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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

benpark

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  1. Kharkov Map Sneak Peak

    Great looking map!
  2. I'll log that 251/2 issue.
  3. Question about map desing.

    I generally use the sheds (smallest two barns) as small mausoleums.
  4. AT gun movement

    I have a standing beta report on this. Not sure where it sits on the agenda at this stage, but hopefully we see a "push weapon" animation at some point. I agree, it is one of the immersion things that could use a fix.
  5. Battle for St. Lo

    I made a map of Gaucherie a looooong time ago on GaJ's. Not sure if it made the move or not. I also had a scenario somewhere that depicted the brief, but sharp action there . The 113th Cavalry Group fought dismounted into the town- an audacious and risky move to leave the M18's and mounted MG's behind, but the terrain necessitated such moves. The 113th was my grandfather's unit (a Captain by wars end). There was a unit history published towards the end of the war called "The Saga of the Red Horse" (in part here): http://www.redhorse.nl/The_Saga_of_the_Red_Horse.htm I had always intended on making a campaign based on the 113th, but have yet to have time to do it. I'm sure my grandfather would have been fascinated by the map making aspect in particular (as I am). A general overview of St. Lo fighting here for aspiring scenario makers: http://www.history.army.mil/html/books/100/100-13/CMH_Pub_100-13.pdf There's also the book "Dying for St. Lo", which as I recall is a good overview of the German angle on the situation.
  6. Lend-Lease stuff coming soon?

    I'm pretty sure Steve outlined the release order elsewhere. I am fairly certain that the CMFI module is next up, according to the flight plan. That doesn't necessarily mean that the RT module isn't being worked on, however. Rest assured that work has indeed been underway on the RT module (lots of work). I don't know when and how Steve wants to go into detail about any of the features and progress, but I'm sure "when it is ready" to be discussed in more particular detail, it will be.
  7. Ben

    If you want more [germany] tagged facades for you-know-what I've dropped a new folder on the FTP site:

    "Indi commercial Germany buildings batch  1.rar"

    That Germanifies half the indi commercial buildings, I've still got to do the other half.

    Mike (MikeyD)

    1. benpark

      benpark

      Mike-

      Awesome. Thanks.

      Otherwise, here is the basic lay of the texture work land:

      I've been emailing with Steve about how to improve the look of the destroyed urban environments. I had suggested in the past that there be a separate class of "ruined urban" structures. Maybe burned out textures, with alpha-knock out on the doors and windows. I'll try to finalize the plan once he gets back from his week off. If the 3D models could be adapted slightly, that would be great, but I think it is a long shot.

      I've also requested "dome roof" models be added in for Reichstag/Berliner Dom/Berlin museums. Those might need a texture if approved. I also have a texture for the roofs that I would like added or adapted (my texture work). It's a green copper roof that covers lots of the Berlin environs.

      There's also the question of if we can add a few extra flavor objects that would cover things like the Brandenburg Gate. That's also up in the air for now.

      Otherwise, I think we just need uniform and vehicle texture (and maybe some related 3D) stuff done.

      Best,

      Ben

    2. benpark

      benpark

      Mike-

       

      Is that in the "Artist" folder? I will need to get access from Steve. I have a few models and textures to add, as well.

      Thanks.

       

      Ben

    3. benpark

      benpark

      Mike,

      I can now see the Artist folder. I have added a few copper roofs that I intend on using for Berlin. I also have added a pillar flavor object that can be useful for many buildings in Berlin. There is a .btt file that illustrates how I envision them being used for things like the Reichstag.

      I also have a mock-up of the greatcoat/bedroll for the summer/spring/fall Soviets. The 3D models and textures would need to be redone, a it is just a "proof of concept".

      I'll be adding things to be considered as I have time to add things.

      I have an email correspondence ongoing with Steve and Cassio about potential model additions. I can forward it to you if you want to send me your email, and add you to the chain a it progresses.

