Bloody Omaha MMCC3 mod BETA by Paladin - ready to test
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#61: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: Dundradal PostPosted: Mon Jul 19, 2010 9:16 pm
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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.

#62: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Tue Jul 20, 2010 3:54 am
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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

#63: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Tue Jul 20, 2010 4:02 am
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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.

#64: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Tue Jul 20, 2010 4:04 am
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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

#65: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: Dundradal PostPosted: Tue Jul 20, 2010 12:02 pm
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Awesome! Will give it a test later.

#66: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: vonB PostPosted: Tue Jul 20, 2010 1:58 pm
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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 Sad

#67: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: enr PostPosted: Tue Jul 20, 2010 4:29 pm
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There's no german troops to slect at all. They are all depleted...

#68: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Tue Jul 20, 2010 8:18 pm
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Please wait for the server to be reset to 6 June 1944

#69: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: Dundradal PostPosted: Thu Jul 22, 2010 12:24 am
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Still August 28th

#70: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 23, 2010 1:52 am
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Server reset 6th June 1944 6am

CoI and Op_Mars reset too.

#71: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: Dundradal PostPosted: Fri Jul 23, 2010 1:20 pm
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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.

#72: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: vonB PostPosted: Fri Jul 23, 2010 2:33 pm
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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...

#73: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 23, 2010 8:31 pm
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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

#74: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: Dundradal PostPosted: Fri Jul 23, 2010 10:01 pm
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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.

#75: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: mooxe PostPosted: Fri Jul 23, 2010 11:13 pm
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I will unleash myself upon the Germans tonite.

#76: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: vonB PostPosted: Fri Jul 23, 2010 11:46 pm
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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...)

#77: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 24, 2010 2:21 am
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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.

#78: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: mooxe PostPosted: Sun Jul 25, 2010 4:12 am
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portb crashes when I attack it as Allies. Java error even before I go into game.

#79: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: ograndoLocation: Treviso - Italy PostPosted: Fri Jul 30, 2010 9:56 am
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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

#80: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 30, 2010 11:54 am
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No

Just the BloodyOmaha_MMCC3_Client and the maps



Close Combat Series -> Close Combat Cross of Iron


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