RE: GJS Mod in LSA (Full Version)

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Cathartes -> RE: GJS Mod in LSA (11/23/2012 3:12:04 PM)

overview:

[image]local://upfiles/2187/92459470EE1640C0A60333F538F29509.jpg[/image]




STIENER -> RE: GJS Mod in LSA (11/23/2012 3:53:57 PM)

WOW........i cant wait [:)] its going to be so cool to play GJS in a bug free zone.......




Tejszd -> RE: GJS Mod in LSA (11/25/2012 3:42:45 AM)

Definitely looking forward to the GJS release Cathartes!




Bordic -> RE: GJS Mod in LSA (11/25/2012 2:01:04 PM)

as it was said:

"the mod to end all mods!"

[&o]




Cathartes -> RE: GJS Mod in LSA (11/28/2012 3:19:44 AM)

a note on maps from the readme (a work in progress):
MAPS
1. The GJS strategic map has always been an abstract consideration of the Normandy landscape. Considering the large area covered and the detailed landscape that must be embraced, there are a number of geographical generalizations and untruths which must be tolerated in the context of only 46 maps.
2. The strategic map and connections from GJS 4.4 were largely preserved. A few map names were changed to better represent geographical reality. A handful of connections were realigned.
3. Some maps were retired/replaced with new maps.
4. A total of two additional maps were added to the strategic map.
5. Every map was exhaustively recoded to eliminate errors (many errors were perpetuated and carried through other modded version of GJS), and also recoded for consistency. GJS 4.4 maps were coded by numerous individuals with varying interpretations of how maps should be represented. This resulted in wildly inconsistent results between certain maps along with some glaring errors. We all worked for free so what did you expect?
6. Map .btds checked for location and VL spelling, etc. VLs added to many maps.
7. VLs moved to the extent possible, to minimize a player’s ability to take VLs with tanks or other AFVs. Boots on the ground matter.
8. Deleted hidden connection b/n Rauray and Lingevres where a player could hop over Tilly-sur-Seulles map. To my knowledge, this was never intended in original GJS.
9. All new and historically accurate Lebisey Woods map and le Hamel map.
10. Campaign/op BTD messages rewritten, mostly with historic quotes from German, Canadian, and British generals, commanders, and soldiers who experienced the conflict and horror of the Normandy invasion first-hand.




[image]local://upfiles/2187/B2D9AF7ADBC748729327C1FE9502D867.jpg[/image]




STIENER -> RE: GJS Mod in LSA (11/28/2012 4:05:38 AM)

Thanks Carthartes!!! [:)] WOW [:)][:)] this is going to be soo cool when its done..thank you! [;)]




Cathartes -> RE: GJS Mod in LSA (12/2/2012 9:31:19 PM)

a heavily mined beach is no trifling matter... Allied player against the AI, the result of not playing thoughtfully:

[image]local://upfiles/2187/FF85A1E7EBFD4C26852C6AE9D2EFD7BC.jpg[/image]




Tejszd -> RE: GJS Mod in LSA (12/2/2012 10:49:51 PM)

Another teaser.... Looking good Cathartes!




STIENER -> RE: GJS Mod in LSA (12/3/2012 1:04:08 AM)

your the man Cathartes [:)] winter in Normandy is the rumour.......is it true.....a beta for Xmas?




Cathartes -> RE: GJS Mod in LSA (12/8/2012 2:58:16 PM)

Was hoping for news of a final LSA patch soon--this will influence when this mod is released. Here's a quick video look at where things are at. Work in progress for a couple of forcepools, battlegroups:

GJS visual update




STIENER -> RE: GJS Mod in LSA (12/10/2012 9:11:52 PM)

looks great!!!




tigercub -> RE: GJS Mod in LSA (12/21/2012 7:58:38 AM)

i dont need anyting for crissy but this!...and a beer




Cathartes -> RE: GJS Mod in LSA (12/23/2012 12:24:47 AM)

...this and a beer and a whiskey.

