GJS for tLD
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#81: Re: GJS for tLD Author: Cathartes PostPosted: Sat Jan 01, 2011 11:38 pm
    —
My 2 cents: annoying, obscure, gameranger limitation that takes the polish, atmosphere, and fun from present and future mods.  Once finished I may try and contact the man behind gameranger myself--I've seen him post on some other forums.

#82: Re: GJS for tLD Author: davidssfx PostPosted: Sat Jan 01, 2011 11:54 pm
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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!!!!



Game Ranger with TLD mods discussion moved to:
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=57290#57290

#83: Re: GJS for tLD Author: tigercubLocation: charters towers PostPosted: Sun Jan 02, 2011 4:15 am
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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.


ThX just what i am waiting for great new indeed...how close are you now? THE best all time Mod ever.

#84: Re: GJS for tLD Author: tigercubLocation: charters towers PostPosted: Wed Jan 05, 2011 4:53 am
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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.


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

#85: Re: GJS for tLD Author: TejszdLocation: Canada PostPosted: Wed Jan 05, 2011 5:12 am
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I would vote to just add single night turn for the night drop before the landings.

#86: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Wed Jan 05, 2011 9:33 am
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I have met more people who say that the compaign is more in favour of the germans.

Personally i think its pretty eveni n v44

#87: Re: GJS for tLD Author: Amgot PostPosted: Wed Jan 05, 2011 9:45 am
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Tejszd wrote (View Post):
I would vote to just add single night turn for the night drop before the landings.


Same here.

#88: Re: GJS for tLD Author: Pzt_Serk PostPosted: Wed Jan 05, 2011 3:20 pm
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Tejszd wrote (View Post):
I would vote to just add single night turn for the night drop before the landings.


I'm also in favor of a single night turn on first day only. And please, if possible, avoid the random drop thingy Wink

#89: Re: GJS for tLD Author: Dundradal PostPosted: Wed Jan 05, 2011 6:21 pm
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I'd also vote for a single night turn on the first day.

#90: Re: GJS for tLD Author: MarkM PostPosted: Fri Jan 14, 2011 5:02 am
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tigercub wrote (View Post):
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.


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


Von you are comparing apples to oranges. We played a heavily modified game in terms of the data, thus changing the balance compared to the vanilla or TRSM versions. One big factor alone was the lethality of the 6 pounder with special ammo.

Thus whilst we found the allies in favour, others will not when using a different data set.  

Cheers,

Mark

#91: Re: GJS for tLD Author: Cathartes PostPosted: Sat Jan 15, 2011 4:17 pm
    —
Pzt_Serk wrote (View Post):
Tejszd wrote (View Post):
I would vote to just add single night turn for the night drop before the landings.


I'm also in favor of a single night turn on first day only. And please, if possible, avoid the random drop thingy Wink


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.

#92: Re: GJS for tLD Author: davidssfx PostPosted: Sat Jan 15, 2011 4:42 pm
    —
Please consider using a larger grenade explosion size ... as done in GT.
Since grenades don't leave a small crater anymore, and the explosion graphic is so tiny ... it's hard to tell where the grenade went off.
With a one larger size explosion ... you can better see the grenade explosion location. I can't remember for sure but I may have done the same for rifle grenades.
The rifle grenades also work best with a specific sound associated to them ... so you know when one has been fired. Stock TLD used just the rifle sound.

just thinking of preferences for your consideration

thanks

#93: Re: GJS for tLD Author: tigercubLocation: charters towers PostPosted: Sun Jan 16, 2011 3:04 am
    —
Cathartes wrote (View Post):
Pzt_Serk wrote (View Post):
Tejszd wrote (View Post):
I would vote to just add single night turn for the night drop before the landings.


I'm also in favor of a single night turn on first day only. And please, if possible, avoid the random drop thingy Wink


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.


I would keep in the random drops then save the pain...

Tigercub

#94: Re: GJS for tLD Author: MarkM PostPosted: Thu Jan 20, 2011 3:15 am
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I agree with tigercub.

KISS guys. keep It Simple Stupid.

We don't need to change things are are not a major problem and then adding in more problems consequently and also lengthening the time till this mod is released.

cheers,

Mark

#95: Re: GJS for tLD Author: buufaceLocation: Thailand PostPosted: Thu Jan 20, 2011 11:06 am
    —
Hello Cathartes

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

#96: Re: GJS for tLD Author: Cathartes PostPosted: Fri Jan 21, 2011 9:42 pm
    —
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


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.

#97: Re: GJS for tLD Author: tigercubLocation: charters towers PostPosted: Sat Jan 22, 2011 2:08 am
    —
Hi Cathartes,

Sounds like u are on the path and thx with the good work , mortars the min range issue still in the old GJS it is set to 60m , but in WW2 the M1 mortar had a min range of 180m (with the exception of air burst ammo)  , I feel an in-between would better suited for game play.

Tigercub

#98: Re: GJS for tLD Author: tigercubLocation: charters towers PostPosted: Sat Jan 22, 2011 2:16 am
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useful links for data

http://www.freeweb.hu/gva/index.html

http://www.tarrif.net/cgi/production/all_penetration_adv.php

Tigercub

#99: Re: GJS for tLD Author: davidssfx PostPosted: Sat Jan 22, 2011 6:02 pm
    —
Cathartes wrote (View Post):
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


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.


Hi,
All five points sound excellent ... glad to hear you have the GJS strat working in TLD!
thanks for the update  Smile
Good idea about releasing a beta in order to get feedback ... before more data changes are made

#100: Re: GJS for tLD Author: Wittmann81 PostPosted: Tue Feb 01, 2011 1:32 am
    —
This is wonderful news! I bought CCTLD some time ago but never played it more than once. So for almost ten years I and my friends have been playing CCV GJS. The 00.00-time bug in CCV was more than depressing.

Will this GJS mod use the same battle group pictures as the old mod? I loved the old WWII photographs of tanks and infantrymen. For some reason they made the whole game come alive.



Close Combat Series -> Close Combat The Longest Day


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