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. |
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