Page 3 of 6

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 05, 2010 5:56 pm
by DampSquib
Up date..java.lang.ArrayIndexOutOfBoundsException error...on Lingev map a few times now.so hung there again.

Rectangle provided was invalid error on ( 3patrol...at the South end..as there is more than 1 3 patrol).

The germans say "Get the hell out of here"..if you flee....would be nice if that was say ummm German...so Das Flee...Das Run..Das Scarper.[:D]

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 05, 2010 9:56 pm
by vonB
Or "Das Run Away!...." LOL!

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Wed Jul 07, 2010 3:23 am
by DampSquib
Ok so the tanks in pic are destroyed...But No smoke..is that a bug ?
It aint a bug..so it aint got no pic.


RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Wed Jul 07, 2010 7:37 am
by vonB
Nope. A tank doesn't have to burn to be destroyed or made inoperative. The tank could still be servicable, but the crew very damaged. Solid AP shot does not necessarily cause an explosion.

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Wed Jul 07, 2010 2:00 pm
by DampSquib
[:D]

Ok...did say i wasn't sure.[8D].

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Thu Jul 08, 2010 9:34 pm
by DampSquib
I uninstalled BO..to play MARS...But when i went back my save was gone.
So i uninstalled it again....checked folder & there it is.

I can play it if i copy it back....but if i go to another mod same thing happens.

And yet another java.lang.ArrayIndexOutOfBoundsException error
On maps gdchamp....& goose...Consistently.

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Sat Jul 10, 2010 5:21 am
by DampSquib
Playing as the US...my last 4..games against the AI,i have had 1 man too fight.
My BG VS 1 man...if he aint rambo what's going on ???

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Sat Jul 10, 2010 9:16 am
by vonB
Run out of re-inforcements. This is probably due to how the timeline and related properties have been set up in MMCC3 and the CC3Start File.

You could try creating a new Player and carry on fighting. Not sure if it resets the timeline but it might. Would be interesting to know...

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Sat Jul 10, 2010 10:02 am
by Andrew Williams
Looking at the AIGETeams file it looks like you should still have a wekened german force to face if you have dealt them some huge defeats.

Stugs, Ht's, weak infantry and commanders should always be available throughout the campaign.... they are coded as 7 always available.

Anyone else playing as the allies see this problem?

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Sat Jul 10, 2010 2:46 pm
by DampSquib
I did as U said Von B... i started a new game.
That put me back at square 1.( as in US..mix of assault squads..Rifle inf..2 sherman DD's etc ).

Going up against Schutzen..Ersatzinstantrie..Pak 50mm, pak 75mm ,pak 40...no tanks for first few battles.
Now i can stick in my US battle group ...Sherman 76... M36 Jackson etc.
So a wee bit better chance of surviving german tanks..not had any yet.

The points maybe low..but some maps the germans have 290 points..& i still face 1 man.
So i have retired that team...Don't know if it works the other way around as my German team got wiped out by a soding barage..Carn't seem to keep the germans alive long enough.


Most of the Maps i have played on so far have been the same...am i the only one seeing that ???...As well as repeated names.

A pic of Rambo..as U can see mini map is empty.
Image

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 8:20 pm
by DampSquib

I see the same maps NO matter where i play.

The same maps over & over again.

The same with bocage3..herman..hedge3....etc.etc.

Any chance barage can be made optional..??

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 8:38 pm
by vonB
Ok, this is how an MMCC3 Server decides on Maps:

There is a Data File (maps.txt) in which is listed all the Maps that will be used in the Campaign.

It gives the option to specify which Secotr any Map will be in.

Any that are NOT specified, the Server will decide randomly where to position them on the Operation Map. That is why you will get the same Maps over and over again in different places, but in large Campaign areas, there is always a possibility of a bunch of them getting close.

The alternative would be to have a different Map for every Sector. On a 10 x 10 Grid Operation Map, that would require 100 Maps!, so it is also practical to be able to use the same Maps over and over again.

If you haven't already, then take a look at the Campaign How To which you will find in the Server Directory of your CC3/CoI installation. It gives everything you need to know on how to set up a campaign, and has plenty of explanatory notes.

What do you mean by optional? You as a player can switch it on or off? At the moment, the MMCC3 Server will decide who and where, and I doubt you can change that.

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 8:51 pm
by DampSquib
Didn't know you could turn barage off...my fault that one..
Yeah..just don't like it.....personal thing i guess.

