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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:


      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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Macisle last won the day on January 31

Macisle had the most liked content!

About Macisle

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  1. RT Unofficial Screenshot Thread

    Thanks. The building texture is Kieme's. The uniforms are Vein's. The beautiful rubble (can rubble be beautiful? -- why, yes!)...gosh I don't know, but man is it great work. Aris? Kieme? Other? I took a quick look, but couldn't find it. My mod folder is a bit of a mess these days.
  2. RT Unofficial Screenshot Thread

    Thanks! It could be the particular alchemy of the myriad of mods I've got going. Another possibility is the hour of the day + weather. Try 11 am on a clear day. I find that setting brings out the best in the textures and if you get the right angle, they really pop. That's actually why most of my screenshots are from clear days. Ah, The Warts & Trooper, where the sediment...swims.
  3. RT Unofficial Screenshot Thread

    Yup. I can't imagine playing CM without spending time catching all the juicy action from the soldier's view and best cinematic angles. It's a big part of why I love the game so much.
  4. RT Unofficial Screenshot Thread

    Yeah, I love those AT grenades (though once I had a Tiger eat four and still require a tank shot to be taken out). I've always thought BF should highlight them in the UI like other special equipment. I wonder how many folks don't know every squad has a couple that get issued to the AT team if you split one off. That's interesting about how the way tanks block incoming, but not outgoing fire contributes to the super-tanker phenomenon. I do try to use my tanks to provide cover for infantry against small arms occasionally (works pretty well, depending on the situation), but I didn't know that dynamic was part of what makes bailing crew seem like super soldiers sometimes. I do try to have covering teams from other angles (I also use covering teams for breach teams), but the situation didn't allow for it with the first Tiger. IIRC, the tank commander got a Soviet on the same side before being taken out himself. Thanks, for the compliments guys! That includes Warts & Trooper, which sounds kinda' like a pub for Wellington's worst-paid soldiers --The Warts & Trooper. I didn't do anything to these images besides capture and crop. So, all the goodness is coming from BF's models, great community textures and finding the "sweet spot" for lighting and shading in the Engine. Speaking of which, here's that last shot from a different angle: Sometimes, I'm amazed at just how photo-realistic the current Engine can look when the right elements are in play. Again, this is just a crop. No photoshopping done to enhance anything.
  5. RT Unofficial Screenshot Thread

    Thanks! I thought the moment begged for a screenie. Yeah, these were crack tankers and they took out almost as many of my SMG-carrying AT team members as they lost. In fact, two members of the first Tiger killed got away. That was the Tiger closer to the building, which was taken out earlier by AT grenades. Here's that sequence: My guys buggered off and the two remaining crewmen ran behind the building and got away. Here's one more cool moment when an HE blast dropped a building section and revealed a hidden HMG team. Then, my guys in overwatch took them out.
  6. Kharkov Map Sneak Peak

    I know. I think about that every time I work on the map. That's funny. I had a RR line and bridge way back when, got rid of them and never added them back as they haven't come up in my goole map references. Hmm. I still have areas that are skeletal, so I'll think about adding something. Depending on how the playtests go on the S to N bridge attack slice (2 bridges and some of that area is visible in the last pic I posted), I may need to expand the western edge a bit. I could add a rail bridge there beside the regular one and run the line up that. However, I want to avoid mission creep, so I'll likely fit something into an area that is still currently skeletal or just leave it out if need be.
  7. Kharkov Map Sneak Peak

    I've no idea, but I'd love to see CMBS fans be able to take this sucker for a ride, too. Aside from a few changed road paths and some of the big boys and apartment lines being even taller in real life, the map is a faithful rendition of modern Kharkov/Kharkiv. Places to ambush from? Oh...just a few: Okay, that really is it for now on pics. I'm making progress little by little, but still have a crap ton of work left to do on the map alone. Just rest assured that some day you're either gonna' have to get across this river or try to stop someone else from doing it.
  8. Kharkov Map Sneak Peak

    I am so, so, soooo looking forward to having folks blow up my map! Okay, here's one more for now -- the big boy from another angle:
  9. Kharkov Map Sneak Peak

    Thanks! Yeah, I like the name. It's easy enough to pronounce and I don't have to feel bad about being non-historical.
  10. Kharkov Map Sneak Peak

