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

#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.



Close Combat Series -> Close Combat Last Stand Arnhem


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