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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

MarkEzra

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MarkEzra last won the day on August 18 2015

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About MarkEzra

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    QB Map Maker
  • Birthday 07/17/1948

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    Male
  • Location:
    Laguna Woods CA

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  • Biography
    Combat Mission Forum Member #347
  • Location
    Laguna Woods, CA
  • Interests
    Military History and Combat Mission
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    Sales and Marketing
  1. From the Horses Mouth. All QB Maps have multiple AI plans for both sides... typically 3 Plans minimum. Master Maps are not made by me. They are beautiful and historically accurate. They Do Not have AI plans
  2. Over-'engineering'

    A good read. My tag lines help explain my interest in wargaming since I was 9 or 10. Hunter Thompson "Edge" comments is the reality: The only one's who know are the one's that were there. And Steve's very clear understanding of Wargamers generally and CM Gamers in particular. Your Dad Loved you enough to speak his mind. A rare thing of his generation.
  3. For Future CMFI..."A Walk in the Sun" scen 1943 based on the movie and "A walk in the Snow Scen" Dec 1944 Northern Italy... based on an actual German counter attack.
  4. Update: One thing I did have was a biz site glitch. Details not important but everything got back to normal AFTER the Win 10 Update completely loaded... including several programed restarts. It's a large install and appears to have multiple steps to fully DL and load. When I thought it had been completed I had the afore mentioned biz glitch. When the update process was fully completed all was well. Perhaps others will have the same experience?
  5. I updated yesterday without problem. Just double check for this title and game plays as expected. No CTD.
  6. Quick battles and extra time

    The maps original game length setting, as time of day, weather, ect has no baring on the game. The player selects them all. As to the specific question: The QB game length selection does not offer "variable time length" during the player's setup. However the QB Game engine can and does use it randomly. I've played or tested many a QB Game against the AI and feel it's more likely I get a variable end than an exact end.
  7. How to path AI for quick battle.

    Scen AI plans don't necessarily transfer well to QB AI. You will be much better off by looking at QB Map AI Pathing. Here's the quick and dirty I use. Each Objective should have at least 2 AI group plans The Defender should have one plan on the objective and one time delay counter attack plan placed elsewhere on the map. Both plans set to ambush. The Attacker should have 2 Group plans for every objective. One set to immediately move and one set to time delay. Each plan should have a different path to the objective. Large maps should have more groups and orders than smaller maps. Once you have made a full plan copy it and alter the pathing and times to create a new plan. Start by keeping it simple.
  8. From start to finish a great story told with great art! Thanks for all your work. You are one of CM's Wargaming Family shining stars!
  9. AI pull off attack in quick battle.

