Axis and allies pc game 2004




















Windows 10 compatibility A fixed. Now Corps HQs take up 4 slots deployed and Airfields take up 2. Axis now must capture all three enemy capitols to win. Some other special ops changed cost, effectiveness, etc. Kamikazi and Vengence now much more effective, about equal to carpet bombing, to justify their equal XP cost. Maskirovka and Panzer Hohle now create a full strength medium tank regiment, but the regiment cannot be resupplied. Now hold 8 fighters and 4 bombers each. Cheap and quick way to improve economy as well as strengthen supply lines.

Japan: Sniper unit greatly improved range and fire rate improved. Zero moves faster almost useless upgrade except for scouting. Given more upgrades. Russia: IS-2 stronger in health. KV I given stronger attack and armor. More upgrades. USA: Can build marines at all battleships. Airfields have 1 extra bomber and 2 extra fighters. Great Britain: Best anti-air units in game, with stronger, faster, and more long range attacks. SAS troops have more range and have a slightly stronger attack.

Garand Rifle further decreases reload time. Regular AT infantry upgrade now adds 15 to attack value. Panzerfaust AT upgrade now adds 25 to attack value. Improved Logistics now increases Visability and Supply Zone by 7. Marksmanship adds 3 to attack value. Units using sub machine guns benifit from improved machine gun upgrade. Fourth: Thanks again for everything!

Please fix this problem. Any help please. I could not get the game to run on Windows Any ideas? Crack app didn't work either Thanks Dustin.

Share your gamer memories, help others to run the game or comment anything you'd like. We may have multiple downloads for few games when different versions are available. Also, we try to upload manuals and extra documentation when possible. If the manual is missing and you own the original manual, please contact us!

New Articles. If there are enemies in that territory, you have the choice of fighting an RTS battle or of having it quickly decided by the computer. The more territories you control, the more money you generate per turn. Money can be used to upgrade your existing army, buy new units, or to buy new technologies.

While having as many game modes as possible is a nice thought, in this case, as the format seems so familiar, and as there is nothing really new or unique to it, the WWII mode isn't really that interesting; a nice mode to have, but nothing really new.

The single player campaign is a series of famous battles. When playing the Allied campaign, you will jump from nation to nation's battles'. One mission that stood out in its difficulty was Operation Overlord, or D-Day. In this famous battle, you will have to take the beach and set up your base of operations before moving inland to overtake the enemy positions. With little room to set up your operations, and the enemy presence overwhelming, the level of challenge in this level was truly enjoyable.

For the most part, though the introduction to each mission is a little bit sparse and the historical significance of each battle seems somewhat diluted. Unlike a game like Soldiers: Heroes of WWII, where each mission tells a story of how something happened, with a little artistic license, or some of the true simulators of WWII where historical accuracy is paramount, Axis and Allies falls a little bit flat in this regard by being somewhere in between with not quite enough of either to be interesting.

While a small blurb is given about the events leading up to the battle, for the most part, each battle feels just like any other battle. The actual management of units and the gameplay is virtually the same as Kohan 2 with things modernized to reflect the WWII era. Like in Kohan 2 there are three basic building types; building that generate units, buildings where you perform research and allow the creation of better units, and buildings that generate a resource. The buildings you create generate your resources for you, and the units you recruit require a certain amount of resources as upkeep.

There are a maximum number of buildings you can create though, and when reaching the cap, you must be careful to manage what you have carefully at the risk of using more than you make. If you use more resources than you are generating, your monetary income will decrease and can go into a negative creation.

Money is what is needed to build any buildings, to research any technologies and to create any units. To generate more money, you will need to create more Division HQs; buildings where you create units. To ensure that you are generating as much money as you can, you will need to build more resource generating buildings.

All buildings generated by the Corp HQ are first created as trucks and can be unpacked to create a fixed location. Likewise, they can be packed back into a truck in case you need to move it to a new location. Another interesting design decision was the supply flow for troops.



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