    Thanks! So far, the slices I've been working with haven't been a problem. My standard setting is model quality at Better and everything else maxed. My rig is getting a bit long in the tooth, too. -Will have to wait and see on some future slices though, as those will be more demanding. In game, the full map would probably be a slide show on any setting, with very long loading times, but I've been quite impressed with the Editor framerate. It must chop out a lot of LOS overhead and such. Preview loading times are pretty long, though (especially the first). Foliage work takes a lot of back and forth between 2D panel and preview, so that really takes a lot of time. -Very satisfying when the results are pleasing, though!
  11. Kharkov Map Sneak Peak

    Thanks! Yeah, I'm feeling increasingly deranged... For example: So far, the biggest of the big boys (but internally, may of the levels are open, so situational awareness isn't bad). The story on the map and campaign is that they are fictional and not tied directly to any actual history. The project started way back when, with me wanting a dense urban map with bridges for CMRT. At that point, I was calling it "Three Bridges" and was planning to use the whole map at once. I'd always been captivated by the particular stretch and bend of the river in Kharkov that I decided to use and so went with it. I did a little research into the historical Kharkov terrain, but didn't want to get tied down to having to recreate that. At that point, I decided to use Google Street level and (generally) recreate what I found there, which is my favorite way to do map work. So, I renamed the project "Kharkiveskya" (Kharkiv-esque) and went from there. The campaign idea (H2H only) does have some parallels to the historical battles, though. Here's the basic situation: In the midst of a massive Soviet offensive, a fresh SS armored division, previously undetected by the Soviets, has achieved a brillant series of maneuvers (Berlin gave them the gas!) and captured the heart of the strategically important city of Kharkiveskya. The German player is in command of the center regiment. He must defend that area (the master map) as the Soviets adapt their offensive to the new threat and push the Germans out of the city. Currently, I'm looking at 8 battles, with the defender having a reinforced company as the basis for most of them. The final battle will begin with a German counterattack that uses the last reserves, blending into the final Soviet assault. It will be a true monster city fight. I'm super-busy in RL right now and am spending what time I have pecking away at the master map and doing some slice testing. During the summer, I also may have to take a forced 6-8 week break in a place without a computer that can run CM () -- which way sucks. Anyway, the good news is that I'm very pleased with how things are going and am working on the map in such a way that some slices will become available for community testing while I finish others. Eventually, I'll start posting campaign details and open up things for deeper discussion, but right now, I have to lay very low and just chip away at the map. Thanks for dropping in and taking the time time to post. I saw a pic of your wonderful Ramadi map. Fantastic work! That certainly looks like one for framing and study. I can tell you've been wrapping your head around many of the same map-making issues that have driven me to drink...uh...more coffee!
  12. Thanks for the brainstorming, Ithikial. At this point, I want to keep things as simple as possible so players don't have to do much or any thinking about what to play next or remember beyond one or two easy rules. I think that offers the best chance of them making it through the H2H campaign. I'm really hoping other designers will like the map enough to make SP campaigns and both SP and H2H scenarios from it. I think it has huge potential for those. Quite a lot of small scenarios could be made from it. I just can't commit to any of that -- if I want to stay married, that is . Since the beginning of the project, giving the defender a regiment, to be divided up for the various battles has been the idea, though it's not set in stone. Of course, the attacker will get more. But I won't know until I get more into fleshing things out and/or bump up against problems. Currently, I'll probably have two versions of the first battle. So, if the attacker loses, he gets one more shot on a damaged version of the same slice, with more solid battle lines at start than on the first attempt, where recon forces are initially bumping into each other and the battle gradually solidifies into the attacker attempting to push through a line that the defender has formed as reinforcements arrive. Then there will be two battles for the flanks, which could be played at the same time, one of which must be won by the attacker. Finally, there is the final battle, which gives the defender a shot at counterattacking initially, but then duking it out with heavier Soviet reinforcements for the grand finale in the NW corner. So, the attacker can lose two battles total and must win at least three overall -- the first (2 tries), one flank, and the final. However, I may need to massage the number of battles to meet the reality of how the master actually slices. I haven't sat down and done that yet. The core idea looks good at this point, though, I think. FYI, here are some earlier ideas I had when I thought I was going to do a lot of smaller slices: Attack Points: The attacker gets a limited number of attack points and must spend one point per battle. If he wins, he has secured that slice and may choose an adjacent slice for his next battle. If he loses, he can try again by paying another attack point. So, he either makes it to the final battle and wins it, or he runs out of attack points and loses the campaign. Variations: The defender gets a small number of counterattack points