Quote: |
Can you PM your estimated date? Might have to release Meuse first as GJS is seen as one of the best mods.... |
Cathartes wrote (View Post): |
For the few who might be interested...
GJS is getting a small overhaul and is now working in tLD. With a little more spit, polish, and tinkering I may have a beta for uploading/testing soon. It plays MUCH better than in CCV. Why not for LSA? Well, LSA has a lot of new features which would essentially require a whole new GJS --the mod was not designed for so many battle/turns, static BGs, stacking of BGs, etc. --would require major renovation. Starting with something doable. |
schrecken wrote (View Post): |
yeh... I've always loved the end of Battle crashes on CCV/GJS... it would spoil it if you could play properly and supply rules worked correctly and The paras landed at night and you could play in a window and they will never make anything as good as my Ford Pinto. |
squadleader_id wrote (View Post): |
Great news...with GJS getting ported...I'm hoping it won't take long for Dima (and team) to port TRSM...best of both worlds! |
mooxe wrote (View Post): |
Whats going to be different in the TLD GJS in terms of vehicle and troop data?
I would say the gameplay will be a complete turn around. Mainly because of the disband penalties and supply rules all in effect (and most people will not play with morale on btw). To know if this turn around is good would require the GC to be tested and changed if it needs to be. Lets not rush to any GJS is better because its on TLD conclusions without looking into it. |
Pzt_Kanov wrote (View Post): |
Oh wow this got me pretty excited as GJS is my favorite mod, what CC5 should have been IMO. Got some stuff I would like to share/ask:
... the Germans could then be set as weak with few troops for the first day or two and then receiving reinforcements through out the campaign. -More room for new BGs too and teams -Locked slots for BGs representing smaller units maybe? ...I think you could spare at least 3 german BGs to be weak so the allies don't get bogged down for too long? -On the same vein of reinforcements, ... said BG be at full force since day 1, so you could have weak BG's that get stronger later on. -Will you be upgrading any other stuff like sounds, tank graphics, unit compositions etc? |
squadleader_id wrote (View Post): |
I vote for more night turns...not just the para drop opening turn.
IIRC there were night actions/battles around Caen. Some predetermined limited night battles in the campaign should be fun... |
Quote: |
I vote for more night turns...not just the para drop opening turn.
IIRC there were night actions/battles around Caen. Some predetermined limited night battles in the campaign should be fun... |
buuface wrote (View Post): |
TLD can also allow the British para troops to start at random locations on the Merville battery and Pegasus bridge maps during the first night turn, right?
Is this something you will make use of? |
schrecken wrote (View Post): |
yeh... I've always loved the end of Battle crashes on CCV/GJS... it would spoil it if you could play properly and supply rules worked correctly and The paras landed at night and you could play in a window and they will never make anything as good as my Ford Pinto. |
Cathartes wrote (View Post): |
Time has shown that there were a handful of minor errors in v4.4-- mismatched name entries, a forcepool error misplacing a unit or two in the wrong BG, vehicle smoke launchers not working, etc. Not show-stoppers, but worth fixing. Also, a few historical inaccuracies that have since come to light.
Also, don't assume that GJS works seemlessly and identical in tLD. TLD is not the same CC animal as CCV (for the better I might add). If you want the same old mod on newer model engine, you have to take on some new changes or live with GJS on CCV. Also: changing all the BG unit icons--no more hard-to-see photographs. Going with the new style. Those that don't like change can switch/mod back to the old GJS --I spent way too many hours making the original ones but I personally prefer the quick info and clarity of new system. Also: instituting "effective" range for 3 inch mortars and 8cm grwrfer. Players will only be able to use them on maps where they have room to use them. |
Quote: |
what's with the size of typhoon, it looks more like a transatlantic than a fighter plane.... |
Quote: |
Is it possible though to start the sound of the engine sooner? That way the opponent can start to frighten... |
Quote: |
Btw, how come that the plane flies over the soldier detail box, something to do with Fraps recording? |
Quote: |
But last year I "converted" a few GJS maps to CCMT for fun. In doing so, I remembered that most of the map structures did not have doors and windows coded appropriately.
Has that been changed with TLD and/or GJS/TLD mod? |
Pzt_Kanov wrote (View Post): |
multi storey walls in tLD have a movement reduction for infantry that makes the sodliers go out and run by the street and get massacred instead of following a path of a row of buildings. I much preferred 'normal' CC buildings, yeah the soldiers go through walls, but the AI currently isn't that advanced that they can learn to use doors, so if you code walls impassable or have them reduce movement, it becomes a huge mess in urban maps.
