back to top

Same here. There usually isn't much activity here, so I check it about once a week or so.
 
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Schwieger
 


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PostPosted: Fri Jan 17, 2014 5:15 pm Reply with quote Back to top

I'm looking for some help with my current mod. Quite some time ago, I recall mentioning it'd be fun to add a CSA nation to A&A. Spent some time doing just that - adding tents, vehicles, and units. It works pretty fine, however, I added them all under the US, so it's not an independent nation.

My question to you guys is this: how would I go about adding generals, as well as converting the current tents/units/vehicles over to being their own nation?
 
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Gizmotron
 


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PostPosted: Fri Jan 17, 2014 11:11 pm Reply with quote Back to top

you would need to add all of the necessary properties and templates code. just go in and copy the USA code and change it to CSA.

then you can dump everything into the CSA folders that you need so that the game looks for them there.

then update the LST file in the main game folder so that the game knows to look for them.

I'm assuming that you would like them to show up in a seperate folder from the USA units, right?

as far as generals are concerned-- you can literally mix-and-match generals from every nation into a single faction-- the problem is that if you add generals to the ORIGINAL five factions that get featured in the WW2 mode you need to make sure that the general is "public = false". those words should get typed right under the line where the "portrait_ids =" code.

if you don't make the public status false the game will try to shoehorn them into the WW2 game and it won't have the code to allow for that. thus crashing the game. I've been able to add 20+ generals to some of the factions once I figured out that I had to use the "public = false" code to make the game work.

and... who on earth would you have for the CSA generals? I'm curious.
 
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Schwieger
 


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PostPosted: Sat Jan 18, 2014 12:59 am Reply with quote Back to top

Went through a few hours ago and set everything up. Thanks for the tips Smile

As for generals... No idea. LOL. Friend of mine were talking about it. He mentioned using Ike, however, I'm more partial to the idea of using actual Confederate generals... They're only a little less'n half a century out of place, right? :p

Longstreet: Artillery
Jackson: Mechanized (Armour, perhaps?)
Lee: Infantry
Nathan Forrest or perhaps Jeb Stuart: Armour

If keeping within the times....

Eisenhower... Already in-game
MacArthur: Mechanized
Alexander Vandegrift: Planes + Infantry

Probably another I could use. Not sure yet. Will need to think some more on it.

If you're interested, I upload images to my photobucket for myself and friends to look over stuff with the mod -
http://s748.photobucket.com/user/Schwieger/slideshow/Axis%20and%20Allies

About half of the screenshots are from me just watching in AI vs AI battles.
 
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theharkonnen
 


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PostPosted: Sun Jan 19, 2014 1:08 pm Reply with quote Back to top

I like that banner idea you have, where the flags are displayed above the units. However, it must be tough telling who's who.
 
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Schwieger
 


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PostPosted: Sun Jan 19, 2014 3:51 pm Reply with quote Back to top

theharkonnen wrote:
I like that banner idea you have, where the flags are displayed above the units. However, it must be tough telling who's who.


For yourself... Control Groups are your friend. :p For the enemy... Yea, guess you should be fairly good at ID'ing. Comes naturally, after a point.

Here's a quick run-down of the major changes overall to the game:

- Most heavy vehicle regiments (tanks, mainly) have two heavy vehicles, along with supporting infantry (no vehicle-only regiments anymore.. All regiments have infantry).
- All land unit speeds have been greatly reduced, halved in some cases, more in others, less in still others.
- All unit ranges have been greatly increased and tweaked depending on unit. Mississippi Volunteers, for example, may or may not outrange a Soviet Rifle Regiment or German Infanterie-Abteilung
- Tanks are next to impervious to small arms & damage values have been rebalanced against each other
- Halftracks and lighter vehicles are more difficult for plain infantry to kill
- Mortars and heavy artillery can actually be used to support the army & their cost reflects this change
- Economy tweaks across the board
- Entrenchment give a greater bonus. If you're entrenched, the enemy better bring some serious firepower. Or tanks.
- Regiments take longer to resupply. Likewise, infantry & mechanized regiments spawn full; tanks, artillery & mobile AT-guns spawn one-by-one.
- Bunkers Have a bonus against infantry. Cost adjusted as well. Should not be attacked with infantry-only.
- Removed the Corps Reorganization Special Op. Killing a corps ends the game. Atomic Bomb, V-Weapons and Carpet bombing have also been removed. If you don't want to fight to the other guy's Corps, shell it with artillery (which is expensive to build up & has a long refire time) or bomb it from an airfield.
- AI tweaks
- Banners display nation flag Smile
- Heavy tanks are much harder to acquire and expensive... Mediums tank regiments are the mainstay for a great portion of longer maps