    All CM QB AI scripts take into account every Objective generally using at least 2 orders group per objective. This is the case no matter if the AI is Attacking or Defending. So if a QB Map has 1 Maj VP and 3 Minor VP's (4 Objectives) The AI will have 8 Group Plans to hold or move to those objectives. Now here is what can happen. 1. The AI has enough units to fill all the AI Groups-- All Orders to move to all Objectives will be followed 2. The AI Does Not enough units to fill all the AI Groups-- Some Orders to move to some Objectives will be followed. The pre game selections of weather, terrain condition and game time limit has a real effect on the QB's ability to meet it's goals. In either case during the game AI units will be affected by all the problems of morale and fatigue the human player is.
  10. I don't know about rumors of QB map packs. But like you CMBN has a new lease on life with V4. The original issue QB Maps were the first batch I did and show it. The Holland Maps were the last of that Title and were much better for a couple reasons: more well crafted scenario maps were turned into QB Maps and the introduction of "Master Maps" which made my life easier. But with V4 my QB maps seem to lack luster and the AI is not so artful in attack or defend... certainly not to CMFB standards. So I have been altering a couple as I play them. This is NOT a Pack but it might end up a few Bocage style maps. The Last Defense Scen also has a QB Map, too. You might want to try these out: QB Maps Redo V4.zip
  11. Another Road To Wiltz, like's forebear The Road to Wiltz, is designed With Allied vs Axis AI in mind. But Each side has a full set of AI Plans. What the player must consider when playing either as Axis vs Allied AI or H2H is the imbalance of forces. The Axis has a lot of strength compared to the Allied. But it's really a lot of intense fun no matter how you play.
  12. Really. Obviously musta done something wrong. I'll see what's up... Thanks for the heads up! Update: Hopefully I've got it posted correctly
  13. Another Road To Wiltz has been uploaded to " A Few Good Men" Wargaming site
  14. Another Road To Wiltz V4.0 Scen Released! This is an enlarged, re-visioned scen based on the CMBO Classic "The Road To Wiltz" The map is 2400 X 1600 and is a very intricate and detailed game board. This is a Fictional story line scenario based on the US Army Official History. I have attached some of the Allied Text along with some Game Pics and, of course, the Scen and it's companion QB Map. Armored Infantry-TF Easy - December 19th 1944 0630 "Orders is Orders", Captain U R Easy, mumbled as the Sherman Tank he was riding on hit yet another pot hole. "Excuse me sir?", his radio man asked. "Nothing corporal", just something my old Sergeant Major said to me back at Fort Benning". Captain Easy thought again about the crazy one he got handed from Regiment. "There's a platoon of Shermans outside gassed up and ready to go. Grab as many troopers as you can get and head down to Wiltz. The 28th Division HQ is evacuating and your gonna block the Krauts." That was 0900 yesterday. The Tanks were, indeed, gassed up. Just no crews and straight out of a repair depot. The rest of the day Captain Easy had hustled to corral some tankers and enough troops to ride them. By 0400 on the 19th, the newly minted Task Force Easy was finally rolling. They hadn't been on the road ten minutes before one of the Sherman's broke down. Leaving the Sherman and riders with orders to get it running and get to Wiltz, the little column pushed on into the dead of night. "Yep, Captain Easy thought, Orders IS Orders!" 28th ID- Diehards December 18th 1944 1730 Captain Max Dihardt had broken just about the biggest rule in the Army, he'd volunteered! He looked into haggard faces of his friends, Bull, Wild Bill, and Crazy Ed. I don't know what came over me but I had to do something! I haven't even fired my weapon since basic. And you guys have been in it since D-Day! All I've done is push papers." When General Cota had asked for an officer to set up road blocks around Wiltz he seemed to look directly at Max. Captain Dihardt's hand slowly rose. Now here he was, in command of a gaggle of typist, mechanics and band members watching the 28th "Bloody Bucket" heading to the rear. Bull Shinisky spoke up. "Don't worry about it, Max. We’re just making sure you live to pay up on the bet!" Captain Dihardt stared quizzically. "Bet? What bet?" Bull laughed, "The one you made that the war would before over by Christmas!" The others chimed in unison, "You got that right!" Armored Engineers- December 19th 1944 0715 Pop Dixon was not called so because of his age. No, the twenty-two year old lieutenant was the proud father of a beautiful baby girl born just before they embarked for France. Now his small Demolition Team gathered around him. "What's the word Pop?" Lieutenant Dixon sighed. "We got orders all right. We're going to someplace called Wiltz and prepare a bridge for demolition. Then stand by and wait for orders." His Sergeant stammered, "Wiltz that must be thirty miles from here." Pop smiled. "Right, and they wanted us there yesterday!" Cavalry Reconnaissance and Intelligence Team-December 18th, 1944 The last order Lieutenant Redmond 'Red' Bonze had received was to recon the roads East of Wiltz. Higher command needed more information about the strength and makeup of German Forces attacking the Southern shoulder of what was fast coming to be known as 'The Bulge'. One of