      Thanks,

      Ben

  8. Aachen Campaign As Allies

    Thanks, Frederico. The OOBs in each of these games are all worth looking at in the Editor. The research that goes into them is insanely painstaking. They are all worth poring over even if you don't make scenarios. You can learn a lot about what particular units were designed for, and if that was actually wise policy or not. Using VG units as assault forces (as in many actions during the Battle of the Bulge), rather than in their intended defensive role (for example) is an instance of this. Light on the artillery makes for a tougher time softening up and shocking an emplaced enemy, for example.
  9. Aachen Campaign As Allies

    I didn't write "MGs", though- my quote- "They were generally intended as defensive forces, and were fairly improved in infantry firepower, and light on artillery and towed AT assets." Lookie here: https://web.archive.org/web/20050226065432/http://www.bayonetstrength.150m.com/German/volks_grenadier_battalion.htm
  10. Aachen Campaign As Allies

    You are more than welcome.
  11. Aachen Campaign As Allies

    I wasn't writing about my choices in the campaign- the limitations in towed AT guns and artillery were actual historical OOB solutions to material limitations late in the war. The OOB in the game Editor reflects the historical reality of the formation in question. The scenario maker uses that. One can add to it or remove from it with individual guns, etc.. Where I have added something to the stock OOB is due for the most part to it being accounted for in the sources I have listed in the campaign briefing. Where I have removed something (like additional AA in the last battle) is due to it being oppressively difficult in testing.
  12. Aachen Campaign As Allies

    Volksgrenadier divisions were a solution to the manpower shortages the Germans were facing in 1944/45.They are a stripped down divisional structure, 2/3rds the size of the standard Heer divisional manpower complement. They were generally intended as defensive forces, and were fairly improved in infantry firepower, and light on artillery and towed AT assets. They were generally formed around the remains of a shattered existing division, so there would be a core of veterans around which to rebuild (generally officers, but using whatever forces that could "shore up" the unit as possible). The remainder of the forces were generally made up from many sources- LW ground personnel, recruits and conscripts from various regions that had ethnic German populations and whatever veterans of the previous years fighting that were left. I just checked the scenario files- plenty of "Green" and "Regular" forces. Officers are "Regular" or "Veteran". Some "Veteran" troops mixed in, but not many. PLENTY of "Low" motivation, I'd suggest altering tactics if you are losing this campaign by a wide margin (it is tough- as the actual battle was), as the enemy you are facing in this campaign is far from elite. The terrain is as much the enemy as the enemy- urban warfare is notoriously brutal- but I shouldn't have to tell anyone here that. Again- this campaign is extensively researched, and the design reflects the battle as fought with as few concessions as possible, and hopefully rational where I have made them. I'm far more likely to favor "historical" than "gamey", every time I make a "historical" battle.
  13. Aachen Campaign As Allies

    There are variable setups for the AI in this campaign for a few units. I use this in nearly every scenario I make for variety and replayability. If I do a 4.0 revamp of this campaign, I will add more. The new features allow for variable setups to be better utilized. The main issue was facing- which can now be set in 4.0. Variable setup- it is not an issue of laziness, rather one of making a scenario that works as intended and rationally given the features of the Editor. Particularly with multiple AI plans where things can get weird without extensive testing or features like we now have in 4.0- which were not available when we did the scenarios and campaigns.
  14. Aachen Campaign As Allies

    Those videos are terrific. Thanks for doing them. The level of experience is mixed, as it would be historically. The general average should be a mix of green, regular and veteran. References are listed in the campaign briefing. They should give an idea to how things are set up, as I relied on that research to guide me on every aspect. Where I diverge, it was due to things being too hard, or unworkable as a CM scenario.
  15. Aachen Campaign As Allies

    Take your time, recon by fire and concentrate forces and fire to an overwhelming degree. Also take the routes less expected- there are no "gamey" routes in this campaign. It is based upon the historical realities of the battle. The campaign maps are based on actual topographic maps, down to individual structures. I was very careful to research this campaign extensively, so the challenges you face are as they were. The Germans did indeed hold the high ground in the final battle for the central city. The Americans are also outnumbered, as they were historically. But you have vastly superior firepower, and higher quality troops. The VG have fewer MGs and AT assets than historically. I also think the timelines are very generous.
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