Probably some others I'm forgetting as well. Each nation has custom tweaks.... Germans get Panzergrenadiere, for example, to go with their mechanized unit. Japan has Imperial Marines, and Russia has experienced Guards Formations. And so on and so forth. Basically, I strove to slow the game down and make it based more on pre-battle maneuver & strategy. Combat itself seems rather fluid and realistic, given the game constraints. In my screenshots over at Photobucket, the Sharpsburg map I made for testing the CSA (all those shots are pre making the CSA a separate nation), the AI fought over the tall grass field (cornfield, anyone? :p) for a great amount of time, rotating units in and out. Was fun to watch. lol. Moving on....

Decided to go with Civil War-era CSA Generals.

Jackson:
- Mechanized SAI
- Forced March; Mechanized Advance; Rapid Deployment; Fear

Lee:
- Infantry + Planes SAI
- Courage; Code Breaker; Radar Scan; Fear

Longstreet:
- Artillery SAI
- Sandbagging (includes infantry now & serves as a general defense buff w/-100% speed reduction); Propaganda; Smoke Barrage; Fear

Pickett:
- Infantry SAI
- Pickett's Virginians (spawns a unit of Virginia Volunteers); Courage; Resupply; Fear

Stuart:
- Armour SAI
- Raid (spawns a regiment consisting of three medium tanks and a heavy tank); Armour Resupply; Industrial Sabotage; Fear
 
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theharkonnen
 


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PostPosted: Sun Jan 19, 2014 5:54 pm Reply with quote Back to top

Its nice to know Gizmontron and me are not the only ones modding this game. You should create a moddb profile for your mod, as this website can't handle large mods.

You know, in our mod, we have some old cannon type units for the minor factions. Maybe you could use them to create some civil war scenarios, where the player only gets infantry (Using the marine model, since it has the bayonet), some cannons, and infantry-specific special ops.
 
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TheLastSterling
 


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PostPosted: Sat Jan 25, 2014 3:49 pm Reply with quote Back to top

Haven't been here awhile. Good to know you guys are still coming.
 
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Schwieger
 


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PostPosted: Wed Jan 29, 2014 1:17 am Reply with quote Back to top

Alrighty. CSA is more or less complete at this point. Screenshots that have been uploaded will be of the finished version of the faction. Enjoy!

A few personal favourites:

http://i748.photobucket.com/albums/xx128/Schwieger/Axis%20and%20Allies/AampA_0028_zps092c837f.jpg

http://i748.photobucket.com/albums/xx128/Schwieger/Axis%20and%20Allies/AampA_0015_zps989547ed.jpg

http://i748.photobucket.com/albums/xx128/Schwieger/Axis%20and%20Allies/AampA_0004_zpsabc83ea7.jpg
 
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Wordsarecool
 


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PostPosted: Mon Feb 03, 2014 6:48 pm Reply with quote Back to top

Nice work!

I especially love the shots with all of the tall grass; it does look like something out of the civil war.
 
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Whukid
 


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PostPosted: Wed Feb 12, 2014 6:44 pm Reply with quote Back to top

I made one awhile ago. The goal was to add some variety and more of a focus on actual divisions and regiments.

JSGME compatible

http://www.mediafire.com/download/8q5e3fz1z5f2f1k/Whukid%27s+Axis+and+Allies+mod.rar#39;s_Axis_and_Allies_mod.rar

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Whukid
 


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PostPosted: Sun Feb 16, 2014 9:06 pm Reply with quote Back to top

To clarify, mine adds alot of new units and changes regimental setups quite a bit. New units:

LVT-2
LVT-1a4
combat engineer
Panzer IV Ausf H
Panzer III ausf N
Panther
M46
M47
M41
M36
VK series
KV-2
KV-8
T34-85 (my own model)
T34 flame tank
M4 flame tank
M3 flame tank
Panzer III flame tank
Sdkfz flame vehicle
Chi Ha flame tank
P-47
JU-87
F6F
Seafire


new USMC HQ, Deployable Airborne HQ

None of the units are "new" porsay. Just edited versions using Nifskope

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