Then the problem is i seem to be hitting the same maps.



RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 9:33 pm
by Andrew Williams
i think there are 79 different maps in BO mmcc3 (I think it's the largest map collection for any single mod)

49 are in fixed locations...mostly beaches and major towns and supply dumps.

So, that leaves 30 random maps for the approx 600 remaining sectors.

maps txt below

Asniere S 22 13
Cabourg S 17 22
Cardonvl S 17 2
Charlie S 33 12
Collevil S 15 21
Cricqvl S 24 7
D3 S 21 17
DeuxJum S 20 10
DogG S 33 13
DogR S 33 14
DogW S 33 15
EasyRed S 24 19
Englesq S 25 10
Exit1 S 23 19
Formigny S 14 15
FoxRed S 22 23
FxGrnE S 22 22
FxGrnW S 22 21
Gdchamp S 32 5
Gosse S 31 1
IsignyBO S 7 1
Jville S 22 5
Lacambe S 18 7
Longuevi S 14 12
Louviere S 18 15
Maisy S 33 2
Mosles S 10 23
Osmanvil S 13 2
Omaha S 34 10
Percee S 33 11
PointeH S 34 7
PointeH2 S 35 9
PointeH3 S 34 9
PontduH S 36 9
PortB S 14 26
StHonor S 16 24
Stlaurnt S 18 17
StpierBO S 35 10
Surrain S 12 19
Trevres S 16 7
Vaumicel S 23 15
Viervill S 25 16
Vouilly S 9 8
3patrl2 S -1 -1
3patrl3 S -1 -1
3patrol S -1 -1
Bocage2 S -1 -1
Bocage3 S -1 -1
gavrus S -1 -1
hedge S -1 -1
Hedge1 S -1 -1
Hedge2 S -1 -1
Hedge3 S -1 -1
Norm1 S -1 -1
Norm2 S -1 -1
Norm4 S -1 -1
Sauveur S -1 -1
StCome S -1 -1
StMare S -1 -1
vb S -1 -1
Beach1 S 28 17
Beach2 S 32 16
Beach3 S 33 16
Beach4 S 31 16
Beach5 S 30 16
Beach6 S 35 10
Beach7 S 34 11
bayeux S -1 -1
Herman S -1 -1
INBasly S -1 -1
INCrully S -1 -1
INExit2 S -1 -1
INFrmgny S -1 -1
INLeFrge S -1 -1
INRavnvl S -1 -1
Lingev S -1 -1
Ouistre S 18 27
Thaon S -1 -1
VB2 S -1 -1
D3 W -1 -1

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 9:35 pm
by Andrew Williams
Any suggestions for any further maps to use... and should they have a fixed location?

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 9:37 pm
by Andrew Williams
But the beauty of MMCC3 is that it presents a different tactical challenge with each battle , wether it's the same map or not.


Most other mods and stock games will present you with a cookie cutter scenario every time you play it.

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 9:41 pm
by Dundradal
You saw my post over at CCS about MMCC3 crashing after you get more troops as the Germans?

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 10:07 pm
by Andrew Williams
yep, thanks...

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Mon Jul 12, 2010 10:37 pm
by DampSquib
I did ask am i the only one seeing the same maps.
I played a crap load of them...i have seen about 6 different maps.
Yeah..there are some i carn't try..for now....But 79..no.
I dont see that many different....must be about 5 or 6 maps.

Yes,fix the maps locations...always nice to find a map you enjoy playing quickly.
Bit of a fan of the beach maps...bucket & spade optional.
Mmm..dont know about what maps to add.

Oh,after a win i also see "attacking force was called off".
Seen this a few times..on my own against AI & H2H.

Yes i like the mod...it's a hoot.
Ain't that mad on the barage.
If it was like WaR..& i could pick where to put it..GREAT.
But as it stands it's about as useful as a chocolate fireguard...for me anyway.

Oh & should the VL rule be used on MMCC3..?????

I did look at the file Campaign How To in the Server Directory...VonB, so thank you for that.

RE: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test

Posted: Fri Jul 16, 2010 3:20 am
by DampSquib
Maps...How about these. Don't know what you're crietria is..or if you're limited to a map size.
These are just the maps i like....Errrr should really be BO maps i guess...oh well.

Azevll
bobmap
Causeway
Cliffs
Charge
Chrbrgres
Driel
GenMap1
Kataapa