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

#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)?



Close Combat Series -> Close Combat Last Stand Arnhem


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