GJS for LSA
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Close Combat Series -> Close Combat Last Stand Arnhem

#1: GJS for LSA Author: Cathartes PostPosted: Sat Feb 04, 2012 6:52 pm
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Still a lot of spit and polish ahead, but working nicely.


Link

#2: Re: GJS for LSA Author: Buck_ComptonLocation: Netherlands PostPosted: Sat Feb 04, 2012 7:41 pm
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Hey Cathartes,

This is awesome! Looking pretty good. Are you planning to make extra maps for the new mod?

CHeers Buck

#3: Re: GJS for LSA Author: Cathartes PostPosted: Sat Feb 04, 2012 8:13 pm
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Hey Buck-- just one brand new map: Lebisey Woods.  It's in there.  

A couple of old GJS maps replaced with TLD maps, but otherwise the same maps.  All maps are getting recoded (40% done) for consistency, to eliminate existing map LOS bugs, and match the new, modified GJS elements. Also, all new .btds.  Most VLs will now only be accessible to infantry.

#4: Re: GJS for LSA Author: southern_land PostPosted: Sat Feb 04, 2012 10:41 pm
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Cathartes wrote (View Post):
 Most VLs will now only be accessible to infantry.


that's a nice idea, stop the armoured rushes

#5: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Sat Feb 04, 2012 11:11 pm
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Great, looking forward to playing with the LSA BG options.

But, the main question: Will there be a blowable bridge? Wink

#6: Re: GJS for LSA Author: CC_CO PostPosted: Sun Feb 05, 2012 9:53 am
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Looking so cool.

Any more video on this?

#7: Re: GJS for LSA Author: 0202243 PostPosted: Sun Feb 05, 2012 11:59 am
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nice work Smile

#8: Re: GJS for LSA Author: Cathartes PostPosted: Sun Feb 05, 2012 8:18 pm
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Quote:
But, the main question: Will there be a blowable bridge?


Three thoughts:

1. Given the uncertain status on a patch to fix the bridge problems, sadly no.  
2. Notas much incentive for Normandy area as other regions.
3. Workload is already exhaustive!

#9: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Mon Feb 06, 2012 11:03 pm
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Cathartes wrote (View Post):
Quote:
But, the main question: Will there be a blowable bridge?


Three thoughts:

1. Given the uncertain status on a patch to fix the bridge problems, sadly no.  
2. Notas much incentive for Normandy area as other regions.
3. Workload is already exhaustive!


I understand you man, just kidding with that question. Keep it up, very nice work.
Looking forward to double clicking the LSA shortcut again (been a while!).

#10: Re: GJS for LSA Author: Cathartes PostPosted: Sat Feb 11, 2012 7:35 pm
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at Juno Beach in GJS/LSA with the sound turned up:

Link

#11: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Sun Feb 12, 2012 10:47 am
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Looking good!

Other question, will there be static battlegroups?

#12: Re: GJS for LSA Author: Cathartes PostPosted: Sun Feb 12, 2012 7:55 pm
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Right now there are 9 static bgs (occupying every beach map and then some). There may be more.  The Allied challenge will be to punch through the static BGs as fast as possible and rush inland as fast as possible before the first potent German BGs arrive and counterattack/resist. It will now be just barely possible to reach Caen by the morning of June 7. (may be three turns per day).  A skilled German player will not be able to stop the Allies on the beaches as was possible in GJS 4.4.  Now it will be a matter of how far will the Allies get between June 6-7 before potent German BGs arrest progress?  

Lots of dynamic, strategic features possible with LSA engine that were not possible before.

#13: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Sun Feb 12, 2012 8:17 pm
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Sounds great Cathartes!!!

#14: Re: GJS for LSA Author: Kojusoki PostPosted: Mon Feb 13, 2012 10:50 pm
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Catahrtes, what is the ETA? Is it more 2 weeks, month or several months?

#15: Re: GJS for LSA Author: Cathartes PostPosted: Wed Feb 15, 2012 6:51 am
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Quote:
Catahrtes, what is the ETA? Is it more 2 weeks, month or several months?

More than two weeks for certain.  Probably a couple months out.  Lots of data to to adjust to accommodate the new .exe in LSA as it's much different than CC5 and tLD.

Also the new campaign will take some finessing to get it to behave correctly--given the pace of the LSA .exe we might be looking at 3 turns per day vs. 2.



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#16: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Wed Feb 15, 2012 7:13 am
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keep up the good work...

#17: Re: GJS for LSA Author: bexx76 PostPosted: Sat Feb 18, 2012 1:18 pm
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man im going to buy LSA only to play ur mod! thx for ur work.

#18: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Sat Feb 18, 2012 5:46 pm
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The 2 BG's per map will make a big difference in the game! Can't wait to be able to play the updated classic mod....

Any tips on converting old mods to LSA would be appreciated....

#19: Re: GJS for LSA Author: Cathartes PostPosted: Sat Feb 18, 2012 6:41 pm
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Quote:
The 2 BG's per map will make a big difference in the game! Can't wait to be able to play the updated classic mod....

Any tips on converting old mods to LSA would be appreciated....


The inclusion of static BGs is one of my favorites and it translates well to GJS.  Many of the changes from the GJS tLD thread still apply.  Still making minor tweaks to stratlayer, fixing some glaring geographical errors in map arrangement, and adding a couple new battlegroups.  Nearly done with all the interface graphics that had to change when ported into LSA.

No interesting tips off the top of my head, the big challenges to converting a mod to LSA boil down to forcepool data, screengadg and CCPix rearrangements, and a different approach to data with regards to large-caliber gun performance.

#20: Re: GJS for LSA Author: papa_hausser PostPosted: Sun Feb 19, 2012 1:51 pm
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I remember from more than one years ago , TLD GJS mod was announced . I think that mod is more than be real is look like dream or making busy the close combat fans for never end waiting.

I did not understand why the TLD project did not finished and every things changed to making LSA mod !!! I am certain that another year shall be waiting for this one and then changing to another story.

I understand the challenges of mod making for this game , but suddenly change from TLD to LSA is not clear ! I think it shall be decided long times ago.

I hope to see this mod sometimes published and can be played !!

Thanks for your hard effort Cathartes .

#21: Re: GJS for LSA Author: Cathartes PostPosted: Sun Feb 19, 2012 4:28 pm
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Quote:
I did not understand why the TLD project did not finished and every things changed to making LSA mod !!! I am certain that another year shall be waiting for this one and then changing to another story.

Basically because I work for free and I need to enjoy what I'm working on. Only recently it became  clear to me that LSA had better options and was a better platform for GJS. You will not wait another year, no way, not even close.  I don't want to be working on it that long.

Quote:
I understand the challenges of mod making for this game , but suddenly change from TLD to LSA is not clear ! I think it shall be decided long times ago.

We are fickle creatures.

Quote:
I hope to see this mod sometimes published and can be played !!
Thanks for your hard effort Cathartes .

Me too, and you're welcome.

#22: Re: GJS for LSA Author: Cathartes PostPosted: Thu Mar 01, 2012 5:59 pm
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new BG to the mix, WIP, BG composition not final:


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#23: Re: GJS for LSA Author: Cathartes PostPosted: Sat Mar 03, 2012 8:01 pm
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and another...


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#24: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Sat Mar 03, 2012 8:49 pm
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Thanks for the updates Cathartes!

#25: Re: GJS for LSA Author: ozzybark666 PostPosted: Sun Mar 04, 2012 10:22 pm
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real great staff !!!!!!!!!!!!!
rulzzzzzz

#26: Re: GJS for LSA Author: Pzt_KanovLocation: México PostPosted: Mon Mar 05, 2012 8:55 pm
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Well looks like I'm going to buy LSA after all.

Great work Cathartes!

#27: Re: GJS for LSA Author: Cathartes PostPosted: Fri Mar 16, 2012 9:05 pm
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quick look, new unit, new battlegroup in GJS for LSA:

Link

#28: Re: GJS for LSA Author: CC_CO PostPosted: Fri Mar 16, 2012 9:20 pm
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I like the mg sound.

Are the entry zones larger than in CC5?

Hm, just watched it on tube, with headphones...sounds great, so actually i like the whole clip :-)

When possible, more of the same please.

1:47
"Sir we are talking heavy fire", ...imagine when someday, a future CC game will have voice commands, so the clicking with the mouse is either minimized in use, or abandoned completely.

#29: Re: GJS for LSA Author: Wittmann81 PostPosted: Tue Mar 20, 2012 9:50 pm
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Cathartes wrote (View Post):
Right now there are 9 static bgs (occupying every beach map and then some). There may be more.  The Allied challenge will be to punch through the static BGs as fast as possible and rush inland as fast as possible before the first potent German BGs arrive and counterattack/resist. It will now be just barely possible to reach Caen by the morning of June 7. (may be three turns per day).  A skilled German player will not be able to stop the Allies on the beaches as was possible in GJS 4.4.  Now it will be a matter of how far will the Allies get between June 6-7 before potent German BGs arrest progress?  

Lots of dynamic, strategic features possible with LSA engine that were not possible before.


This thread has been bookmarked under Porn *drooling*

#30: Re: GJS for LSA Author: Cathartes PostPosted: Wed Mar 21, 2012 7:18 pm
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Hey, gotta keep it clean, good fun for the whole family.

Bren Gun fun:

Link

#31: Re: GJS for LSA Author: US_BrakeLocation: USA PostPosted: Thu Mar 22, 2012 12:48 am
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Cathartes wrote (View Post):
Hey, gotta keep it clean, good fun for the whole family.

Bren Gun fun:

Link


Good point. sometimes I forget about the young grogs myself.

#32: Re: GJS for LSA Author: Cathartes PostPosted: Sat Mar 31, 2012 2:42 pm
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minor map additions to strat map for those that know GJS (WIP):


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#33: Re: GJS for LSA Author: CC_CO PostPosted: Sat Mar 31, 2012 3:37 pm
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Is it the depot in Bayeux or Tilly that's the addition?

Or is the distance between Port En Bessin and Bayeux, having been stretched?

New maps?

