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RE: GJS mod update
Posted: Thu Apr 14, 2011 8:06 pm
by CSO_Talorgan
"The battle ended because time ran out
The map was so big that the two sides could not find each other ...."
:]
RE: GJS mod update
Posted: Thu Apr 21, 2011 4:41 am
by Cathartes
a peak at mortars in GJS
flight time
RE: GJS mod update
Posted: Thu Apr 21, 2011 5:53 am
by Manu
good job!
RE: GJS mod update
Posted: Thu Apr 21, 2011 1:29 pm
by Cathartes
Minimum range for 81mm/3 inch mortar is 450m. It is no longer easy to take out an AT gun, and it typically takes a concentrated, sustained barrage. You can't count on one mortar to do the trick, but it's possible. Shell flight time is 5-7 seconds--a more realistic approach to mortar behavior. In this example, a command team is in range of the three mortar teams.
a second demo round
RE: GJS mod update
Posted: Tue Apr 26, 2011 2:34 am
by tigercub
i altered the graphic of the lag3 mg fire effect to HMGs looks great! but i get the sound of a 20mm cannon were its hits do u know if this can be changed? looks like it part of the graphic file Cathartes.
Tigercub
RE: GJS mod update
Posted: Fri May 13, 2011 1:38 pm
by STIENER
WOW......this is going to GREAT!! get ready for some seroius battles Davidss!!
thankyou Cathartes!!! [:)]
RE: GJS mod update
Posted: Fri May 27, 2011 11:33 pm
by Concord
Looking good.
I played this campaign years ago with a buddy. It was probably the most exciting of them all.
We played dual campaigns over a LAN. What became apparent after a while is that both of us were finding the Allies a struggle, and this got worse the further into the campaign we went. Neither of us got even half way across the campaign map. Our Allied battlegroups were looking very depleted, and the reserves had all been used up. At the same time, the Axis side had reinforcement battlegroups entering the map on a regular basis.
Perhaps the campaign had been designed more for a player vs AI situation, than for two human opponents, and the German reserves were to compensate for the high AI attrition. It was certainly brutal for both our Allied armies on the attack against a human opponent, and after a long while most battlegroups were reduced to tatters.
Is this new mod going to be different? More balanced for head 2 head play?
P.S. I do recall that both of us reached a benchmark when we were able to finally destroy each other's German heavy tank groups (abtielungs??) in a series of cataclysmic battles. My friend's heavy tanks had managed to actually punch through to the coast up north, but I finally wrecked his Tigers with a combination of M10's and Fireflies over two epic battles. Tense!
RE: GJS mod update
Posted: Fri Jun 03, 2011 5:26 am
by Overkenshin
Hi Concord. GJS.44 is most certainly designed for H2H play and the descussion as to whether it balanced or not has been brought up many times in the forums of various different websites. The general consensus i believe is that although immediately challenging as the allied player. The huge numerical superiority of the allies (with the ability to reinforce each group once) and their strategic advantages (naval and air support, and the ability to see all axis battlegroups on the strategic map after a certain date) combine to even out the apparent discrepancy in force strength . Allies will indeed be hard pressed to fight the german heavy groups head on but must win by exploiting gaps in the german front line on the strat map and cutting the supply links to the axis BGs.
How many days into the campaign did you and your friend get ? Its a very long campaign.
I ususally find by day 22 or so that the german battle groups start to severely lack in man power and equipment whereas the Allies are still going strong.
I believe that upon playing the GC through to its conclusion, in order to have a real chance to win the campaign, the Germans must maintain at least a 2 to 1 kill ratio in men and tanks.
RE: GJS mod update
Posted: Fri Jun 03, 2011 7:01 am
by Concord
Hi Overkenshin,
It's been several years since we did GJS, but I recall that we were both about 30-40% across the map as the Allies.
As for turns completed, we were both getting concerned about time remaining for the Allies. As a reference point, in our German campaigns we both had that fairly unique recon (Aufklärung? included a bunch of armoured cars) battlegroup enter as fresh reinforcements on the western edge of the strat map. I recall that we regretted not being able to play on some of the western maps, as they looked quite good.
My opponent in these twin campaigns tends to be quite aggressive, and his losses tended to be much higher than mine. In my Allied campaign I was trying to find a balance between offense and conservation, but even I was feeling the pinch. As the campaign continued, I had to use my reinforce button for most units, and applied as much pressure as I could. However, I've found CC is not really a game where you can just throw units in, to force a situation.
I found that to efficiently take a map off a good human opponent would take about 3 battles in most cases, and my opponent would often do effective counter-attacks once I had taken a map, so we would see turn after turn of fighting along a generally static front line.
As a contrast, I remember I later did an Allied campaign against the AI, and was able to push across the whole strat map well within the time limit.
RE: GJS mod update
Posted: Wed Jul 06, 2011 12:37 pm
by Cathartes
New uniforms for RM Commandos. New voice file for Canadians. Plug away when I have time.

RE: GJS mod update
Posted: Wed Jul 06, 2011 1:35 pm
by RD Oddball
Nice. Can't wait to see the new incarnation of it!
RE: GJS mod update
Posted: Wed Jul 06, 2011 4:08 pm
by berndn
Thanks for the work and I'm looking forward !
RE: GJS mod update
Posted: Wed Jul 06, 2011 4:45 pm
by Platoon_Michael
Very nice
Thanks for your hard work.
RE: GJS mod update
Posted: Mon Jul 11, 2011 3:15 pm
by Cathartes
2269 Canadian names, all era-specific, many actual names of those that served.

RE: GJS mod update
Posted: Tue Jul 12, 2011 3:24 am
by STIENER
you do all us canuks proud Cathartes !!! [:)] THANKS!
RE: GJS mod update
Posted: Thu Jul 14, 2011 10:52 am
by tigercub
OMG how do you get all the names in there...
RE: GJS mod update
Posted: Sat Aug 06, 2011 9:03 pm
by Cathartes
RE: GJS mod update
Posted: Sat Aug 06, 2011 10:23 pm
by STIENER
WOW...very nice [:)] the Canuck voices are GREAT!! i like the sounds of the regular 80mm mortors in the other vid too!!
RE: GJS mod update
Posted: Sun Aug 07, 2011 11:47 am
by Dundradal
Very cool! Can't wait to give this a try!
RE: GJS mod update
Posted: Tue Aug 30, 2011 1:29 pm
by Cathartes
quick update: GJS 5.0 is getting revised custom battles and ops. I've gone through and realigned VLs, corrected inconsistent map coding and a number of errors from 4.4. Also made custom OOBs for a number of the single battles.