the Division' Intel officers also pressed him to check out a rumor that Germans were searching for our Fuel Dumps. But right now Red had other fish to fry. Like how to get there. With the narrow Belgian roads clogged with all manner of retreating units. Mere Lieutenants don't stand much chance of obtaining road clearance in the face of panic stricken Majors like the one waving his hands excitedly in his face right now. Looking at the confused river of humans and machines Red said, "I've got my orders, Major, now get off my road!" At setup your units include the 28th Diehards, an MP Squad, 2 Antivehicle Mines and two Target Reference Points. All other units, including Artillery, are Reinforcements. You have 6 Known Objectives and 2 Unknown that require you to Hold, Touch, or otherwise Respond. Your Axis Counterpart has his own set of Objectives both Known and Unknown as well. Each Player has a total of 1,000 points. These are the only points awarded. There are NO points for saving or making casualties or any other Conditions. Your orders may seem to be crazy or even impossible but they are ORDERS. As TF Easy Commander you are the man in charge, so how you complete all these orders is up to you. The next two hours may be the worst or best of your life. Either way I hope you'll have as much fun as I did making this little nightmare up. MarkEzra Wiltz Postcard.bmp Wiltz Tactical Map US.bmp CMFB-Another Road To Wiltz Scen & QB Map.zip
  15. What a fine AR...had my heart pumping. I always play the Allies and that is the recommended play style. The scenario has a full set of AI orders for both sides. Tomorrow I will Release the CMFB "Another Road To Wiltz" Scen. The map is 2400 X 1600 and is very intricate. I have made it a storyline game. It is Designed for Allied Vs AI but also has Full plans for both Axis and Allied. Here's some preview pics and text: Armored Infantry-TF Easy - December 19th 1944 0630 "Orders is Orders", Captain U R Easy, mumbled as the Sherman Tank he was riding on hit yet another pot hole. "Excuse me sir?", his radio man asked. "Nothing corporal", just something my old Sergeant Major said to me back at Fort Benning". Captain Easy thought again about the crazy one he got handed from Regiment. "There's a platoon of Shermans outside gassed up and ready to go. Grab as many troopers as you can get and head down to Wiltz. The 28th Division HQ is evacuating and your gonna block the Krauts." That was 0900 yesterday. The Tanks were, indeed, gassed up. Just no crews and straight out of a repair depot. The rest of the day Captain Easy had hustled to corral some tankers and enough troops to ride them. By 0400 on the 19th, the newly minted Task Force Easy was finally rolling. They hadn't been on the road ten minutes before one of the Sherman's broke down. Leaving the Sherman and riders with orders to get it running and get to Wiltz, the little column pushed on into the dead of night. "Yep, Captain Easy thought, Orders IS Orders!" 28th ID- Diehards December 18th 1944 1730 Captain Max Dihardt had broken just about the biggest rule in the Army, he'd volunteered! He looked into haggard faces of his friends, Bull, Wild Bill, and Crazy Ed. I don't know what came over me but I had to do something! I haven't even fired my weapon since basic. And you guys have been in it since D-Day! All I've done is push papers." When General Cota had asked for an officer to set up road blocks around Wiltz he seemed to look directly at Max. Captain Dihardt's hand slowly rose. Now here he was, in command of a gaggle of typist, mechanics and band members watching the 28th "Bloody Bucket" heading to the rear. Bull Shinisky spoke up. "Don't worry about it, Max. We’re just making sure you live to pay up on the bet!" Captain Dihardt stared quizzically. "Bet? What bet?" Bull laughed, "The one you made that the war would before over by Christmas!" The others chimed in unison, "You got that right!" Armored Engineers- December 19th 1944 0715 Pop Dixon was not called so because of his age. No, the twenty-two year old lieutenant was the proud father of a beautiful baby girl born just before they embarked for France. Now his small Demolition Team gathered around him. "What's the word Pop?" Lieutenant Dixon sighed. "We got orders all right. We're going to someplace called Wiltz and prepare a bridge for demolition. Then stand by and wait for orders." His Sergeant stammered, "Wiltz that must be thirty miles from here." Pop smiled. "Right, and they wanted us there yesterday!" Cavalry Reconnaissance and Intelligence Team-December 18th, 1944 The last order Lieutenant Redmond 'Red' Bonze had received was to recon the roads East of Wiltz. Higher command needed more information about the strength and makeup of German Forces attacking the Southern shoulder of what was fast coming to be known as 'The Bulge'. One of the Division' Intel officers also pressed him to check out a rumor that Germans were searching for our Fuel Dumps. But right now Red had other fish to fry. Like how to get there. With the narrow Belgian roads clogged with all manner of retreating units. Mere Lieutenants don't stand much chance of obtaining road clearance in the face of panic stricken Majors like the one waving his hands excitedly in his face right now. Looking at the confused river of humans and machines Red said, "I've got my orders, Major, now get off my road!" Wiltz Postcard.bmp Wiltzv4 pic1.bmp wiltz strat map work2.bmp
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