Dundradal
Rep: 27.9 votes: 4
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Posted: Mon Jul 19, 2010 9:16 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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No if you play against a person you will just need to then launch COI after you get the MMCC3 window telling you to launch the game. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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schrecken
Rep: 195 votes: 15
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Posted: Tue Jul 20, 2010 3:54 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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New Bloody Omaha MMCC3 Client available
1. Using Modswap uninstall BO MMCC3 client
2. Download new client and unzip to your \plugins folder
3. Use Modswap to install
4. Launch MMCC3 and play on port 2108
Get it here: http://closecombat.matrixgames.com/CoI/coimods.html |
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schrecken
Rep: 195 votes: 15
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Posted: Tue Jul 20, 2010 4:02 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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There are 3 new maps available for automatic download when you click on their sector.
Many other fixed maps have been randomized now.
Each Battle now models 1 hour (previously 4 hours)
Less points available
Less Barrage available
Less reinforcements available
Server should re-set itself and campaign restart within the next 24 hours.
You will need the new client updated 20 July by then. |
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schrecken
Rep: 195 votes: 15
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Posted: Tue Jul 20, 2010 4:04 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Rarity tweaked,,, so should see lees/none Pershings etc.
Should not see British troops
Should not see SS or FJ troops |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Tue Jul 20, 2010 12:02 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Awesome! Will give it a test later. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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vonB
Rep: 32.6 votes: 5
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Posted: Tue Jul 20, 2010 1:58 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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That sounds better! But then, that is what 'testing' is all about is it not? Look forward to playing with Rev 2, though don't have much time |
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enr
Rep: 11.7
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Posted: Tue Jul 20, 2010 4:29 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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There's no german troops to slect at all. They are all depleted... |
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schrecken
Rep: 195 votes: 15
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Posted: Tue Jul 20, 2010 8:18 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Please wait for the server to be reset to 6 June 1944 |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Thu Jul 22, 2010 12:24 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Still August 28th |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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schrecken
Rep: 195 votes: 15
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Posted: Fri Jul 23, 2010 1:52 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Server reset 6th June 1944 6am
CoI and Op_Mars reset too. |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Fri Jul 23, 2010 1:20 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Seems good so far...except Allied AI BG's really go Sherman heavy. I had one game where the AI picked all DDs except for 2 or 3 units. But I remember you saying that's because the AI takes the best units first. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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vonB
Rep: 32.6 votes: 5
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Posted: Fri Jul 23, 2010 2:33 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Wouldn't you?
Yes, that's the way the AI operates. Stacks up as many of the best Units it can first. With CC3/CoI this does tend to lead to armour heavy engagements if there are sufficient points knocking around... |
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schrecken
Rep: 195 votes: 15
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Posted: Fri Jul 23, 2010 8:31 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Trying to work out what's happening with points.
Paladin has set 20 points per day in the update... so CoI/MMCC3 thinks it knows better and is pumping up the points.
But you should be able to whittle down the shermans.....
I'm playing as allies and there are plenty of german beasts roaming the fields and beachs.
I've maxed out with 2 x command shemans and 2 x DD tanks... no more armour aavailable as the human player..... yet |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Fri Jul 23, 2010 10:01 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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I've lost a MKIII and StuG with no replacements available....
Going to play some tonight so I'll let you know...
With regards to points...
Do the points shown in MMCC3 reflect those seen in game? Because I've noticed inconsistencies between the two. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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mooxe
Rep: 221.7 votes: 25
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Posted: Fri Jul 23, 2010 11:13 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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I will unleash myself upon the Germans tonite. |
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vonB
Rep: 32.6 votes: 5
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Posted: Fri Jul 23, 2010 11:46 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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#Points: day month year battleIsMinutes germanPoints germanAmmo sovietPoints sovietAmmo
Points: 0 0 1944 60 200 100 400 100
Points: 6 6 1944 60 200 100 400 100
Points: 7 6 1944 60 240 100 400 100
Points: 8 6 1944 60 250 100 400 100
Points: 9 6 1944 60 350 100 350 100
Points: 10 6 1944 60 350 100 400 100
Points: 11 6 1944 60 300 100 300 100
Points: 12 6 1944 60 100 100 100 100
Points: 13 6 1944 60 150 100 150 100
Points: 14 6 1944 60 170 100 170 100
Points: 15 6 1944 60 100 100 100 100
Points: 16 6 1944 60 200 100 200 100
Points: 17 6 1944 60 300 100 300 100
Points: 18 6 1944 60 200 100 200 100
Points: 19 6 1944 60 250 100 250 100
Points: 20 6 1944 60 400 100 400 100
Is that the setup.txt being used? (with BattleIsMinutes being 30 not 60?).
Dundradel, it may not be the case, but an obvious (apparant) discrepancy may be due to the way MMCC3 adjusts for AI play. Each battle you win, it reduces the points available to you. If you lose a Battle, it increases them.
In additon, the Server is also factoring in:
AIPointBonusPercent:
How many more points will AI get for example:
if AIPointBonusPercent: 300 then
if player would get 50 points AI will get 3 times as much = 150
and
MaxAgainstAIPenalty:
if MaxAgainstAIPenalty: 50 then in the worst case player would get 50% of points against AI
Add to that the somewhat curious way the CC3/CoI Game itself can allocate points, and you often do not get exactly what you might expect... (don't ask me exactly how the Game Engine handles this, I don't know...) |
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schrecken
Rep: 195 votes: 15
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Posted: Sat Jul 24, 2010 2:21 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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ye that's the setup txt with 30 min battles.
points have been reduced quite a bit from original beta release. |
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mooxe
Rep: 221.7 votes: 25
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Posted: Sun Jul 25, 2010 4:12 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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portb crashes when I attack it as Allies. Java error even before I go into game. |
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ogrando
Rep: 51.1
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Posted: Fri Jul 30, 2010 9:56 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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First I must install "Western front v10"?
Is this the correct installation procedures?
- Western front v10
- BloodyOmaha_MMCC3_Client
- manual copy maps |
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schrecken
Rep: 195 votes: 15
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Posted: Fri Jul 30, 2010 11:54 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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No
Just the BloodyOmaha_MMCC3_Client and the maps |
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