I give up :-)


Btw: looks awesome if you can actually determine the amount of rounds per day you want.

#34: Re: GJS for LSA Author: Cathartes PostPosted: Sat Mar 31, 2012 7:11 pm
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added le Hamel/Arromanches and Magny.  Now two brigades from 50th Div. can land at the same time.  Also, there's now ample room for 352 Inf/KG Meyer to show up.

#35: Re: GJS for LSA Author: CC_CO PostPosted: Sat Mar 31, 2012 9:37 pm
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These additions sounds awesome.

If possible, it would be interesting to see the map borders.

#36: Re: GJS for LSA Author: CC_CO PostPosted: Sun Apr 01, 2012 1:23 pm
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So is the Le Hamel/Arromanches then located between Port En Bessin and bayeux?

Thanks for the work you make here.

#37: Re: GJS for LSA Author: Cathartes PostPosted: Sun Apr 01, 2012 3:30 pm
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Quote:
So is the Le Hamel/Arromanches then located between Port En Bessin and bayeux?


it's between Gold Beach and Port.

Magny links to Port, Gold, le Hamel, Bayeux, Creully.


Last edited by Cathartes on Mon Apr 02, 2012 12:01 am; edited 1 time in total


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#38: Re: GJS for LSA Author: CC_CO PostPosted: Sun Apr 01, 2012 4:13 pm
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Thats really cool. I always thought that more maps were needed on the western part of the map, perhaps also, come to think of it, more maps north of Caen it self.

This looks so cool.

Thanks for sharing. Looking so much forward to try out the new GJS!

#39: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Sun Apr 01, 2012 4:37 pm
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Awesome Cathartes!!!

#40: Re: GJS for LSA Author: Pzt_KanovLocation: México PostPosted: Mon Apr 02, 2012 3:32 pm
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Cathartes, are you going to edit the cohesion and fatigue attributes for the campaign (how much is lost/gained when fighting and moving)?

#41: Re: GJS for LSA Author: Cathartes PostPosted: Tue Apr 03, 2012 10:53 pm
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Pzt_Kanov wrote (View Post):

Cathartes, are you going to edit the cohesion and fatigue attributes for the campaign (how much is lost/gained when fighting and moving)?


Do they need editing?  Had not considered it.

#42: Re: GJS for LSA Author: Pzt_KanovLocation: México PostPosted: Wed Apr 04, 2012 1:01 am
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Cathartes wrote (View Post):
Pzt_Kanov wrote (View Post):

Cathartes, are you going to edit the cohesion and fatigue attributes for the campaign (how much is lost/gained when fighting and moving)?


Do they need editing?  Had not considered it.


I thought the number of turns per day and how much time they represent were different between stock LSA and GJS mod.

#43: Re: GJS for LSA Author: Cathartes PostPosted: Wed Apr 04, 2012 2:20 am
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Quote:

I thought the number of turns per day and how much time they represent were different between stock LSA and GJS mod.


good point, need to take a look.

#44: Re: GJS for LSA Author: MarkM PostPosted: Wed Apr 04, 2012 2:55 pm
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From memory,

The fatigue and cohesion gained by resting was a joke. You were supposed to gain more at night but that was just a little less of a joke.

The recovery rate needs to be increased dramatically IMHO both when actually resting and in the case when not resting but no battle occurred.

After two days of fighting, and not even fighting every opportunity the game allows, a unit became useless if it ran into a fresh wave of angry grandmothers wielding their 80cm umbrellas.

#45: Re: GJS for LSA Author: savage1987swb PostPosted: Wed Apr 11, 2012 9:58 am
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Keep up the good work Carthartes, and I'm glad to hear that you're releasing GJS on LSA, much more fun to be had with that engine than tLD.

#46: Re: GJS for LSA Author: Cathartes PostPosted: Sat Apr 14, 2012 6:56 am
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best to pair with a friendly infantry BG:


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#47: Re: GJS for LSA Author: WillKnott PostPosted: Tue Apr 17, 2012 2:37 am
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Looking forward to this one.  I like the LSA engine, but the GC in LSA is sadly out of balance.

I have a question, I have been trying to make a large campaign with the latest patches, and I get campaign file crashes constantly.  Does GJS4LSA able to stay fairly stable after a few days of play?

#48: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Tue Apr 17, 2012 4:06 am
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Like the idea Cathartes of having AT, tanks or other special weapons in their own BG that must be paired with another BG to form a balanced force....

#49: Re: GJS for LSA Author: Cathartes PostPosted: Tue Apr 17, 2012 4:52 am
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Quote:
I have a question, I have been trying to make a large campaign with the latest patches, and I get campaign file crashes constantly.  Does GJS4LSA able to stay fairly stable after a few days of play?

Was doing ok a few days into the GC with the original battlegroup setup, but I've filled out the BGs extensively, and haven't tested that far out since.  If not stable, will light my hair on fire.

Quote:
Like the idea Cathartes of having AT, tanks or other special weapons in their own BG that must be paired with another BG to form a balanced force....

Me too, but somewhere there's some magic in those little numbers at the head of the forcepool file that will make it all work or fall on its face.

#50: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Tue Apr 17, 2012 9:07 am
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All the power too you Cathartes! bring it on!

#51: Re: GJS for LSA Author: Cathartes PostPosted: Thu Apr 19, 2012 2:22 pm
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another new Allied BG, not available until later in June:


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#52: Re: GJS for LSA Author: KilovskimkIII PostPosted: Thu Apr 19, 2012 3:57 pm
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Nice one Cathartes. This is looking like its going to be something special. I've lost my copy of CC5, so I can't play any of the classic mods. I'm really looking forward to this. Keep up the good work. Very Happy

#53: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Thu Apr 19, 2012 8:58 pm
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I'm so looking forward to this... every update by Cathartes makes me want it even more... he's teasing us silly... Cool

#54: Re: GJS for LSA Author: Cathartes PostPosted: Fri Apr 20, 2012 3:02 am
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another benefit of LSA: with the ability to designate entry VLs, no more random map deploy by parachute BGs.  Historical attack vectors can be predetermined.


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#55: Re: GJS for LSA Author: Cathartes PostPosted: Sat Apr 28, 2012 2:11 pm
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some new fire support, new graphic, new shadow, new way to blow stuff up:


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#56: Re: GJS for LSA Author: Gunnar PostPosted: Sat Apr 28, 2012 2:16 pm
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Does the Grille give indirect fire? Thanks for your continious efforts!

#57: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Sat Apr 28, 2012 3:26 pm
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Looking great Cathartes!

#58: Re: GJS for LSA Author: Cathartes PostPosted: Sun Apr 29, 2012 3:55 pm
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into the morning of June 7:


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#59: Re: GJS for LSA Author: Pzt_KanovLocation: México PostPosted: Sun Apr 29, 2012 6:41 pm
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Can't wait to play it!

#60: Re: GJS for LSA Author: Cathartes PostPosted: Tue May 01, 2012 10:03 pm
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Quote:
Does GJS4LSA able to stay fairly stable after a few days of play?

will find that out soon I 'spose.  playing the AI right now just to air out kinks.  so far so good except the AI is predicatably un-smart when it comes to BG movement.  This one, as before, designed with H2H in mind.



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#61: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Wed May 02, 2012 8:21 am
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hope its going smooth....any crashes?...if your doing this must be close now! a month?

Tiger

#62: Re: GJS for LSA Author: Cathartes PostPosted: Wed May 09, 2012 10:53 pm
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A highly unusual battle against the AI where I took a drubbing against a Panther BG.  This is one or two battles near the end of June 8 in a test GC:


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#63: Re: GJS for LSA Author: Pzt_KamiLocation: IRAN PostPosted: Fri May 25, 2012 9:44 am
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GJS for LSA would be awesome. Hopefully more mods come to LSA

#64: Re: GJS for LSA Author: chessmasterLocation: Antwerp and Ghent PostPosted: Wed Jun 06, 2012 12:21 am
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Very nice work Cathartes !

I like what you did with

- the predetermined entry points for the paratroopers
- extra maps in the northwest

If you need some help, or beta testing let me know
Keep it up !

#65: Re: GJS for LSA Author: Wittmann81 PostPosted: Sun Jun 10, 2012 4:18 pm
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Can´t you use the original pics from CCV GJS? I would like this game to feel WWII. So I am no fan of the new NATO-meets-Disney picutres.

I could help gather picutres if more and better ones are needed.

I prefere the game to look more like in the seconed picutre :)

Otherwise great work with the mod. I am really looking forward to it. Can´t wait!



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#66: Re: GJS for LSA Author: Cathartes PostPosted: Sun Jun 10, 2012 5:26 pm
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Quote:
I prefere the game to look more like in the seconed picutre Smile


Well, maybe after I finally get the mod released we can go back and provide an alternate look for those that wish it.

I'm looking forward to having more time in a week or so to get back to final polishing.

#67: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Fri Jun 15, 2012 5:39 am
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Wittmann81 wrote (View Post):
Can´t you use the original pics from CCV GJS? I would like this game to feel WWII. So I am no fan of the new NATO-meets-Disney picutres.

I could help gather picutres if more and better ones are needed.

I prefere the game to look more like in the seconed picutre :)

Otherwise great work with the mod. I am really looking forward to it. Can´t wait!

+2 i am happy its getting close now ...

#68: Re: GJS for LSA Author: chessmasterLocation: Antwerp and Ghent PostPosted: Wed Jun 20, 2012 1:08 am
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since it's gjs in LSA, would it be possible to play in a window also.. cause in LSA this is possible

why do i need this or do this:

- because time is running on, when something boring is going on or i am just waiting in a fight I can do something else on pc and time ticks on

#69: Re: GJS for LSA Author: bexx76 PostPosted: Sat Jun 30, 2012 2:59 pm
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Wittmann81 wrote (View Post):
Can´t you use the original pics from CCV GJS? I would like this game to feel WWII. So I am no fan of the new NATO-meets-Disney picutres.

I could help gather picutres if more and better ones are needed.

