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Do incapacitations count as a soldier's kills?

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Tejszd

Rep: 133.6
votes: 19


PostPosted: Sun Sep 02, 2012 3:33 am Post subject: Re: GJS for LSA Reply with quote

Thanks for the update Cathartes. Its looking good and I'm looking forward to playing it when you're done....
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platoon_michael

Rep: 47.6
votes: 25


PostPosted: Sun Sep 02, 2012 10:50 am Post subject: Re: GJS for LSA Reply with quote

I always liked that feature of CCII and still don't understand why it's not a staple of all the games.

I guess I should be happy they brought it back.

What is the average size for the Maps in this Mod?
If memory serves me correctly there pretty large right?
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Dima

Rep: 87.3
votes: 16


PostPosted: Sun Sep 02, 2012 1:36 pm Post subject: Re: GJS for LSA Reply with quote

Quote:
I always liked that feature of CCII and still don't understand why it's not a staple of all the games.

you can have it in any CC by map coding.
f.e. CC5:Stalingrad has same bridges.
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platoon_michael

Rep: 47.6
votes: 25


PostPosted: Sun Sep 02, 2012 2:35 pm Post subject: Re: GJS for LSA Reply with quote

Having soldiers go under and over bridges in all CC's?
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Dima

Rep: 87.3
votes: 16


PostPosted: Sun Sep 02, 2012 4:46 pm Post subject: Re: GJS for LSA Reply with quote

Quote:
Having soldiers go under and over bridges in all CC's?

yes, same way as you make houses - interior and exterior layers.
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Cathartes

Rep: 101.3
votes: 15


PostPosted: Mon Sep 03, 2012 5:21 pm Post subject: Re: GJS for LSA Reply with quote

LSA engine allows for soldiers and vehicles to pass under bridges while keeping the bridge coding and bridge behavior intact. In other words, vehicles/soldiers can pass above and/or under one another simultaneously--not possible when GJS was originally created, until LSA engine.

We could cheat the bridge effect by coding the bridge as a roof, but in terms of LOS and movement, you could only have the bridge surface/overpass -OR- have the surface beneath/underpass.  Now we have both.
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Cathartes

Rep: 101.3
votes: 15


PostPosted: Wed Sep 26, 2012 4:34 am Post subject: Re: GJS for LSA Reply with quote

update: only two maps left to recode.  countless coding errors and inconsistencies from original GJS vanquished.

another look at Lebisey...



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Dima

Rep: 87.3
votes: 16


PostPosted: Wed Sep 26, 2012 6:51 am Post subject: Re: GJS for LSA Reply with quote

Looks great.
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Tejszd

Rep: 133.6
votes: 19


PostPosted: Thu Sep 27, 2012 1:26 am Post subject: Re: GJS for LSA Reply with quote

Way to keep moving it ahead Cathartes!
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tigercub

Rep: 23.5
votes: 2


PostPosted: Thu Sep 27, 2012 9:50 am Post subject: Re: GJS for LSA Reply with quote

many Close combat fans will be very happy when this baby is ready!


The best Target is the one you just Hit!

Started with CC1 Demo
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Aetius

Rep: 89.2
votes: 4


PostPosted: Sat Sep 29, 2012 4:47 pm Post subject: Re: GJS for LSA Reply with quote

Looks fantastic, can't wait to play.
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Cathartes

Rep: 101.3
votes: 15


PostPosted: Thu Oct 04, 2012 6:23 pm Post subject: Re: GJS for LSA Reply with quote

Les Roquettes and WN36 (vicinity of le Hamel):


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CC_CO

Rep: 32.1
votes: 3


PostPosted: Thu Oct 04, 2012 8:01 pm Post subject: Re: GJS for LSA Reply with quote

Fantastic!
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kweniston

Rep: 57.9
votes: 1


PostPosted: Thu Oct 04, 2012 9:29 pm Post subject: Re: GJS for LSA Reply with quote

Cathartes wrote (View Post):
Les Roquettes and WN36 (vicinity of le Hamel):


Very nice! Not much cover, though. Did the naval bombardment really do so little?  Cool
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Cathartes

Rep: 101.3
votes: 15


PostPosted: Fri Oct 05, 2012 11:57 am Post subject: Re: GJS for LSA Reply with quote

[/quote] Did the naval bombardment really do so little?  Cool[/quote]

No, area was plastered with shells. Map is not quite there.
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Dima

Rep: 87.3
votes: 16


PostPosted: Fri Oct 05, 2012 4:21 pm Post subject: Re: GJS for LSA Reply with quote

Cathartes, you are so fantastic artist!
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tigercub

Rep: 23.5
votes: 2


PostPosted: Sat Oct 06, 2012 7:31 am Post subject: Re: GJS for LSA Reply with quote

would be nice to see some of the other maps when u have time Cathartes
nice work


The best Target is the one you just Hit!

Started with CC1 Demo
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Cathartes

Rep: 101.3
votes: 15


PostPosted: Fri Oct 12, 2012 4:03 pm Post subject: Re: GJS for LSA Reply with quote

tigercub wrote (View Post):
would be nice to see some of the other maps when u have time Cathartes
nice work

Below is a completed look at the le Hamel/Arromanches map.  Most of the other maps are from the original GJS, with some switched maps with tLD.  Every map has been recoded, new LOS files, incorporating new custom GJS/LSA elements, new BTDs , some .bgm graphics changed ever so slightly, bridges widened (to accommodate new pathfininding), etc.



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Riever

Rep: 0.1


PostPosted: Sat Oct 20, 2012 11:12 am Post subject: Re: GJS for LSA Reply with quote

Great stuff! Is the GJS for LSA available now? If so, I can't see it anywhere...

(Of course, I'm just dying to play it! And I know how much work you've put into it Cathartes... truly appreciate your efforts!)
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tigercub

Rep: 23.5
votes: 2


PostPosted: Sat Oct 20, 2012 2:58 pm Post subject: Re: GJS for LSA Reply with quote

i like the trench extenting from each side of the bunker!

i found this nasty toy wile reading and they were in place on the Alantikwall,

The M19 was a very advanced fully-automatic 5cm mortar....M19 Maschinengranatwerfer

up to 120 rounds a min about a 98 were placed on the wall, Standard ammunition storeage inside a R-633, was 3944 rounds

http://www.axishistory.com/index.php?id=1381



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The best Target is the one you just Hit!

Started with CC1 Demo
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