Someone is outnumbered. Here's a look at the battlegroups:

German Battlegroups

KG Meyer / 352 Div
II./901 / Lehr
III./26 / 12 SS Div
II./130 / Lehr
I./3 / 2 Div
II./ 192 / 21 Div
I./901 / Lehr
I./902 / Lehr
1./6 / Lehr
I./25 / 12 SS Div
II./902 / Lehr
857 / 346 Div
858 / 346 Div
II./ 125 / 21 Div
KG Luck 125 / 21 Div
KG Rauch 192 / 21 Div
KG Oppeln I./22 / 21 Div
II./22 / 21 Div
25 / 12 SS Div
s.SS-Pz.Abt. 101
I./12 / 12 SS Div
26 / 12 SS Div
II./12 / 12 SS Div
SS-Pz.Aufkl.Abt 12 / 12 SS
Pz.Aufkl.Abt 130 / Lehr
Pz.Aufkl.Abt 21 / 21 Div
KG 716. Infanterie

Allied Battlegroups

8th Bde / 3rd Br Div
9th Bde / 3rd Br Div
185th Bde / 3rd Br Div
7th Bde / 3rd Cdn Div
8th Bde / 3rd Cdn Div
9th Bde / 3rd Cdn Div
69th Bde / 50th Div
151st Bde / 50th Div
231st Bde / 50th Div
3rd Para / 6th AB
5th Para / 6th AB
6th AirLndg/ 6th AB
70th Bde / 49th Div
22nd Bgde / 7th Div
131st Bde / 7th Div
129th Bde / 43rd Div
44th Bde / 15th Div
46th Bde / 15th Div
227th Bde / 15th Div
146th Bde / 49th Div
147th Bde / 49th Div
130th Bde / 43rd Div
214th Bde / 43rd Div
5th Bde / Guards AD
159th Bde / 11th Div
29th Bde / 11th Div
153rd Bde / 51st Div
1st Special Service Brigade
56th Inf Bde / 50th Div
154th Bde / 51st Div
152nd Bde / 51st Div
8 Armoured Brigade
31 Army Tank Brigade
4 Armoured Brigade
33 Armoured Brigade
2 Cdn Armoured Brigade
27 Armoured Brigade

[image]local://upfiles/2187/AAF1A3369F15404CB6518D8D4262DA3B.jpg[/image]




STIENER -> RE: GJS Mod in LSA (12/23/2012 3:33:28 AM)

looks good [:)] very nice! cant wait [8D]




Cathartes -> RE: GJS Mod in LSA (12/31/2012 7:13:03 AM)

Another GJS video preview:
A Stug III is threatening a narrow lane. A CO commander unit is engaged in an overrun attack and is repeatedly directed to disengage (before they commit suicide on another ineffectual overrun attack). Meanwhile a PIAT unit attempts to get a shot. Before the command unit pulls completely away, one of the CO unit soldiers successfully hucks a gammon bomb.
GJS infantry tank assault




Overkenshin -> RE: GJS Mod in LSA (3/13/2013 3:17:06 AM)

Hi Cathartes are you still testing the GC?





Tejszd -> RE: GJS Mod in LSA (3/21/2013 1:06:10 AM)

Silence before the storm??? Must be getting close and there is news blackout....




helblazer -> RE: GJS Mod in LSA (3/22/2013 9:26:21 PM)

Why do the infantry have trouble assaulting armor in LSA? In CC2/3 I remember placing a move fast dot on top of the armor and it would work well. How is the mod doing?




STIENER -> RE: GJS Mod in LSA (3/23/2013 4:15:55 PM)

if its german inf in LSA your talking about its probably because of lack of panzerfausts to destroy the tank in close assaults...altho a few of the better german BG's do have fausts with there grenadiers and command squads,shreak teams too.. so id have to say its the coding..dumbed down from other CC games.
i have noticed the shreaks and the fausts are very poor shots. in the past the faust at 30m was pretty deadly as it should be.




STIENER -> RE: GJS Mod in LSA (4/18/2013 10:36:39 PM)

Cathartes [:)] hows the LSA GJS mod coming bro??? were all waiting with baited breath brother!!! [;)] can u give an update?




Cathartes -> RE: GJS Mod in LSA (6/4/2013 6:08:00 PM)

GJS-LSA beta coming in a few days time for the few that have been patiently waiting...




STIENER -> RE: GJS Mod in LSA (6/4/2013 8:38:39 PM)

thats great news cathartes!!




Tejszd -> RE: GJS Mod in LSA (6/5/2013 1:03:07 AM)

Agreed, great news that in a couple days GJS mod will be available for LSA!




nomadauboat -> RE: GJS Mod in LSA (8/13/2013 10:58:24 AM)

regards

is possible to play with the mod

in gameranger?




STIENER -> RE: GJS Mod in LSA (8/13/2013 7:54:26 PM)

no you cant play the mod in GR as far as i know...hopeing there going to do something for us there, but you can play the mod thru hamatchi and / or using multiplayer and TCP in the stock game if you use the right ports.




nomadauboat -> RE: GJS Mod in LSA (8/13/2013 11:37:04 PM)

thanks steiner

PLAY TCP can not, any of the have a problem
and we can not connect

is hamatchi?




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