I prefere the game to look more like in the seconed picutre :)

Otherwise great work with the mod. I am really looking forward to it. Can´t wait!



hi wittman, if u interested in pictures of wwII here u can find some.

http://www.inilossum.com/2gue_HTML/2guerra1944-20.html

#70: Re: GJS for LSA Author: CC_CO PostPosted: Sat Jun 30, 2012 7:19 pm
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Awesome stuff. Thanks for doing this Cathartes.

#71: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Sat Jun 30, 2012 8:26 pm
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Yers GJS on the LSA will be playable in a window as that is a Matrix re-release feature in WAR, TLD and LSA....

#72: Re: GJS for LSA Author: stienerLocation: Gibsons B.C. canada PostPosted: Thu Aug 02, 2012 12:45 am
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cant wait cathartes.......dont worry about original pics right now  Very Happy  what you have is just great. were all looking forward to the mod with great anticipation.
GJS rules!  Very Happy

#73: Re: GJS for LSA Author: Slyguy3129Location: Texas, USA PostPosted: Fri Aug 03, 2012 3:55 am
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Wow, I remember the good old days of GJS on CCV. I believe it was 3 or something? Was in a clan called AA then under the handle "Ranger". Goodtimes. Looking forward to seeing this mod again! Good luck guys!

#74: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Fri Aug 03, 2012 7:24 am
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i hope its a good sign that Cathartes has not been here for 3 weeks ...

#75: Re: GJS for LSA Author: papa_whisky PostPosted: Fri Aug 03, 2012 2:42 pm
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I can't wait

#76: Re: GJS for LSA Author: buufaceLocation: Thailand PostPosted: Sun Aug 05, 2012 12:07 pm
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Cathartes speak to us !!!

#77: Re: GJS for LSA Author: Cathartes PostPosted: Fri Aug 17, 2012 9:16 pm
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My best intentions to release and need to polish are always at odds.  Time estimates are rarely realistic.

The project endures thanks to everyone's interest. Even if it never advances to my satisfaction, will release in whatever current state before end of year.

#78: Re: GJS for LSA Author: Cathartes PostPosted: Tue Aug 28, 2012 7:46 pm
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tedious map coding, part of why project goes on so long:


Link

#79: Re: GJS for LSA Author: CC_CO PostPosted: Tue Aug 28, 2012 7:59 pm
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Very cool and useful feature Cool  Once again thank you Cathartes.

#80: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Tue Aug 28, 2012 9:42 pm
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Nice Cathartes, waiting patiently, but very much looking forward to playing!

#81: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Sun Sep 02, 2012 3:33 am
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Thanks for the update Cathartes. Its looking good and I'm looking forward to playing it when you're done....

#82: Re: GJS for LSA Author: platoon_michaelLocation: Right behind you PostPosted: Sun Sep 02, 2012 10:50 am
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I always liked that feature of CCII and still don't understand why it's not a staple of all the games.

I guess I should be happy they brought it back.

What is the average size for the Maps in this Mod?
If memory serves me correctly there pretty large right?

#83: Re: GJS for LSA Author: Dima PostPosted: Sun Sep 02, 2012 1:36 pm
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Quote:
I always liked that feature of CCII and still don't understand why it's not a staple of all the games.

you can have it in any CC by map coding.
f.e. CC5:Stalingrad has same bridges.

#84: Re: GJS for LSA Author: platoon_michaelLocation: Right behind you PostPosted: Sun Sep 02, 2012 2:35 pm
    —
Having soldiers go under and over bridges in all CC's?

#85: Re: GJS for LSA Author: Dima PostPosted: Sun Sep 02, 2012 4:46 pm
    —
Quote:
Having soldiers go under and over bridges in all CC's?

yes, same way as you make houses - interior and exterior layers.

#86: Re: GJS for LSA Author: Cathartes PostPosted: Mon Sep 03, 2012 5:21 pm
    —
LSA engine allows for soldiers and vehicles to pass under bridges while keeping the bridge coding and bridge behavior intact. In other words, vehicles/soldiers can pass above and/or under one another simultaneously--not possible when GJS was originally created, until LSA engine.

We could cheat the bridge effect by coding the bridge as a roof, but in terms of LOS and movement, you could only have the bridge surface/overpass -OR- have the surface beneath/underpass.  Now we have both.

#87: Re: GJS for LSA Author: Cathartes PostPosted: Wed Sep 26, 2012 4:34 am
    —
update: only two maps left to recode.  countless coding errors and inconsistencies from original GJS vanquished.

another look at Lebisey...



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#88: Re: GJS for LSA Author: Dima PostPosted: Wed Sep 26, 2012 6:51 am
    —
Looks great.

#89: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Thu Sep 27, 2012 1:26 am
    —
Way to keep moving it ahead Cathartes!

#90: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Thu Sep 27, 2012 9:50 am
    —
many Close combat fans will be very happy when this baby is ready!

#91: Re: GJS for LSA Author: Aetius PostPosted: Sat Sep 29, 2012 4:47 pm
    —
Looks fantastic, can't wait to play.

#92: Re: GJS for LSA Author: Cathartes PostPosted: Thu Oct 04, 2012 6:23 pm
    —
Les Roquettes and WN36 (vicinity of le Hamel):


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#93: Re: GJS for LSA Author: CC_CO PostPosted: Thu Oct 04, 2012 8:01 pm
    —
Fantastic!

#94: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Thu Oct 04, 2012 9:29 pm
    —
Cathartes wrote (View Post):
Les Roquettes and WN36 (vicinity of le Hamel):


Very nice! Not much cover, though. Did the naval bombardment really do so little?  Cool

#95: Re: GJS for LSA Author: Cathartes PostPosted: Fri Oct 05, 2012 11:57 am
    —
[/quote] Did the naval bombardment really do so little?  Cool[/quote]

No, area was plastered with shells. Map is not quite there.

#96: Re: GJS for LSA Author: Dima PostPosted: Fri Oct 05, 2012 4:21 pm
    —
Cathartes, you are so fantastic artist!

#97: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Oct 06, 2012 7:31 am
    —
would be nice to see some of the other maps when u have time Cathartes
nice work

#98: Re: GJS for LSA Author: Cathartes PostPosted: Fri Oct 12, 2012 4:03 pm
    —
tigercub wrote (View Post):
would be nice to see some of the other maps when u have time Cathartes
nice work

Below is a completed look at the le Hamel/Arromanches map.  Most of the other maps are from the original GJS, with some switched maps with tLD.  Every map has been recoded, new LOS files, incorporating new custom GJS/LSA elements, new BTDs , some .bgm graphics changed ever so slightly, bridges widened (to accommodate new pathfininding), etc.



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#99: Re: GJS for LSA Author: Riever PostPosted: Sat Oct 20, 2012 11:12 am
    —
Great stuff! Is the GJS for LSA available now? If so, I can't see it anywhere...

(Of course, I'm just dying to play it! And I know how much work you've put into it Cathartes... truly appreciate your efforts!)

#100: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Oct 20, 2012 2:58 pm
    —
i like the trench extenting from each side of the bunker!

i found this nasty toy wile reading and they were in place on the Alantikwall,

The M19 was a very advanced fully-automatic 5cm mortar....M19 Maschinengranatwerfer

up to 120 rounds a min about a 98 were placed on the wall, Standard ammunition storeage inside a R-633, was 3944 rounds

http://www.axishistory.com/index.php?id=1381



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#101: Re: GJS for LSA Author: Cathartes PostPosted: Tue Oct 30, 2012 4:31 pm
    —
Been working on polishing voice files.  Considering killing (silencing) the sound cue for "enemy spotted" in all voice files for better FOW.  Thoughts?

#102: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Tue Oct 30, 2012 5:08 pm
    —
i think that is fine..myself i check mini map most of the time! so no big deal but i am sure there will be players who like it keep in.

#103: Re: GJS for LSA Author: ManoiLocation: Brussels PostPosted: Tue Oct 30, 2012 6:40 pm
    —
tigercub wrote (View Post):
i think that is fine..myself i check mini map most of the time! so no big deal but i am sure there will be players who like it keep in.


me as sample... Wink I find it an interesting feature and consider it as a little hulp to know who see who.

#104: Re: GJS for LSA Author: chessmasterLocation: Antwerp and Ghent PostPosted: Wed Oct 31, 2012 12:52 am
    —
this shit is taking way too long :p

#105: Re: GJS for LSA Author: KilovskimkIII PostPosted: Tue Nov 20, 2012 6:48 pm
    —
Any news, will it be a christmas release? Wink

#106: Re: GJS for LSA Author: Cathartes PostPosted: Thu Nov 22, 2012 3:35 pm
    —
It will be done in what I consider beta form by xmas, but available to all.  More updates and info coming in near future.

#107: Re: GJS for LSA Author: southern_land PostPosted: Fri Nov 23, 2012 4:17 am
    —
very cool

#108: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Fri Nov 23, 2012 5:22 am
    —
Great news Cathartes!

#109: Re: GJS for LSA Author: ManoiLocation: Brussels PostPosted: Fri Nov 23, 2012 8:46 am
    —
Thanks!

#110: Re: GJS for LSA Author: KilovskimkIII PostPosted: Fri Nov 23, 2012 11:38 am
    —
Great news for Chrimbo. Thanks Cathartes  Very Happy

#111: Re: GJS for LSA Author: BordicLocation: Gothic Line, Italy PostPosted: Fri Nov 23, 2012 4:41 pm
    —
Good!!!

#112: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Fri Nov 23, 2012 5:56 pm
    —
I'm very discontent with the removal of the static troop feature from PitF.

Really, WTF are they thinking.

