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GJS mod for LSA is available

 
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GJS mod for LSA is available - 6/10/2013 12:57:16 PM   
Cathartes

 

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Let me know if there are any problems. Thanks to Mooxe at the closecombatseries.net website for hosting.

1. Version 6.0 (6th version for LSA). It's an installer in a zip.

2. It requires you have CC LSA patched up to the current version.

3. Currently there is only one single battle, one operation, and one GC designed for H2H. You will have to make your own battles/ops for now.

GJS-LSA 6.0

< Message edited by Cathartes -- 6/10/2013 12:59:59 PM >
Post #: 1
RE: GJS mod for LSA is available - 6/11/2013 1:41:29 AM   
Tejszd

 

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Woohoo!

(in reply to Cathartes)
Post #: 2
RE: GJS mod for LSA is available - 6/14/2013 1:31:49 AM   
Tejszd

 

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Enjoying the mod! It is like an expansion pack for LSA as it changes everything but the AI/coding....

(in reply to Tejszd)
Post #: 3
RE: GJS mod for LSA is available - 6/15/2013 5:33:44 AM   
Gen_Jack


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Great news. Thank you Cathartes. Grabbing it now.

(in reply to Tejszd)
Post #: 4
RE: GJS mod for LSA is available - 6/25/2013 5:19:12 PM   
Kitkat

 

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Azm! Hey Cathartes, any chance you could post the change list (text file) in this thread?
Thank you so much for this mod and keeping LSA alive.
/Kitkat

< Message edited by Kitkat -- 6/25/2013 5:22:37 PM >

(in reply to Gen_Jack)
Post #: 5
RE: GJS mod for LSA is available - 8/18/2013 5:32:21 AM   
o2o2243_slith


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Cannot find the download

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We are the pilgrims, master. We shall go
always a little further, it may be
beyond that last blue mountain barred with snow,
across that angry or that glimmering sea.

(in reply to Kitkat)
Post #: 6
RE: GJS mod for LSA is available - 8/18/2013 5:57:37 PM   
faustp

 

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mmmh it seems that the download link is not working ? can somebody post a working link ?

thanks

(in reply to o2o2243_slith)
Post #: 7
RE: GJS mod for LSA is available - 8/19/2013 1:23:14 PM   
Cathartes

 

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seems that link will be unavailable for a bit, beyond my control. stay tuned. wish Matrix had a place to host this one.

(in reply to faustp)
Post #: 8
RE: GJS mod for LSA is available - 8/19/2013 10:59:53 PM   
RD_Knights_X

 

Posts: 172
Joined: 3/1/2007
From: California
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Yes, I know of at least one other gamer that is somewhat new to the community that would like to get this mod. If not Matrix, can Mooxe's site upload it for gamer DL's?

(in reply to Cathartes)
Post #: 9
RE: GJS mod for LSA is available - 9/11/2013 2:12:38 AM   
Cathartes

 

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online and working again thanks to Mooxe

(in reply to RD_Knights_X)
Post #: 10
RE: GJS mod for LSA is available - 10/20/2013 12:17:12 PM   
luer

 

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Joined: 2/9/2004
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UNbelievable .... just stumbled across this site.

you guys are still doing it .... cheers everyone!

Luer

(in reply to Cathartes)
Post #: 11
RE: GJS mod for LSA is available - 10/20/2013 4:30:24 PM   
Tejszd

 

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Hey Luer welcome back!

The Meuse and Bloody Omaha CC5 mods you worked on have been migrated and upgraded to Close Combat The Longest Day (TLD)....

< Message edited by Tejszd -- 10/20/2013 4:31:56 PM >

(in reply to luer)
Post #: 12
RE: GJS mod for LSA is available - 10/21/2013 9:05:18 PM   
luer

 

Posts: 123
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From: north & left
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HI there,

yes, I bought LSA yesterday and I was delighted to see that ther are Panzerjaeger teams in there something I introduced :).

Anyway will try it now.

Cheers

(in reply to Tejszd)
Post #: 13
RE: GJS mod for LSA is available - 10/22/2013 1:41:44 AM   
Kanov


Posts: 312
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From: México
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luer, I played your mod pzjaeger for CC3 for lots of hours it had some sort of grim and hopeless atmosphere to it.

Anyways I hope you're fine and maybe the new CC will bring you back to modding.

_____________________________

Hard-core Spectre

(in reply to luer)
Post #: 14
RE: GJS mod for LSA is available - 10/22/2013 3:34:42 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
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quote:

ORIGINAL: luer

HI there,

yes, I bought LSA yesterday and I was delighted to see that ther are Panzerjaeger teams in there something I introduced :).

