Mods

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Cathartes
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RE: Mods

Post by Cathartes »

Well, the time may soon be coming where I have time & support to convert GJS to TLD.
Nomada_Firefox
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RE: Mods

Post by Nomada_Firefox »

ORIGINAL: Cathartes

Well, the time may soon be coming where I have time & support to convert GJS to TLD.
Can I you suggest convert it to LSA?
TAIL GUNNER
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RE: Mods

Post by TAIL GUNNER »

ORIGINAL: Nomada_Firefox

ORIGINAL: Cathartes

Well, the time may soon be coming where I have time & support to convert GJS to TLD.
Can I you suggest convert it to LSA?

I second that..only because of the static BGs and new ability to affix units in place on first battles..

You could affix the static guns on the invasion beaches to where they were historically....and if you're real savvy you could add allied landing craft and affix the invasion troops onto them...........[X(]
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mooxe
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RE: Mods

Post by mooxe »

ORIGINAL: Juggalo

ORIGINAL: Nomada_Firefox

ORIGINAL: Cathartes

Well, the time may soon be coming where I have time & support to convert GJS to TLD.
Can I you suggest convert it to LSA?

I second that..only because of the static BGs and new ability to affix units in place on first battles..

You could affix the static guns on the invasion beaches to where they were historically....and if you're real savvy you could add allied landing craft and affix the invasion troops onto them...........[X(]

Doesnt that make the game way easier? If I know where the guns are at the start, I would just drop naval on them, mortar them and deploy my tanks outside of its LOS or with LOS force firing into the gun pits.
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Andrew Williams
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RE: Mods

Post by Andrew Williams »

Well the thing is you might knock out a few guns early, and disband a few teams... but the axis would still have all their BG's intact and you have just lost the pointy end of your invading force.

So getting off the beaches may be a little easier but what's behind those beaches could now be much more dangerous.
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mooxe
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RE: Mods

Post by mooxe »

ORIGINAL: Andrew Williams

Well the thing is you might knock out a few guns early, and disband a few teams... but the axis would still have all their BG's intact and you have just lost the pointy end of your invading force.

So getting off the beaches may be a little easier but what's behind those beaches could now be much more dangerous.

I am not sure I understand what you're saying. How are the units behind the beaches any more deadly than before?
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Andrew Williams
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RE: Mods

Post by Andrew Williams »

Simply because there are now more of them
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Platoon_Michael
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RE: Mods

Post by Platoon_Michael »

Will WAR ever get an update that includes all the features of LSA?

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Southernland
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RE: Mods

Post by Southernland »

Not sure ... which is not to say that someone won't make a mod of WaR for the LSA framework [:D]
 
It would just be a matter of working in the new features: the data, the vehicles, the maps are all done.
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Ivan_Zaitzev
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RE: Mods

Post by Ivan_Zaitzev »

Does BED9 by Mafi wor with LSA?
xe5
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RE: Mods

Post by xe5 »

Yes, Mafi's BTD editor (BED9) works perfectly with LSA. Editing VLs is the easiest way to refresh the game experience because you always tend to skirmish around the same old VL locations. Careful editing the exit VLs if you do. And not sure yet what the effects of moving exit VLs from one side of a bridge/waterway to the other side will have on the blown bridges strat movement restrictions and tracking thereof.
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