#113: Re: GJS for LSA Author: Cathartes PostPosted: Wed Nov 28, 2012 3:07 am
    —
consider this readme a "work in progress" but here's an excerpt:

MAPS
1. The GJS strategic map has always been an abstract consideration of the Normandy landscape. Considering the large area covered and the detailed landscape that must be embraced, there are a number of geographical generalizations and untruths which must be tolerated in the context of only 46 maps.
2. The strategic map and connections from GJS 4.4 were largely preserved. A few map names were changed to better represent geographical reality. A handful of connections were realigned.
3. New maps were added in several locations, a few maps were retired.
4. Every map was exhaustively recoded to eliminate errors (many errors were perpetuated and carried through other modded version of GJS), and also recoded for consistency. GJS 4.4 maps were coded by numerous individuals with varying interpretations of how maps should be represented. This resulted in wildly inconsistent results between certain maps along with some glaring errors. We all worked for free so what did you expect?  No claim of perfection now, just something very consistent.
5. Map .btds checked for location and VL spelling, etc. VLs added to many maps.
6. VLs moved to the extent possible, to minimize a player’s ability to take VLs with tanks or other AFVs. Boots on the ground matter.
7. Deleted hidden connection b/n Rauray and Lingevres where a player could hop over Tilly-sur-Seulles map. To my knowledge, this was never intended in original GJS.
8. All new and historically accurate Lebisey Woods map and le Hamel map.
9.     Two additional maps added to the strategic map.



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#114: Re: GJS for LSA Author: Dima PostPosted: Wed Nov 28, 2012 6:40 am
    —
Cathartes,

Looks great!

Quote:
7. Deleted hidden connection b/n Rauray and Lingevres where a player could hop over Tilly-sur-Seulles map. To my knowledge, this was never intended in original GJS.

although Atilla has mentioned that these connections were meant line that.

#115: Re: GJS for LSA Author: Pzt_KamiLocation: IRAN PostPosted: Thu Nov 29, 2012 1:57 pm
    —
Wow nice job guys. Can't waite to play GJS on LSA Smile Good luck

#116: Re: GJS for LSA Author: kwenistonLocation: Netherlands PostPosted: Thu Nov 29, 2012 7:28 pm
    —
This project has excited me more than the whole of PitF I must admit.

#117: Re: GJS for LSA Author: BordicLocation: Gothic Line, Italy PostPosted: Fri Nov 30, 2012 1:34 pm
    —
kweniston wrote (View Post):
This project has excited me more than the whole of PitF I must admit.

...and how!  Very Happy

#118: Re: GJS for LSA Author: Cathartes PostPosted: Fri Nov 30, 2012 10:13 pm
    —
Quote:
although Atilla has mentioned that these connections were meant line that.


It may be that he changed this for v4.4, but was not intended for v4.3.  Either way, it will cause headaches with up to 2 BGs stacked per side, per stratmap area.

#119: Re: GJS for LSA Author: Dima PostPosted: Sat Dec 01, 2012 8:54 am
    —
Ok, np Smile

#120: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Dec 08, 2012 6:32 am
    —
kweniston wrote (View Post):
This project has excited me more than the whole of PitF I must admit.


+1
i did testing for Pitf it has its good points but this  baby is the one to play...more than any CC game or mod!

soon we will have a few new mods stalingrad,trsm,GJS...

Cathartes for crissy please.

#121: Re: GJS for LSA Author: Cathartes PostPosted: Sat Dec 08, 2012 7:34 am
    —
Quote:
i did testing for Pitf it has its good points but this  baby is the one to play...more than any CC game or mod!.


Thanks, but I hope you're even half right.  

Cranking through the finer details of all the forcepools now.  As some of you know it's extremely tedious, but can make or break a campaign.  Here's an updated work in progress video (no sound and nothing dramatically new):


Link

#122: Re: GJS for LSA Author: Stwa PostPosted: Sat Dec 08, 2012 4:27 pm
    —
I was just wondering, are LSA maps (the ones that came with the game) the same scale as CC5 or TLD maps?

#123: Re: GJS for LSA Author: squadleader_idLocation: Soerabaja PostPosted: Sat Dec 08, 2012 4:36 pm
    —
Stwa wrote (View Post):
I was just wondering, are LSA maps (the ones that came with the game) the same scale as CC5 or TLD maps?


I believe so...the new 1:1 scale change was first introduced in PitF...CMIIW.

#124: Re: GJS for LSA Author: southern_land PostPosted: Sat Dec 08, 2012 8:10 pm
    —
Stwa wrote (View Post):
I was just wondering, are LSA maps (the ones that came with the game) the same scale as CC5 or TLD maps?


yup all the same scale, only difference is a few extra coding elements I think in the later version.

#125: Re: GJS for LSA Author: Stwa PostPosted: Sat Dec 08, 2012 8:46 pm
    —
Thanks guys,

Me thinks I may pick up LSA, mainly for the maps. And import them back to CCMT.  Idea

Of course, there aren't any Birts in Senior Drills CC5/CCMT mod, so I will have to defend Arnhem with American Airborne.  Confused

#126: Re: GJS for LSA Author: schreckenLocation: Sydney, Australia PostPosted: Sat Dec 08, 2012 11:01 pm
    —
Really looking forward to this release cathartes.... xmas break is just about here Smile

#127: Re: GJS for LSA Author: squadleader_idLocation: Soerabaja PostPosted: Sun Dec 09, 2012 1:15 am
    —
Also eagerly awaiting the release, Cathartes!
Looks like I picked the perfect time to pick up CC again  Very Happy

#128: Re: GJS for LSA Author: Cathartes PostPosted: Tue Dec 11, 2012 8:01 pm
    —
some new halftracks for 21. Panzer:


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#129: Re: GJS for LSA Author: Stwa PostPosted: Tue Dec 11, 2012 8:38 pm
    —
Hi Cathartes,

Halftracks look cool.

I was thinking about getting LSA. But, I keep hearing there are CTDs when trying to play the GC. Will GJS fix that, or is the CTD thing overstated?

Also, do you know if the original LSA maps have doors and windows coded?

#130: Re: GJS for LSA Author: Andreus PostPosted: Tue Dec 11, 2012 11:02 pm
    —
Installing LSA again, for this mod. Thanks Cathartes!

#131: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Wed Dec 12, 2012 3:51 am
    —
Cathartes wrote (View Post):
some new halftracks for 21. Panzer:


They look good Cathartes!

#132: Re: GJS for LSA Author: Cathartes PostPosted: Wed Dec 12, 2012 10:18 pm
    —
Stwa wrote (View Post):
Hi Cathartes,

Halftracks look cool.

I was thinking about getting LSA. But, I keep hearing there are CTDs when trying to play the GC. Will GJS fix that, or is the CTD thing overstated?

Also, do you know if the original LSA maps have doors and windows coded?


Thanks.  

The only CTDs I've run up against in my own experience are the 00:00 CTD which are not always consistent or predictable. Not to say that GJS may have more inherited from LSA. Like many others, I'm waiting and hoping to hear more about an official patch that is supposedly coming for LSA now that PitF is released.

In LSA door and windows are coded.  In GJS, there are doors at large and obvious entrances, but no windows. Some will see the benefit of this, some will not agree.

#133: Re: GJS for LSA Author: Sapa PostPosted: Thu Dec 13, 2012 7:28 am
    —
Thankyou wery much for this!  Very Happy

Looking forward to it!

Mats

#134: Re: GJS for LSA Author: Stwa PostPosted: Sat Dec 15, 2012 12:57 am
    —
Thanks for the reply Cathartes.

And thanks for the new GJS mod. I am sure it is a lot of work, especially when working alone.

And dont worry, if I get LSA, I am gonna play GJS. I wouldn't let a detail like door and window coding, stand in the way of that.

#135: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Dec 15, 2012 8:41 am
    —
can i drive the halftrack next weekend dad? Shocked

#136: Re: GJS for LSA Author: nikin PostPosted: Sat Dec 15, 2012 3:14 pm
    —
There are mistakes in halftracks pictures. But overall not bad.

#137: Re: GJS for LSA Author: KilovskimkIII PostPosted: Tue Dec 18, 2012 11:17 pm
    —
A  ny news? Will it be out before christmas? Smile

#138: Re: GJS for LSA Author: Cathartes PostPosted: Sun Dec 23, 2012 2:17 am
    —
...not before xmas, so sorry.

Here's a look at forcepools.  Someone outnumbered?

German Battlegroups

KG Meyer / 352 Div
II./901 / Lehr
III./26 / 12 SS Div
II./130 / Lehr
I./3 / 2 Div
II./ 192 / 21 Div
I./901 / Lehr
I./902 / Lehr
1./6 / Lehr
I./25 / 12 SS Div
II./902 / Lehr
857 / 346 Div
858 / 346 Div
II./ 125 / 21 Div
KG Luck 125 / 21 Div
KG Rauch 192 / 21 Div
KG Oppeln I./22 / 21 Div
II./22 / 21 Div
25 / 12 SS Div
s.SS-Pz.Abt. 101
I./12 / 12 SS Div
26 / 12 SS Div
II./12 / 12 SS Div
SS-Pz.Aufkl.Abt 12 / 12 SS
Pz.Aufkl.Abt 130 / Lehr
Pz.Aufkl.Abt 21 / 21 Div
KG 716. Infanterie

Allied Battlegroups

8th Bde / 3rd Br Div
9th Bde / 3rd Br Div
185th Bde / 3rd Br Div
7th Bde / 3rd Cdn Div
8th Bde / 3rd Cdn Div
9th Bde / 3rd Cdn Div
69th Bde / 50th Div
151st Bde / 50th Div
231st Bde / 50th Div
3rd Para / 6th AB
5th Para / 6th AB
6th AirLndg/ 6th AB
70th Bde / 49th Div
22nd Bgde / 7th Div
131st Bde / 7th Div
129th Bde / 43rd Div
44th Bde / 15th Div
46th Bde / 15th Div
227th Bde / 15th Div
146th Bde / 49th Div
147th Bde / 49th Div
130th Bde / 43rd Div
214th Bde / 43rd Div
5th Bde / Guards AD
159th Bde / 11th Div
29th Bde / 11th Div
153rd Bde / 51st Div
1st Special Service Brigade
56th Inf Bde / 50th Div
154th Bde / 51st Div
152nd Bde / 51st Div
8 Armoured Brigade
31 Army Tank Brigade
4 Armoured Brigade
33 Armoured Brigade
2 Cdn Armoured Brigade
27 Armoured Brigade



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#139: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sun Dec 23, 2012 5:15 am
    —
before new year?