and can use them to take back lost adjacent territory, perhaps only after a loss by the attacker. An extra variation could be that a given number of losses by the attacker generates counterattack points for the defender. Or, the counterattack points could be produced by the number of battles played. Lots of options here. Advance and Clear Flanks: The attacker chooses an adjacent map slice to attack. If successful, he must then attack any uncleared "flank" slices adjacent to the newly acquired slice. Thus, he cannot advance two slices in a line if there are uncleared adjacent slices. If he loses a battle, then that slice is blocked and he must find another route to attempt to eventually make his way to the final victory location. If he loses too many battles, then he will lack a path to the final goal and thus has lost the campaign. I like both these ideas (especially the attack points -- which could also be combined with the advance and clear flank rules), but they add some overhead for players. Not that much, though. A big drawback is lack of persistent damage. However, as the designer, the dealbreaker is the number of scenarios I'd have to make. I'm just not up for it. Once the master is released, maybe someone else will give one of these a shot.
  13. Combatintman, A big thanks for your excellent, extended feedback and suggestions. I know that took a lot of time and it is much appreciated. Thanks also for the compliments! I'll need some time to digest what you have presented. I'm tied up with work until about mid-week. Since you have posted this and the map is a little further along, it might be a good time for me to start posting about my ideas for the campaign. So, maybe I'll take what you have presented here and copy it over to the map thread when I'm ready to post. I'm planning on the Soviets being the attacker. The reason for this is primarily because the Germans tend to be the center of attention and I want to throw the soviets a bone. A close second reason is that I think play balance will be easier with the Germans having high-quality troops (SS panzergrens) on defense against lesser-quality Soviets on the attack. That way, the Soviet small arms advantage in urban combat is balanced out and the attacker also gets the benefit of the high ammo loadouts of the T-34/76 for area fire. Thanks again on your great post. Look for me posting about it late next week or over next weekend.
  14. Wow, that's beautiful! Superb work. I guess I was wrong! Make that WWII CM (uh...maybe), he-he. I don't have CMSF (and am not up on CMSF2 status), and so was unaware of that map. It looks like he is using the "faux cellar" technique that I am, which is to have areas in modular building complexes without windows to allow units to hide out of enemy LOS and get max protection from arty. Those work a treat and I love 'em. Comparing his and my map, his is more dense in terms of building "squares" per area, but mine has larger complexes (multi-part modular) and more tall buildings. I've also got a ton of tall walls, but am trying to put in as much low bocage as possible to allow ambush and infantry concealment in movement. So, without having access to his map, I would say that movement may be less restricted on mine, while number of locations and cover may be about the same or possibly more. Dunno on that, though and it depends on the part of the map. Like I said, mine has larger complexes so units can engage, disengage and still be in the same building, while his seems to keep the number of modular pieces down. So, I'm not sure on the overall combat effect. Love his work there, though! Awesome. Makes me wish I could study it... I'm also making sure that buildings have adequate doors. So, even if a unit does not have a DC, there is a way in. They may not always be safe, but players may find access and speed of navigation easier in my large complexes than they do on some stock maps where the individual buildings seem to have arbitrary door locations and/or a lack of a door where one feels like it should be. Another thing I'm doing is making max use of roads. Mixing the types and making sure a road goes pretty much everwhere, along with using max foliage/low-bocage to provide cover seems the ticket for both navigation and a natural look. I've been very pleased with how troops and AFVs can get around. The only downside is that the AI will tend to follow the road, making it easy pickings sometimes. But in H2H play, folks can probably minimize that with good waypoint use. Thanks very much for testing the TRP idea and the helpful feedback and tips you're giving. It is much appreciated. My map has a long way to go, but now I'm working on it in such as way as to finish up a usable slice area, so as to start some testing while I work on other areas. The first slice to make it to usable status will include the SW cut that is being used in my video series. The other side of the river is now completely done, but I need to go back and improve what is the setup area in the video. That was still first-pass when I played those turns. The actual combat area in the video is pretty close to done. Mainly, I need to smooth out the elevations a bit in some places, like the loading docks in Part 3. Anyhoo, when ready, I'll drop you a line about testing. It'll be awhile yet, though. I've got to take a break right now and deal with some RL stuff. A big thanks for your help. I'm looking VERY forward to having you blow up my map! Oh, here's a pic of one of my factory areas. This is not the the most dense or tallest part of the map, but is representative of some sections. Believe it or not, but the maze-like layout actually more or less follows the real-life layout in modern Kharkov (minus the trees). The maze thing is mainly a result of angle restrictions in the Editor. The factory complexes are also not the largest or funkiest ones, but I don't want to let out all of my secrets yet.