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RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Fri Jul 30, 2010 10:05 am
by vonB
Definately better...
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Fri Jul 30, 2010 10:31 am
by Andrew Williams
Just noticed the russians have fled

RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Fri Jul 30, 2010 1:39 pm
by Dundradal
So is there a new plugin up?
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Fri Jul 30, 2010 7:49 pm
by Andrew Williams
Not yet... I'm alpha testing Paladins update... and making a few adjustments
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 3:14 am
by Dundradal
Command half track is missing its 37mm cannon.

RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 8:48 am
by Andrew Williams
All Sdkfz250/10 (w/- 37mm) Fixed
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 9:00 am
by Andrew Williams
[quote]ORIGINAL: Andrew Williams
250/10 w/- 37mm Fixed

RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 12:59 pm
by Dundradal
The example I showed is a Command halftrack, not the support version.
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 3:08 pm
by vonB
I think I spotted an Allied Infantry Team which says it includes a Bazooka (in the Roster), but the Bazzoka didn't seem to appear with the Team on the battlefield. I'll have to go back and check...
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 6:09 pm
by Andrew Williams
All sdkfz 250/10's are fixed

RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 6:13 pm
by Andrew Williams
Bazooka
IIRC , if it's a secondary weapon you won't see it until he brings it out to use.
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 7:13 pm
by CSO_Talorgan
ORIGINAL: vonB
I don't know how MMCC3 decides the layout for the deployment areas.
Isn't it random?
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 7:20 pm
by vonB
if it's a secondary weapon you won't see it until he brings it out to use.
and where does he hide it when he is not using it? [;)]
Isn't it random?
I honestly do not know, but it would seem that way as they can be quite bizarre at times...
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 7:51 pm
by Andrew Williams
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 8:16 pm
by Dundradal
ORIGINAL: Andrew Williams
All sdkfz 250/10's are fixed
Currently or in next update? You are confusing me a bit here.
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 8:39 pm
by vonB
LOL! Inconspicuously tucked away...
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 8:40 pm
by CSO_Talorgan
ORIGINAL: vonB
they can be quite bizarre at times...
Yes
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Sun Aug 01, 2010 9:42 pm
by Andrew Williams
This is update info. only.
A notification will be made when an updated download is available.
Paladin has sent me some files to 'Alpha"test before unleashing it on the community.
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Mon Aug 02, 2010 12:02 am
by Andrew Williams
Ok... a new client is available.
Please report any errors.
The campaign will continue from where it is.... no reset.
Instructions.
*****Backup your playername.dat, you may be able to continue with this playername*****
1. Close MMCCIII
2. Use modswap to uninstall BloodyOmaha MMCCIII client
3. Download the new BloodyOmaha MMCCIII client and unzip it to your \plugins folder overwriting the old file of the same name.
4. Use modswap to install BloodyOmaha MMCCIII client.
5. Play
RE: Bloody Omaha MMCCIII CoI Test 2
Posted: Wed Aug 04, 2010 5:05 pm
by CSO_Talorgan
ORIGINAL: vonB
I honestly do not know, but it would seem that way as they can be quite bizarre at times...
Sorry to keep harping on about the deployment areas, but when you think about it, the game seems to be able to choose from a selection of different possibilities ... so why can't we? Why can't the human intervene, just before game start, and select from a pre-determined choice of deployment areas designed to correspond to the direction of approach at the operational level?