#140: Re: GJS for LSA Author: Granfali PostPosted: Wed Dec 26, 2012 11:27 am
    —
tigercub wrote (View Post):
before new year?

Yes pleaseeeee...  Razz

#141: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Dec 29, 2012 3:27 am
    —
He is on beer and Wiskey now NO chance for months!

This is the sort of work commitment we need here!



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#142: Re: GJS for LSA Author: Cathartes PostPosted: Sat Dec 29, 2012 9:23 pm
    —
Looks like Tigercub posted a picture of me (above) when I first started working on GJS.  Ah, youth.  Of course spending so much time indoors lightens your skin, and things have changes since that image was taken.

I'm very close, the new forcepool system is a bear to sort out and is key to the GC success, or at least a reasonable beta. A straight forcepool portage over to LSA is meaningless.  This is the final hurdle and I'm over 70% finished.  More previews and detailed info coming very soon.

#143: Re: GJS for LSA Author: Cathartes PostPosted: Sun Dec 30, 2012 10:29 pm
    —
Another GJS video preview:
A Stug III is threatening a narrow lane.  A CO commander unit is engaged in an overrun attack and is repeatedly directed to disengage (before they commit suicide). Meanwhile a PIAT unit attempts to get a shot. Before the command unit pulls completely away, one of the CO unit soldiers successfully hucks a gammon bomb. Note that the infantry overrun/assault is an issue with LSA, and is something that we have to live with unless a future final patch fixes.


Link

#144: Re: GJS for LSA Author: mooxe PostPosted: Mon Dec 31, 2012 12:39 am
    —
Cathartes wrote (View Post):
Note that the infantry overrun/assault is an issue with LSA, and is something that we have to live with unless a future final patch fixes.


What the issue exactly?

#145: Re: GJS for LSA Author: Cathartes PostPosted: Mon Dec 31, 2012 7:05 am
    —
mooxe wrote (View Post):
Cathartes wrote (View Post):
Note that the infantry overrun/assault is an issue with LSA, and is something that we have to live with unless a future final patch fixes.


What the issue exactly?


infantry teams will almost always attempt to assault a close-topped tank by crawling around, trying to place grenades (with internal morale check), yet somehow avoid using relevant AT weapons like HHL or Gammon (whether available or not). End result: infantry crawl around, breaking, rallying, detonating occasional grenade, and generally running around in circles, sometimes in range of AFV MG or main gun, eventually committing suicide or getting hopelessly caught up in ridiculous behavior. This was noted and changed in betatesting for PitF.

#146: Re: GJS for LSA Author: Wittmann81 PostPosted: Sun Jan 06, 2013 3:39 am
    —
Cathartes wrote (View Post):


infantry teams will almost always attempt to assault a close-topped tank by crawling around, trying to place grenades (with internal morale check), yet somehow avoid using relevant AT weapons like HHL or Gammon (whether available or not). End result: infantry crawl around, breaking, rallying, detonating occasional grenade, and generally running around in circles, sometimes in range of AFV MG or main gun, eventually committing suicide or getting hopelessly caught up in ridiculous behavior. This was noted and changed in betatesting for PitF.


That is bad. Really bad. Heavy infantry assaults on tanks is one of the most thrilling and enjoyable parts of the game.

I haven´t bought LSA yet, since I am waiting for your mod. But this sounds like a major bug to me. So I really, really, really hope this will be fixed in a patch.

#147: Re: GJS for LSA Author: Cathartes PostPosted: Sun Jan 06, 2013 5:02 pm
    —
Quote:
That is bad. Really bad. Heavy infantry assaults on tanks is one of the most thrilling and enjoyable parts of the game.

I haven´t bought LSA yet, since I am waiting for your mod. But this sounds like a major bug to me. So I really, really, really hope this will be fixed in a patch.


In my experience it's annoying, but not a show-stopper.  Troops will still fire panzerfausts, piats, AT grenades, etc. before assaulting if in ambush or directed to attack.  Also, it's only large infantry and command teams that initiate this behavior--and only against tanks.  Halftracks and open-topped AFVs don't provoke the behavior.

#148: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Mon Jan 07, 2013 5:43 am
    —
Cathartes wrote (View Post):
Quote:
That is bad. Really bad. Heavy infantry assaults on tanks is one of the most thrilling and enjoyable parts of the game.

I haven´t bought LSA yet, since I am waiting for your mod. But this sounds like a major bug to me. So I really, really, really hope this will be fixed in a patch.


In my experience it's annoying, but not a show-stopper.  Troops will still fire panzerfausts, piats, AT grenades, etc. before assaulting if in ambush or directed to attack.  Also, it's only large infantry and command teams that initiate this behavior--and only against tanks.  Halftracks and open-topped AFVs don't provoke the behavior.


Cathartes

i would open just one of the amor slots on the top of all AFV just to byepass this happering! there is 6 anyway?...

Tigercub

#149: Re: GJS for LSA Author: schreckenLocation: Sydney, Australia PostPosted: Mon Jan 07, 2013 9:04 pm
    —
that is an interesting idea...

#150: Re: GJS for LSA Author: Cathartes PostPosted: Mon Jan 07, 2013 9:23 pm
    —
thoughtful and interesting idea, but unfortunately doesn't work.  You have to turn all the armor top values in the turret to "0" to change the infantry team's behavior.  This then turns the tank into an open-topped AFV.  Not what the crew signed up for.

#151: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Tue Jan 08, 2013 4:41 am
    —
i am just talking just one slot on top set to "0" but if you have tryed it and failed was just an idea!

a few weeks now?

#152: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Tue Jan 08, 2013 5:09 am
    —
You have to release the mod and get the Matrix/Slitherine developer playing and when he gets frustrated that he can not do a close assault of a tank it will get fixed  Razz

#153: Re: GJS for LSA Author: Cathartes PostPosted: Tue Jan 08, 2013 4:11 pm
    —
tigercub wrote (View Post):
i am just talking just one slot on top set to "0" but if you have tryed it and failed was just an idea!

a few weeks now?



Yes, tried and no go.  Just final testing & clean up.  Few weeks might be realistic.

#154: Re: GJS for LSA Author: buufaceLocation: Thailand PostPosted: Tue Feb 05, 2013 4:58 am
    —
Hi Cathartes. Any closer to a release??

#155: Re: GJS for LSA Author: Cathartes PostPosted: Sat Feb 09, 2013 4:40 pm
    —
always closer, but right now trying to resolve a CTD  that came from h2h.  Waiting for some feedback whether it was mod-related or LSA engine related.  First CTD in test campaign, thus far.

#156: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Feb 09, 2013 5:32 pm
    —
is matrix helping?

#157: Re: GJS for LSA Author: Cathartes PostPosted: Sat Feb 09, 2013 10:46 pm
    —
tigercub wrote (View Post):
is matrix helping?


I wouldn't say it's Matrix, but I'm guessing any help I get will be from Steve out of his own time.

#158: Re: GJS for LSA Author: buufaceLocation: Thailand PostPosted: Mon Feb 18, 2013 12:32 pm
    —
Hi Cathartes.

Any progress with your CTD?

#159: Re: GJS for LSA Author: Cathartes PostPosted: Mon Feb 18, 2013 10:00 pm
    —
never received and answer, but it didn't stop the game.  more to come soon.

#160: Re: GJS for LSA Author: southern_land PostPosted: Mon Feb 18, 2013 10:20 pm
    —
cool

#161: Re: GJS for LSA Author: Stwa PostPosted: Wed Feb 20, 2013 7:36 pm
    —
Hi Cathartes,

I just wanted to add my 2 cents here.

In your case, it might be a good idea to just release the mod. If this issue is a lurker or even intermittent, then the community can find it out as they play.

Think of it as a public beta like matrix does. But here, its justified because you are a lone modder.

#162: Re: GJS for LSA Author: papa_whisky PostPosted: Thu Feb 21, 2013 12:40 am
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Alternatively we could just be patient and enjoy it when Cathartes feels its ready to go

#163: Re: GJS for LSA Author: Stwa PostPosted: Thu Feb 21, 2013 9:28 am
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Of course... I am in no hurry.

But if it is something that might take a long time to repeat itself. It might be a long time before it is figured out.

#164: Re: GJS for LSA Author: ErwinSp PostPosted: Thu Feb 21, 2013 5:17 pm
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What's that? PLEASE RELEASE IT!!!!!!!!!! WTF

#165: Re: GJS for LSA Author: MarkM PostPosted: Sat Feb 23, 2013 10:24 am
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Howdy,

I also vote for a release......if there is an error, we can help find it.

#166: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Sat Feb 23, 2013 11:30 am
    —
i am for release...but Cathartes will make it worth the wait!

Tigercub

#167: Re: GJS for LSA Author: MG422 PostPosted: Tue Feb 26, 2013 3:44 pm
    —
I say launch it as well.  Then you will have additional "unofficial' testers to help you sort out the issues. Thanks for all your hard work!!!

#168: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Thu Mar 07, 2013 4:35 am
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no aar noting since 19 feb....more problems?

#169: Re: GJS for LSA Author: KilovskimkIII PostPosted: Thu Apr 11, 2013 12:39 pm
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Whats happening with this folks? Just curious, has it died a death?.....Hope not Confused

#170: Re: GJS for LSA Author: Cathartes PostPosted: Thu Apr 11, 2013 3:33 pm
    —
Quote:
Whats happening with this folks? Just curious, has it died a death?.....Hope not


No.  Still alive.  Beta soon!

#171: Re: GJS for LSA Author: KilovskimkIII PostPosted: Thu Apr 11, 2013 3:34 pm
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Brilliant! keep up the great work  Very Happy

#172: Re: GJS for LSA Author: Gunnar PostPosted: Sun May 12, 2013 7:58 pm
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Can you update the status of this mod?
A lot of people including me are waiting to get our hands on this mod!

Thanks for your efforts!

#173: Re: GJS for LSA Author: DoktorPajLocation: Norrköping PostPosted: Tue May 14, 2013 9:04 am
    —
So how's it going?