I used CC2Redux elements instead, much more enjoyable for myself. Also, can't wait for GJS on tLD! Still want winter flag to work properly on vehicles so I can have unreliable panthers that brake down starting the battle and more uniforms. |
Elements.zip | |||
Description: |
|
Download |
|
Filename: | Elements.zip | ||
Filesize: | 6.79 KB | ||
Downloaded: | 324 Time(s) |
schrecken wrote (View Post): |
I can just see these guys shimmering up 4 stories and slipping elegantly through an open window.
|
Pzt_Kanov wrote (View Post): |
multi storey walls in tLD have a movement reduction for infantry that makes the sodliers go out and run by the street and get massacred instead of following a path of a row of buildings. I much preferred 'normal' CC buildings, yeah the soldiers go through walls, but the AI currently isn't that advanced that they can learn to use doors, so if you code walls impassable or have them reduce movement, it becomes a huge mess in urban maps. |
Stwa wrote (View Post): | ||
Perhaps, its a matter of taste. But I still use CCMT elements, and of course, the points you mention sound like game FEATURES to me. In old CC5 you could run down the row of buildings, not good. Now, they correctly leave the building and re-enter somewhere else. Its a blast to play on the small CC4 maps, nowdays, because of this feature alone. Also, I have basically one modern urban map (its Desert), and my observations do not account for this massacre you describe, and in particular I do not see the AI having any difficulty at all entereing or leaving buildings or setting up machine guns, etc... |
schrecken wrote (View Post): |
walls take 3 x longer to go through than doors... so the men usually choose doors |
davidssfx wrote (View Post): |
As for CCMT elements ... try moving teams through a map like Bayeux, with that elements file. |
Stwa wrote (View Post): | ||
Well, I am not trying to tell anyone what elements they should use or like. Also, the map coding itself can be the issue much of the time. Custom maps from CC2-CC5 era alwasy seemed to be the main culprits. Thats one of the reasons why I wanted to collect original CC maps first for my CCMT map collection. But, I have played on many URBAN type maps. Or village maps. That was the point I was making. Many, many, CC4, CC5, and I have a nice thread in CCMT forum on a really nice CCMT Urban map that works flawlessly IMHO. |
davidssfx wrote (View Post): |
Hi Stwa, I don't have CCMT ... so am not sure what results you get when using the elements file from that version of CC. When I said: "As for CCMT elements ... try moving teams through a map like Bayeux, with that elements file" ... I was wondering if you could do this and relate what results you get. From what I've heard (thanks to explanations from Neil) about CCMT ... it is based on modern combat, and so was coded to represent a high level of realism regarding movement through buildings. |
Cathartes wrote (View Post): |
davidssfx-- great post.
Your element file is working great. It feels like soldiers are taking a reasonable amount of time to move through and take positions in buildings. It slows movement down a tad in dense urban areas and it seems much more reasonable as a result. GJS 4.4 many of the maps where there are clustered areas of dense buildings, there are few if any windows--just walls and few doors. This was intentionally done at the time to give soldiers better cover, and more realistic combat results (more certain of this as memory is jerked back by focused thought on this issue). It made Atilla and I crazy that soldiers and tanks were firing through entire multi-story buildings(windows) as if they were empty, open warehouses. Multiple windows and doors just get funny with the tiny buildings of GJS and old CC (compared to LSA which is a new ballgame). Different players see/experience/want different things, but this approach will be preserved for the beta release, with your elements file, with your permission and proper credit, of course. |
Pzt_Kanov wrote (View Post): |
Any updates Cathartes? a couple of screenshots to ease the waiting would be cool. |
newsplash.jpg | ||
Description: |
|
|
Filesize: | 102.75 KB | |
Viewed: | 7703 Time(s) | |
mooxe wrote (View Post): |
Mainscreen changes will affect online play at Gameranger. I think Schrecken and Davidssfx figured this out. |
schrecken wrote (View Post): |
mooxe
haven't you had any contact with the GR guy regarding a fix? or at least an explanation why it isn't working... so we can work around that. thanks |
Tejszd wrote (View Post): |
GameRanger comments/discussion is probably best in another thread as this thread is for GJS on TLD! Thank you for the updates Cathartes and for coming back to move/update the mod for the newer CC version!!!! |
Cathartes wrote (View Post): |
For the few who might be interested...
GJS is getting a small overhaul and is now working in tLD. With a little more spit, polish, and tinkering I may have a beta for uploading/testing soon. It plays MUCH better than in CCV. Why not for LSA? Well, LSA has a lot of new features which would essentially require a whole new GJS --the mod was not designed for so many battle/turns, static BGs, stacking of BGs, etc. --would require major renovation. Starting with something doable. |
Cathartes wrote (View Post): |
Assuming that the GC stays the same, how many turns per day do people want?
