GJS for tLD
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#1: GJS for tLD Author: Cathartes PostPosted: Fri Oct 08, 2010 7:18 pm
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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.

#2: Re: GJS for tLD Author: TejszdLocation: Canada PostPosted: Fri Oct 08, 2010 7:36 pm
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Awesome news Cathartes!

Meuse is in a similar spot and would benefit from LSA features but the amount of work of moving to it is more than I can put in now....

One benefit of TLD and or WAR is that mods can now be made to work on both because of the last round of updates....

Can you PM your estimated date? Might have to release Meuse first as GJS is seen as one of the best mods....

#3: Re: GJS for tLD Author: Priapus PostPosted: Fri Oct 08, 2010 9:04 pm
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I still play TLD, although it seems fewer and fewer people do. Hopefully these mods being ported over will stimulate some interest. Thanks for your efforts!

#4: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Fri Oct 08, 2010 10:14 pm
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Quote:
Can you PM your estimated date? Might have to release Meuse first as GJS is seen as one of the best mods....



LOL...

Cat your putting Tejszd under pressure!!

#5: Re: GJS for tLD Author: mooxe PostPosted: Fri Oct 08, 2010 10:38 pm
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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.

#6: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Fri Oct 08, 2010 10:53 pm
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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.

#7: Re: GJS for tLD Author: davidssfx PostPosted: Fri Oct 08, 2010 11:07 pm
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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.


Great news! ... really looking forward to it.

Thanks Cathartes Smile


Last edited by davidssfx on Sat Oct 09, 2010 12:33 am; edited 2 times in total

#8: My body is ready Author: Pzt_KanovLocation: México PostPosted: Fri Oct 08, 2010 11:25 pm
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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:

For one, I hope that reinforcements are working properly now, with TLD it is now not necessary to have the FP full since the beginning and for it to be awkwardly reinforced by random units depending on the day like in CC5 when you used that malfunctioning button, 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  Wink  

-Locked slots for BGs representing smaller units maybe? kinda like LSA. I actually liked the way the beach BGs from CC5 were just a minor formation allowing for them to be overwhelmed rather easy and letting the campaign to progress inland instead of being stagnated on the first few rows of maps, I guess you guys needed all the BG slots so that's why we had full BGs defending the beaches in GJS, but now 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, I don't know much specific details about the battle but the same, if some BG's were fighting already then received x quantity of some weapon/vehicle/team later on it can be accurately represented with out 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?

Looking forward the final stage of the mod.

#9: Re: GJS for tLD Author: mooxe PostPosted: Fri Oct 08, 2010 11:44 pm
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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.


Thats absolutely not the point I was making. With the implementation of the supply and disband rules, it could greatly effect the balance of the GC.

#10: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Fri Oct 08, 2010 11:51 pm
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I thought I would make it for you

#11: Re: GJS for tLD Author: squadleader_idLocation: Soerabaja PostPosted: Sat Oct 09, 2010 12:18 am
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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!  Very Happy

#12: Re: GJS for tLD Author: Priapus PostPosted: Sat Oct 09, 2010 12:58 am
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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!  Very Happy


Yup, would love to see that!

#13: Re: GJS for tLD Author: Amgot PostPosted: Sat Oct 09, 2010 12:45 pm
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Great news!

#14: Re: GJS for tLD Author: Cathartes PostPosted: Sat Oct 09, 2010 7:13 pm
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Tejszd- can't estimate a date right now.  I'm amazed I'm up and running, and as you know there's a lot of subtlety to sort out.  My feeling is that there's been solid improvements to the series, and porting this mod over has really highlighted this to me.  I'm still deciding where I draw the line in terms of "leaving as is" or modifying slightly to embrace/blend with the new features. Crux of problem is that the grand campaign was thoroughly tested and tinkered with for h2h balance, and the more I modify, the more I potentially destabilize it. Hence, may release as 'beta' and let everyone have at it.

#15: Re: GJS for tLD Author: Cathartes PostPosted: Sat Oct 09, 2010 7:43 pm
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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.


Vehicle and troop data-- I'm inclined to leave as is if it continues to make sense with tLD exe. Minor inaccuracies will get fixed.

Can you clarify what you mean by disband penalties and supply rules?  Supply is actually working here so far, never did 100% of time in old GJS.

No one has to rush to make their own conclusions, and it remains to be seen how the GC will turn out in the end, but for single battles-- no question GJS on tLD is a SIGNIFICANT improvement.

#16: Re: My body is ready Author: Cathartes PostPosted: Sat Oct 09, 2010 8:00 pm
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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  Wink  

-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?


So many options. Haven't decided on any of this yet. I'm not even sure how many turns/per day to have. Yep, could be a whole new game. But what to do?  If I had the time and money, would develop a whole new set of 64 maps, new BGs, etc. Life is short.  

Might brush up a couple tank graphics, definitely new plane graphics and shadows. Sounds and some voice cues will be upgraded.

#17: Re: GJS for tLD Author: Cathartes PostPosted: Wed Oct 13, 2010 5:39 pm
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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.

#18: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Wed Oct 13, 2010 7:03 pm
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Yeh that sounds good... throw in the night turn for the para drop then go with what you know works.

#19: Re: GJS for tLD Author: squadleader_idLocation: Soerabaja PostPosted: Wed Oct 13, 2010 7:34 pm
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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...

#20: Re: GJS for tLD Author: Pzt_KanovLocation: México PostPosted: Wed Oct 13, 2010 8:00 pm
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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...


Can you assign night turns to specific days? I thought it was all days have night turns or neither has.



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