#174: Re: GJS for LSA Author: Cathartes PostPosted: Wed May 15, 2013 12:27 am
    —
Hi Gang,
It's going.  I've been pretty busy with some other things these days, but the beta will be coming soon.  Re-coding all the maps just took most of last year, but the countless errors that have been passed on from GJS have been corrected, and maps have been streamlined to work with the new and subtle changes in game engine that come with LSA.  This one plays a bit different from tLD.  Strategic map possibilities are overwhelming and fun.

A few more screenies for kicks:



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#175: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Wed May 15, 2013 5:18 am
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Thanks for the update Cathartes!

#176: Re: GJS for LSA Author: DoktorPajLocation: Norrköping PostPosted: Wed May 15, 2013 8:24 am
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Thank You Cathartes, it looks great!

#177: Re: GJS for LSA Author: Pzt_CrackwiseLocation: Switzerland PostPosted: Wed May 15, 2013 10:40 am
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Thanks a lot for the great work Cathartes! One question: Are you considering using real photos for the troops as it was on the GJS for CC5? I liked them a lot and they made me somehow feel more connected to my troops : )

#178: Re: GJS for LSA Author: DoktorPajLocation: Norrköping PostPosted: Wed May 15, 2013 11:12 am
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[quote="Pzt_Crackwise";p="69593"]Thanks a lot for the great work Cathartes! One question: Are you considering using real photos for the troops as it was on the GJS for CC5? I liked them a lot and they made me somehow feel more connected to my troops : )[/quote]



In case you do add photos, can you save the current icons in another folder? I think they're easier to work with than photos.

#179: Re: GJS for LSA Author: Pzt_KamiLocation: IRAN PostPosted: Thu May 16, 2013 1:54 pm
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Pzt_Crackwise wrote (View Post):
Thanks a lot for the great work Cathartes! One question: Are you considering using real photos for the troops as it was on the GJS for CC5? I liked them a lot and they made me somehow feel more connected to my troops : )
Just as Crackwise said ,I prefer photos over icons as well ! Maybe it can be added as a sub-mod later (?)

#180: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Thu May 16, 2013 1:58 pm
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Cathartes said before he would look at putting in photos later...

#181: Re: GJS for LSA Author: Amgot PostPosted: Thu May 16, 2013 8:37 pm
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I prefer icons for my part!

#182: Re: GJS for LSA Author: Cathartes PostPosted: Tue Jun 04, 2013 5:27 pm
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...days away if all goes smoothly


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#183: Re: GJS for LSA Author: DoktorPajLocation: Norrköping PostPosted: Tue Jun 04, 2013 5:32 pm
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Looking good! I'll keep my fingers crossed that everything will work.

#184: Re: GJS for LSA Author: Gunnar PostPosted: Tue Jun 04, 2013 7:14 pm
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A release on D Day for this historical mod? Wink

#185: Re: GJS for LSA Author: DoktorPajLocation: Norrköping PostPosted: Tue Jun 04, 2013 7:20 pm
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[quote="Gunnar";p="69768"]A release on D Day for this historical mod? Wink[/quote]

Would be a great idea, since the 6th is the National Day here in my beloved Sweden, and I am free from work on Friday as well. Four days of playing cc seems like a great weekend to me.

#186: Re: GJS for LSA Author: FMJ PostPosted: Tue Jun 04, 2013 8:22 pm
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I'm sure hoping for fair weather for the invasion! 6/6/13 !

Thanks for your years of working on this to bring good clean fun to others. Cheers.

#187: Re: GJS for LSA Author: TejszdLocation: Canada PostPosted: Tue Jun 04, 2013 11:56 pm
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Days away.... Great news!

#188: Re: GJS for LSA Author: Cathartes PostPosted: Wed Jun 05, 2013 5:03 am
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The readme is incomplete and not exactly well-written.  I don't know if I'll ever do a complete job on it, but here it is:


As of June 2013, GJS for LSA will be released in beta form. The BG composition is far from polished, but there is a good strategic challenge for a British and German player. There are a lot of niggling things to fix up, but thought it better to release for beta feedback. Thanks to all who have patiently waited and provided encouragement. Enjoy and please post any errors or issues you come across.

-Cathartes
June 6, 2013

Known issues:
1. Battlegroups need more balancing and detailed TO&E work.
2. Map magnifier graphic needs to be fixed.
3. More deployment room for Bieville map.
4. Entry beach location fix for Courselles-sur-Mer.
5. Fix Ranville entrance for June 6 evening turn and/or fix KG Luck BG.
6. BfPz IIIN unit icon needs fix.
7. 1.SS PzGr 25, no AT guns until June 8.
8. A number of unit icon fixes.
9. Medals and uniforms in soldier display need further fixing.
10. Vehicle and gun data needs additional polishing.
11. Not all BG commanders are available.


README:

SOUNDS
1. New sounds: Many weapon sounds replaced with actual recordings of the weapons near the muzzle. Some of these sounds were edited slightly to conform to volume and dynamic range of other weapons. A few new home-made explosion sounds, some home-made, background ambient sounds, and a historical, accurate aircraft engine (Napier-Sabre engine for the Hawker Typhoon). Distinguishing sounds between same types of MGs as to location they are firing from (coaxial tank MG34 vs. infantry carried variety, etc.). New groans, grunts, and death sounds.

GRAPHICS
1. New aircraft graphics to represent aircraft flying closer to the player, and to create a bigger screen presence. Air to ground was terrifying, it has to create an impact.
2. Old GJS screen unit graphics replaced with symbols from tLD/LSA games. Some graphic symbols custom made. Despite the fact that many hours were spent creating the old GJS unit graphics, the new symbols are much easier to recognize at a glance.
3. A handful of new weapon graphics.
4. A handful of new vehicle graphics.
5. Added French ranks and medals for French Commandos consistent with tLD.
6. Small soldiers mod, also fixed graphic size of many AT guns.

MAPS
1. The GJS strategic map has always been an abstract consideration of the Normandy landscape. Considering the large area covered and the detailed landscape that must be embraced, there are a number of geographical generalizations and untruths which must be tolerated in the context of only 46 maps.
2. The strategic map and connections from GJS 4.4 were largely preserved. A few map names were changed to better represent geographical reality. A handful of connections were realigned.
3. Some maps were retired/replaced with new maps.
4. A total of two additional maps were added to the strategic map.
5. Every map was exhaustively recoded to minimize and/or eliminate errors and maintain consistency. GJS 4.3 and 4.4 maps were coded by numerous individuals with varying interpretations of how maps should be represented. This resulted in wildly inconsistent results between certain maps along with some glaring errors. We all worked for free so what did you expect?  
6. A number of maps have minor graphic adjustments, some pertaining to wider bridges (for new pathfinding in LSA) or more accurate reflection of building stories, etc. Some maps have new roads, hedgerows, etc.
7. “Under Bridge” coding employed on many bridges, but not all bridges on all maps. In some cases, passing under bridges triggers the “interior” of a roof file.  The reason for the inconsistency: passing under a bridge presents a finicky coding situation, and it does not always work well with all vehicles and with certain map locations it behaves poorly to not at all.
8. Map .btds checked for location and VL spelling, etc. VLs added to many maps.
9. VLs moved to the extent possible, to minimize a player’s ability to take VLs with tanks or other AFVs. Boots on the ground matter.
10. Maps coded to maximize cover for infantry, especially in buildings. AFVs still dominate, but perhaps not like they did in original GJS.
11. Deleted hidden connection b/n Rauray and Lingevres where a player could hop over Tilly-sur-Seulles map. This no longer works so well with multiple BGs per strategic map.
12. All new and historically accurate Lebisey Woods and le Hamel map.
13. Campaign/op BTD messages rewritten, mostly with historic quotes from German, Canadian, and British generals, commanders, and soldiers who experienced the conflict and horror of the Normandy invasion first-hand.


DATA

Allied
1. Added new Canadian armor teams to match voice files and icons.
2. Assault pioneer units were removed. The British and Commonwealth Armies did not use pioneers in the same manner that the German Army did. Engineers and pioneers were used for breaching obstacles on the beaches of Normandy and did occasionally participate in combat, but they were not typically deployed in front-line close assault roles throwing satchel charges, etc.
3. Added multiple Churchill tank variants for 31 Tank Bde battlegroup.
4. Added Sherman II DD tank, and Sherman II DD tank command.
5. Added Daimler Armoured Car (2nd Derbyshire Yeomanry, 51st Highland Division).
6. Added additional Commando and RM Commando infantry units.

German
1. Added a fixed 50mm PAK gun emplacement unit. The unit can be placed in bunkers and buildings, but it can’t move once the game begins. Players might suggest a house rule where these units can only be placed in beach fortification (bunkers, weapon pits).
2. Added SdKfz: 221, 222, and other miscellaneous small armoured units.

Battlegroups/Forcepools
This is not GJS a la CC5. The LSA engine offers more interesting options when representing forcepools and battlegroups. Changes are profound. Static BGs offer a new and interesting way to represent elements of the 716. “Bodenständigen”
Infanterie Division. Static BGs are numerous and 1-2 maps deep along the coast, but they are weak. Germans will be hard pressed to significantly delay the Allied onslaught, yet the Allied player will have to work for every map along the Normandy coastline. Game settings (force morale on or off) and skill will determine how successful the German player is at delaying his opponent. Full-strength German battlegroups on the map at the beginning of the campaign will be frozen for a turn simulating the surprise and confusion that plagued the German command from the earliest hours of June 6.

Both Allied and German players receive reinforcements somewhat parallel to historical availability. Most reinforcements are pre-determined by the forcepool and entrance of battlegroups.  Player-determined reinforcement is very limited and exists only for a handful of Allied battlegroups—notably the independent armoured brigades. All battlegroups have a larger number of units in them then the original release of GJS. The 6th Airborne Division battlegroups begin the campaign weak on the first night turn, but quickly gain strength in the following turns—regardless of their supply situation. Beach assault groups also quickly gain strength in the turns immediately following the morning of June 6. A few German battlegroups start out the early phase of the campaign weaker due to the rushed march to the front and the delayed arrival of support units.