Keep it at 2 turns per day with a night round on the first day only? Or...more? GC was designed with two turns per day. |
Tejszd wrote (View Post): |
I would vote to just add single night turn for the night drop before the landings. |
Tejszd wrote (View Post): |
I would vote to just add single night turn for the night drop before the landings. |
tigercub wrote (View Post): | ||
That would be my vote....the less changes the better but keep in mind the campaign is in favour of an allied win the Germans are very hard pressed to win this one....i have played both sides against the same player swapping at the end of each day and we both say the same thing the Allied are the Winners. Tigercub |
Pzt_Serk wrote (View Post): | ||
I'm also in favor of a single night turn on first day only. And please, if possible, avoid the random drop thingy |
Cathartes wrote (View Post): | ||||
The random drop on the Merville Batteries and Pegasus Bridge is difficult to avoid unless more neutral maps are added for airborne drops with movement to follow, or you want to forget about a night turn and fight the airborne battles after the beach battles. |
buuface wrote (View Post): |
Just want to say thank you again for picking up this project> You are making many an old CC player very happy and exited. I was just wondering what your process is regarding correcting the discrepancies you mentioned in some of the unit data (armor penetration values ect.) Is there a list of reported errors you are reviewing? Or are you going through the whole list again to look for mistakes? And which source(s) of information are you taking the values from? I am sure there are people (veteran players of GJS) who would be willing to help by sharing their opinions or observations about the current data set. I have recently started a GJS3.5 GC with a friend of mine using a slightly altered unit data which uses more historically accurate values for some weapons and armour. Would it help you to have a list of the major changes he has made to the data? I am sure you probably have already the behind the scenes help you need but i just thought i'd ask ;) RD_Overkenshin |
Cathartes wrote (View Post): | ||
Thanks for the comments and good questions. I've been sitting on this mod for a bit trying to figure out which path to take given my time and RL. 1. The biggest thing I've done to date is to get the mod functioning without errors, crashes, or graphical problems in tLD platform using GJS 4.4 as the template so that the stratmap is working as intended. 2. The second biggest thing I've done is to make some major updates to sound. 3. The third thing I've begun, but not completed, is to update some of the graphics (new aircraft art & shadows, new unit icons consistent with tLD/LSA, 2-3 new German HT types used by 21st Pz, and some color correction on some of the allied vehicles). 4. The fourth thing I've done, in terms of time and effort, is to make some corrections to the data. 5. The final thing I've begun, but haven't completed, is a new map for Lebisey. I haven't touched tanks, HTs, penetration values, etc. I have fiddled with open-topped AFV top armor and gun top armor and mortar data. This is related to the perpetual issue of mortars taking out guns and HTs. I think I have as good as solution as is possible with the game engine, and I'm satisfied with what I've seen so far. It makes HTs and guns more difficult to kill with mortars, while it makes mortars a little more effective against infantry compared to GJS 4.4. Usually AT crew will be killed/wounded before a gun is destroyed by a round. Other than this, the only significant change to data is the ability to use 3pdr/81mm mortars under 450m. Simply put, that ability is gone, and it changes the way and when these mortars can be used tactically. I like it better, but others may not and may not agree. Doctrinally speaking, there's a fair and strong argument for the change. Gameplay-wise you can argue from any position and have a point. I'm still evaluating. I'm uncertain how much more data to evaluate or change. There are some good decisions in the TRSM, but there are also some questionable ones. My inclination is to get this out sooner than later and release as a beta and make incremental changes based on discussion and testing from that release point forward. |
Atilla wrote (View Post): |
Aye Bartshe,
Nice to see you around! I might actually give this game another go |
platoon_michael wrote (View Post): |
After it's in tLD what would it take to get it in WAR?
I would love to play it. |
platoon_michael wrote (View Post): |
After it's in tLD what would it take to get it in WAR?
I would love to play it. |
mooxe wrote (View Post): |
Lets end the porting mods to every zombie version now. Confusing, more bugs, less support etc etc. |
mooxe wrote (View Post): |
Who needs the same mod for more than two versions of CC? |
Quote: |
People were happy with GJS4.4 on CC5, and are still playing it 11 years later |
Quote: |
- disband and supply rules do not work correctly
|
Quote: |
TLD also provides multiple new features such as larger BGs, Night battles, supply drops, multiple turns per day. All of which can be used to improve the GJS experience. |