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    • Battlefront.com

      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:


      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


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About TBlaster

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    Senior Member


  • Location
    Cape Canaveral, FL
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    PC Systems Specialist
  1. Thanks SLIM - VASSAL will work for us. I tried it last night and loaded the Ardenne 44 module - perfect for us. My friend who I play with is a programmer, if he does decide to make Unity based version of an operational layer I'll let you know.
  2. My friend and I have been playing CM since the first release. We don't like the newer versions, I won't go into details as it's not relevant for this topic. What I am looking for is a Operational type game that doesn't auto-resolve combat I know - all do. I want to be able to move pieces on a map and when enemy forces meet provide me with a list of equipment and men for both players so I can create a CM based tactical battle. After the battle the new values would be plugged back into the operational layer (manually of course as there's no way to automate this) Long term we are looking at using the Unity engine to create our own Operational layer but we want to use a 3rd party program first. Many years ago I used Aide de Camp 2 (board game converter) - but it's so old now I can't even make it run anymore. Is there anything out there that doesn't auto-resolve combat and allows values to be entered? Thanks - TB
  3. Just to clarify - the platoon didn't move into the village after the bombardment ended. This game was played in Realtime and my opponent and I were using voice comms and discussed the bombardment. The map started out with damaged buildings but none of the buildings were destroyed during the shelling. Now to be fair, I didn't look to see if any of the shells actually hit any of the buildings, but I saw impact craters all around the village area. The QB map we played on was the one containing 2 village objective areas. A river seperated the two areas and there were rather large hills. The village I was hitting was the center objective.
  4. I've noticed that there is a lot less "splash" damage with artillery compared to CM1. I was playing one match where I pre-plotted a 240m radius area that contained a village using 2 american 240mm artillery guns that pounded the area for 15 minutes using the "medium" intensity setting. When I then assaulted the position my opponents infantry platoon was virtually unscathed within the buildings. Even exposed units in close proximity of the blast survived the impact (about 10 meters from the crater) During the same barrage one of the explosions wounded a mortar team that was 320 meters away from the impact area. (We confirmed that no other unit shot the mortar team and the casualty had to come from the arty shell) So I guess I don't understand how the damage is calculated. Angle of impact determines the path of the shrapnel?
  5. Gamma options, seriously

    On night missions I have to turn my desktop gamma all the way up or I can't see anything.
  6. I've been playing 1-2 multiplayer games a day since release and I don't know if it's just bad luck, but I've seen Bazookas and Schreck's miss stationary tanks at 100-150 meter range quite frequently. This is using highly motivated veteran schreck teams that are unsurpressed and not spotted by the enemy. In my games so far I've only run into 3 kills by a zook/schreck team (again, all multiplayer). What have your experiences been? I miss the % chance to hit indicator from CM1.
  7. BF, You Blew It

    No I'm not. I do know about Network Engineering. When I bought the game no one asked me if I was going to play Multiplayer, and what modes I would use. I have not heard of anyone else post that they were received any kind of survey asking them about that either. Hence the only possible way of Battlefront knowing how many players use multiplayer is by means of IT. And that will be easy enough to test with a packet sniffer.
  8. BF, You Blew It

    The only way to my knowledge how this could be possible is if CM would send that information to a battlefront server everytime someone initiated a multiplayer session. If this is the case, then yes, they have good data.
  9. BF, You Blew It

    Do you have numbers to back this up? Does Battlefront have numbers to back up their usage statistics? How can they tell who is playing multiplayer?
  10. BF, You Blew It

    Answer: Simultaneous Turns! While I'm working on doing my turn, my opponent is working on his. If we play via PBEM one of us is always waiting on the other player. This not only makes the game last a lot longer but is actually boring for the player that's waiting for the other player to finish their turn!
  11. BF, You Blew It

    Put up an official poll - ask how important TCP/IP WEGO is for your user base compared to things like moveable waypoints, flamethrowers, etc. I think there is more interest in multiplayer than you may think.
  12. BF, You Blew It

    You know - I tried that a few days ago in a thread titled "Multiplayer Issues" (or similar) and i had 3-4 responses to basically the same issue. Chances are Battlefront didn't even see it. There's a much better chance getting attention using a controverisal title.
  13. BF, You Blew It

    Was the decision not to add a pause feature in RT play a technical one or by design? If it is game engine related, then that's a huge oversight when programming it. If it's by design, then that's rather arrogant. I would respectfully request an update on Battlefront's road map in regrads to multiplayer.
  14. I'm going to have to agree here. I play Multiplayer most of the time, and managing real time without pause makes it non-enjoyable. Short term fix: Please enable a pause option Long term: TCPIP WEGO!
  15. <Disclaimer - I bought but didn't really play Shock Force> Am I missing something, or is it really not possible to pause the game in multiplayer while using real time mode? This is crucial - wives, pets, all kinds of hazzards! Is TCP/IP WEGO still on the table for future implementation? Other than that my first Real Time multiplayer game was rock solid, but when you are dealing with a company + worth of units it really is too difficult to manage - I'm really missing TCP/IP WEGO.