Nearly every BG has some dimension of combined arms and an innate ability to properly defend or reasonably attack any map. The exceptions to this are the one-dimensional vehicle/tank heavy BGs of the Allied independent armoured brigades and Germany’s s.SS-Pz.Abt. 101. These Armoured BGs are best used in tandem with other supporting BGs, or they can be merged with weaker BGs.

All BGs have their strengths and weaknesses. These become more pronounced as battle fatigue, and attrition accumulate. Overall, there is much more flexibility in German BGs due to their desperate, defensive stance in Normandy, and their historical/doctrinal proclivity to counterattack and form kampfgruppes.

Now that BGs can be stacked and/or combined, there are more pathways to strategic success and frustration.  Along with the more detailed turn resolution in the arrival of BGs (BGs can now arrive on individual turns within a day, and are not limited to the beginning of a day as in CC5), a player is offered a more realistic situation within the context of the first several days of the Normandy campaign.


Some historical notes on Battlegroups:

KG 716. Infanterie
Even though 716. Infanterie was largely destroyed within the first 24 hours of D-Day, some elements survived in disarray. This KG represents those elements and remnants. Notably Pionier-Battalion 716 and Panzerjager-Abteilung 716 are incorporated.

1. Revised default battlegroup organization and added a couple new type categories to present more varied presentation of teams.
2. 8.8cm PaK in 26 / 12 SS and 25 / 12 SS Pzgr. Rgts replaced with elements of SS Flak Abteilung 12 (8.8cm Flak 36 and 3.7cm Flak).
3. JagdPanzer IV/48s removed from 26 / 12 SS and 25 / 12 SS panzergrenadier battlegroups. Evidence suggests they were not present or did not arrive at partial strength until later in the Normandy campaign (elements of SS Panzerjäger Abteilung 12). In their place are a handful of 15cm sIG33 (Sf) Ausf H “Grille” assault guns. They have limited anti-tank capability, but they are potent against infantry and fortified defenses. Grille Ausf H carry limited ammunition.
4. 25/12.SS has a handful of Mk IVs and 26/12.SS has a handful of Mk Vs.
5. Bodenständige (Static) Battlegroups: 716th Infanterie Division was strung out along the Norman coastline and inland from the Orne Estuary to Port-en-Bessin, elements of 21. Panzer Div. were also in the region. The static BGs icons “716. Inf-Div Bodenst” loosely represent these units. They are not strong units, but they are capable, in the hands of a good player, of holding out a turn or two depending on the game settings. The German player will be hard pressed to hold the beaches beyond June 6. The Allied player will not be able to roll through the coastal maps without hitting pockets of resistance. The question is: how fast can the Allies push inland and make progress before the powerful, mobile German BGs arrive to offer significant resistance and counterattack? “Recruit” setting will make a slightly more powerful beach and Orne Bridgehead defense on June 6.
6. 915/352 replaced with KG Meyer/352. This battlegroup represents the remaining units after it was split to reinforce the defense against the Americans at Omaha. Remaining are Stab/GR 915, I/GR 9156, Fus Btl 352, and the 10 Stug IIIs of 1/PzJg Abtl 352. This BG is part theoretical and part historical.
7. Revised Canadian 3 Infantry Division, confirmed presence of and included British 62 AT Regiment RA. RM Commandos removed from 7 Brigade and included in 8 Brigade in early days of campaign. DD tanks of 2 Cdn Arm. Bde. present in both 7 and 8 Brigade.
8. Added a number of new allied battlegroups.
9. Dramatically revised representation of 716th Infanterie-Div. with static battlegroups and remnant battlegroups that appear.

Elements
1. Customized elements file for GJS adapted from the LSA element file.
2. Small hedgerows, stone walls (previously stone fences), tall walls, and trees all provide a chance to bog and immobilize tracked vehicles. Avoid these and your tanks will be fine, try to push through them and you risk parking your tank for the rest of the battle. There is a very significant risk of immobilization when crashing tanks through tall walls of which some maps have in abundance.
3. Tall wall size reduced to “6”, but blocks all LOS through (except for units adjacent). Tanks may attempt to move through a tall wall but with a significant chance of bogging down and/or throwing a track. Don’t drink and drive. If you clip a tall wall along a road, you might get immobilized. Live by waypoints, stay off the calvados when operating heavy machinery.
4. Large hedgerows are impassable to all vehicles, but AT guns can be placed in them.
5. Bunker walls block all movement and LOS. It’s necessary to micromanage troops moving in and out of bunkers via bunker doors and windows.
6. Bocage pit and weapon pit walls modified to enable use by infantry and large caliber guns. These are good hiding places and may only receive area fire if a unit is located by the enemy.
7. The maps in GJS are coded to provide more cover and protection for infantry inside buildings along with straightforward movement through buildings. This is strict departure from how all other CC maps are coded.  The elements file in GJS is also specially designed to work in consort with GJS maps.
8. Courtyards: there are more courtyard areas in the maps in order to keep vehicles out of where they would not be able to travel.  

Names
1. Created Canadian names to over 2,200 historically and culturally relevant names.
2. Revised British names for a better representation of historically/culturally relevant British names, (over 4,300 names represented).
3. Expanded German names to over 900, added roughly 300 historically/culturally relevant names.

Soldiers
1. Removed grenades from tank crews as this would not be something they would typically take time to grab on the way out of a hit/burning tank—tank crews now run for the rear lines in LSA and no longer participate in combat.
2. Reduced number of German soldiers carrying Schiessbechers.
3. A number of other changes.

Vehicles
1. Thoroughly overhauled amour values for all vehicles and guns. Values researched and calculated as per requirements and formulas required by LSA engine.
2. Revised, corrected vehicle/gun movement speed and sizes.
3. Turret traverse rates thoroughly researched and fixed. In some cases reasonable compromises had to be made between maximum and minimum traverse rates based on engine rpm (e.g. Panther and Tiger). Where manual traverse turret speeds were unknown, appropriate comparisons were made with other known, manual traverse rates. Given the above, turret rotation rates were slowed for all tanks consistently. The CC engine does not consider that the gunner had to elevate the gun and sight target after rotating the turret. This is factored into, and reflected in slightly slower turret rotation rates across the board.
4. Added 4” smoke discharger to certain vehicles.
5. Adjusted .50cal AA fire arc for M-10 and M-10 IIc to side and rear. Even this adjustment may be generous since this weapon was primarily an AA weapon and required considerable crew exposure outside of turret to fire in any direction except rear arc. There were times this weapon was mounted in the front of the turret, but sources suggest this was rare. Given the very slow manual turret traverse of these vehicles, this seemed like a reasonable compromise in its favor.
6. Adjusted ammunition load-outs for M-10 and M-10 IIc.
7. Removed Nahverteidigungswaffe from many German tanks that did not have this installed at time of Normandy campaign.
8. Fixed Nahverteidigungswaffe to smoke-only (removed its mythological mortar-like, anti-personnel characteristics).
9. Removed AA MG 34 from PzIVH.
10. Fixed crew size in Sherman Flail.
11. Added new vehicles:
a. 5cm Kampfwagenkanone
b. mSPW S303(f)  
c. leSPW U304(f)
d. 3.7cm PaK leSPW U304(f)
e. 7.5cm PaK 40 mSPW S307(f)
f. 15cm sFH 13 auf Lorraine
g. 15cm sIG33 (Sf) Ausf H
h. 15cm sIG33 (Sf) Ausf M
i. Daimler Armoured Car (Mk. I /II combined as one vehicle type, and historically present with 2nd Derbyshire Yeomanry, 51st Highland Div.)
j. Humber Scout Car
k. SdKfz 221 with 2.8cm Pzbchs (Pz.Aufkl.Abt.21)
l. SdKfz 222
m. SdKfz 251/7
n. SdKfz 250/5

Weapons
1. Completely overhauled large caliber gun penetration values, accuracy, and ranges. Values researched and calculated as per new requirements of the LSA engine. With LSA the engine coding skewers how data is employed by certain weapons under certain circumstances. For example, HE shells are hard coded to be less accurate due to a different muzzle velocity, and their behavior only respond partially to changes in the data. Understanding and interpreting this is part art, and part science as historically accurate data does not always behave so with the way the game engine is coded, and the way the LSA .exe has evolved from previous versions.
2. Cleaned up a number of small errors in the original v4.4 data.
3. Completely overhauled large caliber gun range, penetration, and blast value data to improve accuracy and work smoothly with new coding in LSA .exe.
4. Revised and standardized rifle data.
5. British 2 inch mortar unit sizes were changed from two men to three men as was the organizational/paper practice by 1944 (except for motor battalions). Whether this was the practice in combat situations in Normandy is not well documented. Due to combat situation of British Airborne units in Normandy, left these units as 2-man teams, with fewer shells at their disposal.
6. Sniper weapons toned down and now have same killing power (penetration) as their non-sniper counterparts. Even so, snipers remain very effective at killing and suppressing entire teams.
7. Reduced accuracy values for all AFV MGs firing from inside tanks.
8. AVRE Petard/290mm spigot mortar: minimum range 30m, maximum range adjusted to 90 m, 10 m more than the effective range specifically mentioned in Vanguard of Victory: The 79th Armoured Division. Allied player now has only 60m window of employment. Additional effective range was added for gameplay/practical employment considerations. Player needs to carefully use AVRE for it to be effective.
9. Time to fire rates adjusted for many guns in order to reflect a more realistic flight time for mortar shells, charges, and large caliber guns, based on muzzle velocity. A mortar shell will actually travel for a more realistic flight time, though nowhere near the long flight time it actually took.
10. Fixed firing and flight time of Schiessbechers.
11. 4” smoke discharger: added to certain Commonwealth vehicles. Decision made to limit these fixtures to just two rounds since crews would have to reload from the outside during close combat, also due to limitations with CC/LSA exe which doesn’t allow for logical simulation of these smoke throwers on turrets and in vehicles with small crews.  Reloading smoke dischargers, for example, can take priority over a move order for your vehicle. Keeping these dischargers restricted to the 2 rounds in chamber is a reasonable compromise. They can be manually fired, or the crew may fire independently for protection.

