GJS for tLD
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#21: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Wed Oct 13, 2010 8:31 pm
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Yes you can


From campaaign txt


# Night turn? 0 or 1 (for yes or no), one entry per day
1,1,1,1

#22: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Wed Oct 13, 2010 8:32 pm
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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...


if you can guarantee that the BG's will be in the right place at the right time.

#23: Re: GJS for tLD Author: Pzt_KanovLocation: México PostPosted: Wed Oct 13, 2010 10:12 pm
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Hey schrecken, you think that a "night" flag would be too difficult to implement? kinda like winter flag, except if true, night teams perform as if it was day or something like that or rather make night fighting fright soldiers more and night teams may be exempted of that penalty.

Night has no use if you can't take advantage of it.


PS. winter affecting vehicles will be enabled again? different skins for different weather?

#24: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Wed Oct 13, 2010 10:37 pm
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As it is now you can move your teams around with less chance of discovery and when seen weapon accuracy is reduced.

#25: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Thu Oct 14, 2010 3:52 am
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Wow...so happy to hear this is up and running  Very Happy

I also think it would be cool to implement night battles if possible and somewhat historically accurate.

With regards to the troop and vehicle data. This is a winning formula already and no need to change it unless you must (except to correct any previous inaccuracies as you mentioned).

Although one thing i feel about the original GJS is that vehicles such as halftracks are extremely vulnerable to mortar fire. Does anyone else agree?

Good luck Cathartes and thank you i think from the whole CC5 community!

#26: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Thu Oct 14, 2010 3:57 am
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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?

#27: Re: GJS for tLD Author: southern_land PostPosted: Thu Oct 14, 2010 5:05 am
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More maps, more maps, more masp, mor empas!

#28: Re: GJS for tLD Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 15, 2010 7:46 am
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GJS for TLD  Very Happy  
when its ready ..will it load like GT with its own executable and shortcut???

#29: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Fri Oct 15, 2010 8:38 am
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At the moment there is two ways to Load mods.

1. Using Berndt's Brilliant Installer which installs the files to a sub-folder and not altering the stock game .. this doesn't change the exe.  ....  H2H can be played if you swap IP addresses



2. using modswap which works similarly to config manager.. this can change the exe but is not compulsory.. This also allows games to be launched on GameRanger for H2H play


3. of course if there are two ways , then there is a third... you can manually copy in mod files.. Fraught with danger and may corrupt your installation...  H2H can be launched on GameRanger.

#30: Re: GJS for tLD Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 15, 2010 9:08 pm
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thanks schrecken..........so im guessing that GT1.6 used to use method one and now uses method 2 becuase of GR. i have to get the mod swap program i guess.

gone are the days of the config manager and plugins i take it.  Confused

#31: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Sat Oct 16, 2010 1:16 am
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Config manager doesn't work and unfortunately is no longer supported

#32: Re: GJS for tLD Author: Cathartes PostPosted: Sat Oct 16, 2010 2:37 pm
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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?


Si!  Happens by default, feature of TLD.

#33: Re: GJS for tLD Author: BerndNLocation: Outer space PostPosted: Sat Oct 16, 2010 4:09 pm
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Good news indeed!

#34: Re: GJS for tLD Author: Pzt_KanovLocation: México PostPosted: Sat Oct 16, 2010 7:55 pm
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Don't you need to edit the VL's to allow for random deployments to occur? I think David had to do it for GT mod, not sure though.

#35: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Sat Oct 16, 2010 8:01 pm
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I think David had to Un-edit the VL's as they were coded as fixed not random.

#36: Re: GJS for tLD Author: davidssfx PostPosted: Sat Oct 16, 2010 8:05 pm
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Random drops at Merville and Pegasus may not be a good idea ... since Allies sometimes deploy in German positions (for example: in Merville bunkers and in Pegasus buildings. There is no way to have Allies never land in certain zones (where you wouldn't want them to) ... with random drops enabled.
It does work well for other AB maps though, that don't have areas specific to one side.

For Ground Tactics ... I just moved the single fixed deployment zone (for the Allies) to another nearby location, for a bit of variety compared to the stock version of TLD.

#37: Re: GJS for tLD Author: schreckenLocation: Sydney, Australia PostPosted: Sat Oct 16, 2010 8:18 pm
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That would be a nice feature wouldn't it ... A "don't land here VL" marker

#38: Re: GJS for tLD Author: Cathartes PostPosted: Sat Nov 06, 2010 5:54 pm
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still tinkering away trying to get some of the art files to properly match up.  lots of other small loose ends in the data that affect how force morale is calculated.  If this is too tedious, may just release with other loose ends as "beta"status.  hopefully before Xmas.

#39: Re: GJS for tLD Author: HoogleyLocation: Brisbane PostPosted: Mon Nov 08, 2010 2:35 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.


schrecken, you are a funny bastard.    Laughing

#40: Re: GJS for tLD Author: Pzt_KanovLocation: México PostPosted: Mon Nov 08, 2010 3:55 pm
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What are those "loose ends" you're talking about Cathartes? maybe they have been solved by other people.



Close Combat Series -> Close Combat The Longest Day


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