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Cathartes

Rep: 99.4
votes: 15


PostPosted: Sat Feb 04, 2012 6:52 pm Post subject: GJS for LSA Reply with quote

Still a lot of spit and polish ahead, but working nicely.


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Buck_Compton

Rep: 54.4
votes: 9


PostPosted: Sat Feb 04, 2012 7:41 pm Post subject: Re: GJS for LSA Reply with quote

Hey Cathartes,

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

CHeers Buck


If you are short of everything but enemy, you are in the combat zone.
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Cathartes

Rep: 99.4
votes: 15


PostPosted: Sat Feb 04, 2012 8:13 pm Post subject: Re: GJS for LSA Reply with quote

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.
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southern_land

Rep: 72
votes: 11


PostPosted: Sat Feb 04, 2012 10:41 pm Post subject: Re: GJS for LSA Reply with quote

Cathartes wrote (View Post):
 Most VLs will now only be accessible to infantry.


that's a nice idea, stop the armoured rushes
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kweniston

Rep: 23
votes: 1


PostPosted: Sat Feb 04, 2012 11:11 pm Post subject: Re: GJS for LSA Reply with quote

Great, looking forward to playing with the LSA BG options.

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

Rep: 32.1
votes: 3


PostPosted: Sun Feb 05, 2012 9:53 am Post subject: Re: GJS for LSA Reply with quote

Looking so cool.

Any more video on this?
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0202243

Rep: 25.2


PostPosted: Sun Feb 05, 2012 11:59 am Post subject: Re: GJS for LSA Reply with quote

nice work Smile


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
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Cathartes

Rep: 99.4
votes: 15


PostPosted: Sun Feb 05, 2012 8:18 pm Post subject: Re: GJS for LSA Reply with quote

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!
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kweniston

Rep: 23
votes: 1


PostPosted: Mon Feb 06, 2012 11:03 pm Post subject: Re: GJS for LSA Reply with quote

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!).
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Cathartes

Rep: 99.4
votes: 15


PostPosted: Sat Feb 11, 2012 7:35 pm Post subject: Re: GJS for LSA Reply with quote

at Juno Beach in GJS/LSA with the sound turned up:

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kweniston

Rep: 23
votes: 1


PostPosted: Sun Feb 12, 2012 10:47 am Post subject: Re: GJS for LSA Reply with quote

Looking good!

Other question, will there be static battlegroups?
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Cathartes

Rep: 99.4
votes: 15


PostPosted: Sun Feb 12, 2012 7:55 pm Post subject: Re: GJS for LSA Reply with quote

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.
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Tejszd

Rep: 92.4
votes: 9


PostPosted: Sun Feb 12, 2012 8:17 pm Post subject: Re: GJS for LSA Reply with quote

Sounds great Cathartes!!!
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Kojusoki

Rep: 22.7


PostPosted: Mon Feb 13, 2012 10:50 pm Post subject: Re: GJS for LSA Reply with quote

Catahrtes, what is the ETA? Is it more 2 weeks, month or several months?
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Cathartes

Rep: 99.4
votes: 15


PostPosted: Wed Feb 15, 2012 6:51 am Post subject: Re: GJS for LSA Reply with quote

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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tigercub

Rep: 23.5
votes: 2


PostPosted: Wed Feb 15, 2012 7:13 am Post subject: Re: GJS for LSA Reply with quote

keep up the good work...


The best Target is the one you just Hit!

Started with CC1 Demo
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bexx76

Rep: 17.1


PostPosted: Sat Feb 18, 2012 1:18 pm Post subject: Re: GJS for LSA Reply with quote

man im going to buy LSA only to play ur mod! thx for ur work.
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Tejszd

Rep: 92.4
votes: 9


PostPosted: Sat Feb 18, 2012 5:46 pm Post subject: Re: GJS for LSA Reply with 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....
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Cathartes

Rep: 99.4
votes: 15


PostPosted: Sat Feb 18, 2012 6:41 pm Post subject: Re: GJS for LSA Reply with quote

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.
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papa_hausser

Rep: 0.1


PostPosted: Sun Feb 19, 2012 1:51 pm Post subject: Re: GJS for LSA Reply with quote

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 .
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