CONCLUSION

Like every CC version and mod, GJS is a game, not an accurate historical simulation. Game balance matters and so does history.  Balancing both is the perpetual challenge. Historical purists, hard-core CC fans, and data zealots may find fault. More could always be done to satisfy both ends of the spectrum, but there would be no end to the tinkering, and the mod would never be released. As of June 2013, the mod is in BETA form. There are a host of know small issues with incomplete data, a few mismatched icons, and currently there is only a first draft of battlegroup composition. Every effort was made to get this out for beta testing. There is no set of single player battles, only the grand campaign which is designed for H2H.

Finally, as with the original release of GJS, this modification was designed with two human players in mind. This is where the CC series excels. If you are looking for a challenging game against the AI, you will be disappointed. The tactical movements of the AI will always frustrate, and tactical movement is the key to a fun and immersive experience in GJS.  Find a human opponent!  



Sample listing of some of the sources used for GJS-LSA:

Bird, Lorrin Rexford and Livingston, Robert D. (2001). World War II Ballistics: Armor and Gunnery. Albany, New York: Overmatch Press.

Carell, Paul. (1995). Invasion! They’re Coming! Atglen, PA: Schifffer Military History.

Chamberlain, Peter and Doyle, Hilary. (1999). Encyclopedia of German Tanks of World War Two. London: Butler and Tanner, Ltd., Frome & London.

Chamberlain, Peter and Ellis, Chris. (1967). Armour in Profile: Light Tank Mk. VII Tetrarch. London: Gothic Press.

D’Este, Carlo. (1983). Decision in Normandy. New York: Harper Perennial.

Fletcher, D. (1984). Vanguard of Victory: The 79th Armoured Division. London: Her Majesty’s Stationary Office.

Flint, Keith. (2004). Airborne Armour: Tetrarch, Locust, Hamilcar and the 6th Airborne Armoured Reconnaissance Regiment 1938-50. Solihull, West Midlands: Helion & Company Ltd.

Foulds, Tony. (1998). In Support of the Canadians: A British Anti-Tank Regiment’s first five weeks in Normandy. Canadian Military History, 7(2), 71-78.

Hastings, Max. (1999). Overlord: D-Day and the Battle for Normandy 1944. London: Pan Macmillan Ltd.

Kershaw, Robert. (1993). D-Day: Piercing the Atlantic Wall. Hersham, Surrey: Ian Allan Publishing Ltd.

McAndrews, Bill and Graves, Donald E. and Whitby, Michael. (1994). Normandy 1944: The Canadian Summer. Montreal: Éditions Art Global.

McKee, Alexander. (1984). Caen: Anvil of Victory. New York: Dorset Press.

Office of the Chief of Ordinance. (1944). Terminal Ballistic Data, Volume II, Artillery Fire. Washington, D.C.

Saunders, Tim. (2001). Hill 112: Battles of the Odon—1944. Barnsley, South Yorkshire: Pen & Sword Books Ltd.

Spielberger, Walter J. (1993). Sturmgeschütz & Its Variants. Atglen, PA: Schiffer Publishing, Ltd.

Steinhardt, Dr. Frederick P. (2008). Panzer Lehr Division 1944-45. Solihull, West Midlands: Helion & Company Ltd.

Számvéber, Norbert. (2012). Waffen-SS Armour in Normand: The Combat History of SS-Panzer Regiment 12 and SS-Panzerjäger Abteilung 12, Normandy 1944, Based on their Original War Diaries. Solihull, West Midlands: Helion & Company Ltd.

Von Luck, Hans. (1989). Panzer Commander: The Memoirs of Colonel Hans Von Luck. New York: Dell Publishing.

Zetterling, Niklas. (2000). Normandy 1944: German Military Organization, Combat Power and Organizational Effectiveness. Winnipeg: JJ Fedorowicz Publishing, Inc.

#189: Re: GJS for LSA Author: Stwa PostPosted: Wed Jun 05, 2013 7:55 am
    —
YEA  Exclamation

At wast. Rewease GJS.  Laughing

Too bad I don't have LSA. Finally the purgatory ends.  Exclamation

#190: Re: GJS for LSA Author: Pzt_CrackwiseLocation: Switzerland PostPosted: Wed Jun 05, 2013 9:16 am
    —
Thank you very much for all your hard work Cathartes! I am looking forward to playing the new GJS.

#191: Re: GJS for LSA Author: tigercubLocation: charters towers PostPosted: Wed Jun 05, 2013 1:15 pm
    —
ready to hit the beaches...

Tigercub

#192: Re: GJS for LSA Author: buufaceLocation: Thailand PostPosted: Wed Jun 05, 2013 2:46 pm
    —
Great job Cathartes

#193: Re: GJS for LSA Author: chessmasterLocation: Antwerp and Ghent PostPosted: Wed Jun 05, 2013 11:44 pm
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finally ! MUCH appreciated Cathartes Very Happy my man, thank you

though had one question:

what you mean with player-determinted reinforcements? for the allies
I presume these are bg, that i can choose where they enter the stratmap?

Ok, lets get all the errors out of the beta..  set gOOO!

#194: Re: GJS for LSA Author: Cathartes PostPosted: Thu Jun 06, 2013 6:57 am
    —
Hi all,
having trouble uploading.  not sure why or how, but waiting to coordinate with Mooxe acrosss multiple timezones to resolve.  stay tuned and sorry for the delay.

#195: Re: GJS for LSA Author: buufaceLocation: Thailand PostPosted: Thu Jun 06, 2013 7:58 am
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I think he means you an choose when a BG reinforces, which was a feature of the previous games

#196: Re: GJS for LSA Author: Cathartes PostPosted: Thu Jun 06, 2013 1:16 pm
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In the current setup, Allies can only reinforce a few battlegroups (Ind. Armor Brigades).  Allied BGs outnumber German BGs.

#197: Re: GJS for LSA Author: chessmasterLocation: Antwerp and Ghent PostPosted: Thu Jun 06, 2013 1:25 pm
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No i actually ment the fact that i can bring a certain bg in the map where i wanted, for example drop an airborne bg somewhere to assist * para's or a tank bg coming in from a friendly area of supply depot, but i can choose when it comes in like dropping supply .. Smile but thats still future stuff i think


I had 2 more questions, they are also important to gjs - lsa because its related. thats why i post them here
I ve been playing LSA campaign with adjudant kro.


- first when a frontline battlegroup is resting and there is another friendly bg under it (the reserve bg) and that reserve bg is not resting.
And a enemy bg comes in to the map does the frontline bg activate or does the reserve bg take over the job?

and what happens when both are resting does only the frontline bg wake up to fight, or do they both fight ?

- second thing i couldnt find in the manual.. if a german bg takes over maps with bridges can they still blow them up again?


thank you for the answers

#198: Re: GJS for LSA Author: KilovskimkIII PostPosted: Thu Jun 06, 2013 4:16 pm
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Woo Hoo, at last.....Nice one Cathartes, I've been looking forward to this for a long time. Well Done, it's really appreciated  Mr. Green  Very Happy

#199: Re: GJS for LSA Author: Cathartes PostPosted: Fri Jun 07, 2013 7:12 am
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Lots of trouble trying to upload a half a gig installer.  Have tried about 8 times using different methods--wetransfer, ftp, etc.  I think the problem lies with my local ISP killing the connection after a certain amount of time.  The failure is too consistent.  No way to resume a download with this either--think the file is too compressed.  I live in an area with a mediocre/medieval rural connection. Pain in the ass.

So, uploading all the maps and individual pieces.  Someone else will have to make the installer on your end. This path is taking a lot more time and attention, hence the delay.  Stay tuned, may be a couple more days until all is uploaded.  Will keep you posted.

#200: Re: GJS for LSA Author: nikin PostPosted: Fri Jun 07, 2013 10:21 am
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I rdy help you upload it. Write PM if need.

Cheers, nikin

#201: Re: GJS for LSA Author: chessmasterLocation: Antwerp and Ghent PostPosted: Sun Jun 09, 2013 3:44 pm
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send it to someone close to you if possible..

have you tried other ftp sites? where do you live?
maybe posting a copy to someone on a cd or something to a friend with good connection, and he can upload?

#202: Re: GJS for LSA Author: stienerLocation: Gibsons B.C. canada PostPosted: Sun Dec 29, 2013 8:29 am
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chessmaster
answers to ur questions if u didnt get answer already....

1]  first when a frontline battlegroup is resting and there is another friendly bg under it (the reserve bg) and that reserve bg is not resting.
And a enemy bg comes in to the map does the frontline bg activate or does the reserve bg take over the job?

the frontline BG activates and fights.

2] and what happens when both are resting does only the frontline bg wake up to fight, or do they both fight ?

only the frontline BG wakes up and fights the reserve BG still rests and does not fight.

3] - second thing i couldnt find in the manual.. if a german bg takes over maps with bridges can they still blow them up again?

not sure about this question but ...yes i think so.

hope this helps  Cool

#203: Re: GJS for LSA Author: platoon_michaelLocation: Right behind you PostPosted: Thu Feb 13, 2014 4:41 pm
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I was just wondering.
Does this mod use any exploding Bridges?

If so or if not has anyone been able to Mod that aspect of LSA?

I'm semi sorta kinda curious about buying LSA and importing WaR into it just to be able to blow the bridge at Trios Ponts but I don't think I've read anything anywhere on if anyone has successfully edited that.

#204: Re: GJS for LSA Author: southern_land PostPosted: Fri Feb 14, 2014 4:15 am
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I think Tszed is looking at doing that for Meuse if he gets as far as porting Meuse 40 to that

#205: Re: GJS for LSA Author: Cathartes PostPosted: Fri Feb 14, 2014 7:29 am
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platoon_michael wrote (View Post):
I was just wondering.
Does this mod use any exploding Bridges?


GJS doesn't have any exploding bridges.  Probably not too difficult for you to do for just one bridge.



Close Combat Series -> Close Combat Last Stand Arnhem


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