Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

GJS mod update

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: The Longest Day >> Mods and Scenarios >> GJS mod update Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
GJS mod update - 2/11/2011 5:25:56 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
slow but continuous progress, shouldn't be too much longer




Attachment (1)
Post #: 1
RE: GJS mod update - 2/11/2011 9:09:51 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
Status: offline
Looks great! Keep up the good work Cathartes!

_____________________________

"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity

(in reply to Cathartes)
Post #: 2
RE: GJS mod update - 2/26/2011 4:52:28 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
final new map, in progress




Attachment (1)

(in reply to Dundradal)
Post #: 3
RE: GJS mod update - 2/26/2011 5:57:11 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Thanks for the update Cathartes, looking forward to GJS on TLD....

(in reply to Cathartes)
Post #: 4
RE: GJS mod update - 2/27/2011 12:43:38 PM   
Amgot

 

Posts: 29
Joined: 12/31/2006
Status: offline
Thanks for the update Cathartes! And you Tejszd, go back to work on Meuse! 

(in reply to Tejszd)
Post #: 5
RE: GJS mod update - 2/27/2011 3:51:50 PM   
Manu

 

Posts: 186
Joined: 7/22/2010
Status: offline
great work! All the old lads are back in town! ;)

(in reply to Amgot)
Post #: 6
RE: GJS mod update - 3/5/2011 2:31:12 AM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
Cathartes....can do some testing for u when ready...

Tigercub

_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to Manu)
Post #: 7
RE: GJS mod update - 3/14/2011 3:18:02 AM   
DesertedFox


Posts: 314
Joined: 8/3/2004
Status: offline
Come on guys, I am on holidays now....

Is it ready already????????

Mark

(in reply to tigercub)
Post #: 8
RE: GJS mod update - 3/18/2011 4:24:20 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
just a quick update to let everyone know that work progresses, albeit slowly, recently, due to day job.

here's a peak at one of the French halftracks used by 21. Pz.:




Attachment (1)

(in reply to DesertedFox)
Post #: 9
RE: GJS mod update - 3/30/2011 1:12:00 AM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
The Lebisey map, nearly finished. Once coded, we're on the home stretch.




Attachment (1)

(in reply to Cathartes)
Post #: 10
RE: GJS mod update - 3/30/2011 4:00:43 AM   
davidss

 

Posts: 343
Joined: 12/10/2009
Status: offline
Great looking map! ... fields look very realistic.
You are a very talented map maker. Thanks for all your efforts!
Historically correct also ... definitely deserves a five star rating (out of a possible five)

< Message edited by davidss -- 3/30/2011 5:06:18 AM >

(in reply to Cathartes)
Post #: 11
RE: GJS mod update - 3/30/2011 12:03:41 PM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
this is great work!

_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to davidss)
Post #: 12
RE: GJS mod update - 3/31/2011 3:14:10 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Looking great Cathartes!!!

(in reply to tigercub)
Post #: 13
RE: GJS mod update - 3/31/2011 5:16:23 PM   
Manu

 

Posts: 186
Joined: 7/22/2010
Status: offline
great work! I prefer Balkas to hedges but it is top art!

(in reply to Tejszd)
Post #: 14
RE: GJS mod update - 4/1/2011 10:36:31 AM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
arr we there yet!!!

_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to Manu)
Post #: 15
RE: GJS mod update - 4/10/2011 5:53:55 AM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline

quote:

ORIGINAL: tigercub

arr we there yet!!!



soon mon!

(in reply to tigercub)
Post #: 16
RE: GJS mod update - 4/12/2011 5:52:17 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
Lebisey Woods, a monster of a map.




Attachment (1)

(in reply to Cathartes)
Post #: 17
RE: GJS mod update - 4/12/2011 6:08:08 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
overview




Attachment (1)

(in reply to Cathartes)
Post #: 18
RE: GJS mod update - 4/14/2011 12:38:15 AM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
looks twice the size of the old map! are there many maps bigger than the old GJS ones.?



_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to Cathartes)
Post #: 19
RE: GJS mod update - 4/14/2011 3:07:31 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Looks great Cathartes!!!

(in reply to tigercub)
Post #: 20
RE: GJS mod update - 4/14/2011 11:06:11 PM   
CSO_Talorgan


Posts: 768
Joined: 3/10/2007
Status: offline
"The battle ended because time ran out
The map was so big that the two sides could not find each other ...."

:]

(in reply to Tejszd)
Post #: 21
RE: GJS mod update - 4/21/2011 7:41:22 AM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
a peak at mortars in GJS

flight time

(in reply to CSO_Talorgan)
Post #: 22
RE: GJS mod update - 4/21/2011 8:53:54 AM   
Manu

 

Posts: 186
Joined: 7/22/2010
Status: offline
good job!