Anyway will try it now.

Cheers


Make sure you patch it to the latest version as it had some issues when released (not so much crashing but things not really working as desired).

(in reply to luer)
Post #: 15
RE: GJS mod for LSA is available - 10/23/2013 12:47:10 AM   
Cathartes

 

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Luer:
Nice to see/hear from you again. Your German teams data lives on in GJS-LSA!

(in reply to Tejszd)
Post #: 16
RE: GJS mod for LSA is available - 10/23/2013 6:46:17 PM   
luer

 

Posts: 123
Joined: 2/9/2004
From: north & left
Status: offline
Hi guys

thanks :) Good to see you guys back. Brings back old memories.

With LSA, of course I had an immediate look at the data and even there, I see some things oddly familiar .... :).

Are there any data modding tools around or is it like in the good old days, back in Excel?

I *might* just change a few teams...

(in reply to Cathartes)
Post #: 17
RE: GJS mod for LSA is available - 10/24/2013 5:17:40 AM   
Cathartes

 

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Excel it is. Make sure you download the LSA Workbook v40 (pinned above on this forum)

(in reply to luer)
Post #: 18
RE: GJS mod for LSA is available - 10/26/2013 6:53:37 AM   
luer

 

Posts: 123
Joined: 2/9/2004
From: north & left
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thanks Cathartes. I found that. Have to see if I can get it to work using openOffice.

(in reply to Cathartes)
Post #: 19
RE: GJS mod for LSA is available - 10/27/2013 1:03:06 PM   
CGGrognard


Posts: 594
Joined: 10/3/2013
From: USA
Status: offline
This is what I admire about this series. Talented and dedicated people modding it to reflect unknown battles and operations. GJS is definitely a good topic that fits neatly into the Close Combat series. GJS along with Battle for Berlin, Winter War, Bloody Omaha and many more is what keeps me coming back to this series. My only wish is that I had the talent to contribute to these endeavors.
Thanks again for the mod.


_____________________________

"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu

(in reply to luer)
Post #: 20
RE: GJS mod for LSA is available - 2/23/2014 6:17:28 PM   
SmokinLoon

 

Posts: 1
Joined: 2/23/2014
Status: offline
I would like the mod'ers to know that this guy really appreciates all the time, effort, and expertise that goes in to these mods. I would love to help but this guy can barely operate MS Excel let alone code a game.

About all I'm good for is actual historic data. I actually have a degree in WWII Studies. I also own many of the small arms and am quite familiar with the selection of small arms each country had and used in the war. There are many things I'd like to see coded in to the game that I don't believe I currently see. See the examples below-

Regarding the reloading of rifles: There should actually be three different times that affect the rate of ammo expenditure. First, the ease of operation of the bolt. Secondly, the ease and speed in which a rifle can be reloaded upon an empty magazine. Third, the recoil of the rifle and the ability of the rifleman to bring subsequent shot to bear on the target, but this is more measurable with self loading rifles such as the M1 Garand, M1 Carbine, G43, Tokerov rifle, SVT-40, FG42, and StG44, and the various sub-machine guns. Bolt rifles are subject to being removed from the line of sight while cycling the bolt.

The differences between the bolt action rifles in WWII are not huge, but they are note worthy. Most people who delve in WWII small arms know the Enfield rifle was the quickest operating bolt rifle in WWII, all other bolt action rifles were well behind in bolt cycle speed. The petite action in itself and the cocking of the striker on the closing of the bolt made for a quick follow up shot, at least in terms of the bolt rifles. Most other bolt rifles cocked on the opening of the bolt, and the actions were longer and unnecessarily large. The US Springfield 1903, Soviet Mosin-Nagant, Japanese Arisaka, German k98 rifles are all prime examples. The loading of the magazine on an Enfield takes a wee bit longer thanks to the 10 round capacity. Most rifles of the time period help 5 rounds. The British rifleman would in one motion grab 2 clips of 5 rounds each and while holding one in the palm of his hand he would insert and load the other with his fingers. While kneeling, I typically can load an empty Enfield in 5-7 seconds (fire last round, open bolt, open ammo pouch and grab 2 clips of 5 rounds each, insert clip/load (x2), then take aim). Doing the same with a Springfield, Mosin-Nagant, or k98 takes 3-4 seconds. While I can find official training documentation of US, British, and German "rate of fire" standards for rifles, we all know what was taught in basic training and what was put in to practice in the were two different things.

I could go in to reload rates for the Bren and MG42 as well, but that could be an entirely different thread. That is all for now.

I just wanted the mods to know how much I appreciate all the efforts. You have a very appreciative fan in me.

(in reply to Cathartes)
Post #: 21
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