(in reply to Cathartes)
Post #: 23
RE: GJS mod update - 4/21/2011 4:29:15 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
Minimum range for 81mm/3 inch mortar is 450m. It is no longer easy to take out an AT gun, and it typically takes a concentrated, sustained barrage. You can't count on one mortar to do the trick, but it's possible. Shell flight time is 5-7 seconds--a more realistic approach to mortar behavior. In this example, a command team is in range of the three mortar teams.

a second demo round

(in reply to Manu)
Post #: 24
RE: GJS mod update - 4/26/2011 5:34:45 AM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
i altered the graphic of the lag3 mg fire effect to HMGs looks great! but i get the sound of a 20mm cannon were its hits do u know if this can be changed? looks like it part of the graphic file Cathartes.


Tigercub

< Message edited by tigercub -- 4/26/2011 11:18:40 AM >


_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to Cathartes)
Post #: 25
RE: GJS mod update - 5/13/2011 4:38:24 PM   
STIENER

 

Posts: 857
Joined: 1/7/2001
From: Vancouver, Canada
Status: offline
WOW......this is going to GREAT!! get ready for some seroius battles Davidss!!

thankyou Cathartes!!!

< Message edited by STIENER -- 5/13/2011 4:39:25 PM >

(in reply to tigercub)
Post #: 26
RE: GJS mod update - 5/28/2011 2:33:20 AM   
Concord


Posts: 39
Joined: 9/30/2009
From: Western Australia
Status: offline
Looking good.

I played this campaign years ago with a buddy. It was probably the most exciting of them all.

We played dual campaigns over a LAN. What became apparent after a while is that both of us were finding the Allies a struggle, and this got worse the further into the campaign we went. Neither of us got even half way across the campaign map. Our Allied battlegroups were looking very depleted, and the reserves had all been used up. At the same time, the Axis side had reinforcement battlegroups entering the map on a regular basis.

Perhaps the campaign had been designed more for a player vs AI situation, than for two human opponents, and the German reserves were to compensate for the high AI attrition. It was certainly brutal for both our Allied armies on the attack against a human opponent, and after a long while most battlegroups were reduced to tatters.

Is this new mod going to be different? More balanced for head 2 head play?

P.S. I do recall that both of us reached a benchmark when we were able to finally destroy each other's German heavy tank groups (abtielungs??) in a series of cataclysmic battles. My friend's heavy tanks had managed to actually punch through to the coast up north, but I finally wrecked his Tigers with a combination of M10's and Fireflies over two epic battles. Tense!


< Message edited by Concord -- 5/28/2011 2:35:05 AM >


_____________________________

Game on!

(in reply to STIENER)
Post #: 27
RE: GJS mod update - 6/3/2011 8:26:28 AM   
Overkenshin

 

Posts: 33
Joined: 7/7/2010
Status: offline
Hi Concord. GJS.44 is most certainly designed for H2H play and the descussion as to whether it balanced or not has been brought up many times in the forums of various different websites. The general consensus i believe is that although immediately challenging as the allied player. The huge numerical superiority of the allies (with the ability to reinforce each group once) and their strategic advantages (naval and air support, and the ability to see all axis battlegroups on the strategic map after a certain date) combine to even out the apparent discrepancy in force strength . Allies will indeed be hard pressed to fight the german heavy groups head on but must win by exploiting gaps in the german front line on the strat map and cutting the supply links to the axis BGs.

How many days into the campaign did you and your friend get ? Its a very long campaign.

I ususally find by day 22 or so that the german battle groups start to severely lack in man power and equipment whereas the Allies are still going strong.

I believe that upon playing the GC through to its conclusion, in order to have a real chance to win the campaign, the Germans must maintain at least a 2 to 1 kill ratio in men and tanks.

(in reply to Concord)
Post #: 28
RE: GJS mod update - 6/3/2011 10:01:08 AM   
Concord


Posts: 39
Joined: 9/30/2009
From: Western Australia
Status: offline
Hi Overkenshin,

It's been several years since we did GJS, but I recall that we were both about 30-40% across the map as the Allies.

As for turns completed, we were both getting concerned about time remaining for the Allies. As a reference point, in our German campaigns we both had that fairly unique recon (Aufklärung? included a bunch of armoured cars) battlegroup enter as fresh reinforcements on the western edge of the strat map. I recall that we regretted not being able to play on some of the western maps, as they looked quite good.

My opponent in these twin campaigns tends to be quite aggressive, and his losses tended to be much higher than mine. In my Allied campaign I was trying to find a balance between offense and conservation, but even I was feeling the pinch. As the campaign continued, I had to use my reinforce button for most units, and applied as much pressure as I could. However, I've found CC is not really a game where you can just throw units in, to force a situation.

I found that to efficiently take a map off a good human opponent would take about 3 battles in most cases, and my opponent would often do effective counter-attacks once I had taken a map, so we would see turn after turn of fighting along a generally static front line.

As a contrast, I remember I later did an Allied campaign against the AI, and was able to push across the whole strat map well within the time limit.


_____________________________

Game on!

(in reply to Overkenshin)
Post #: 29
RE: GJS mod update - 7/6/2011 3:37:18 PM   
Cathartes

 

Posts: 2155
Joined: 1/5/2001
Status: offline
New uniforms for RM Commandos. New voice file for Canadians. Plug away when I have time.





Attachment (1)

(in reply to Concord)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: The Longest Day >> Mods and Scenarios >> GJS mod update Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.984