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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


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Everything posted by Erwin

  1. Yes, reading that it was similar to CO's trying to use TD's or IFV's as tanks. Either out of stupidity or deliberate attempt to sabotage a theory of fighting they didn't like. However, the BC concept still seems sound if used appropriately. So, I wonder if there was another more compelling problem that uh sank that concept.
  2. All sounds good. 9 hours to complete a large Bn sized scenario seems very fast to me (unless the defenses suck). Am playing Mission #4 (2 battalions+) of dragonwynn's Heart of Darkness campaign (for CMSF) and it's taking days due to needing rest breaks to let brain cool down.
  3. Presumably the useful range of the ATR was much greater than for a Pzfaust. A mass of ATR's would remain undetected by a buttoned up tank longer. Plus it would be like hitting at bees. While you look for one ATR firing, another 3 ATR's hit you and distract you.
  4. Well they did ask for a new road thru the village.
  5. Man I gotta get me one o dem. I too have a serious desert rodent problem messing up my property.
  6. Playing WEGO ELITE. While CM1 maps could be up to 8Km x 4Km this CMSF map is very large for a CM2 game: about 1500m x 1200m. One also has the equivalent of a couple battalions of US and Brit troops (but only the Brits have a few vehicles including one AGL and one 7.62mm MG). So a pretty large scenario for a CM2 game. The US have the left flank sector, the Brits are on the right. I think it took me almost as much time to do the initial set-up for Mission 4 as it did to play the entirety of Mission 3. The primary challenge is how to cross numerous impassible wadis using the fords which could easily be mined or have IED's or be covered by enemy fire. The one has to clear several villages and one or two sizeable towns. So, good MOUT SOP's are once again required. ************* SPOILERS ************* 25 minutes in, 2 hours and 5 minutes to go: 95% of the scenarios one plays allows one to run one's troops 100 meters+ towards desired interim objectives before they have any danger of getting shot at. A very few scenario have your units come under fire if they move a few meters off their start positions. This is one of those rare scenarios. Fortunately, there is little opposition. But, one of the Brit scout teams lost a man on turn one. (It was then easy to bring up mortars and assault killing 5 Taliban in a ditch.) Around 10 minutes later some Taliban arty started falling and the US lost a man in their sector. 10 minutes later the US spot some Taliban on the roof of a village objective. Used arty and fire to neutralize. Am using the numerous engineers up front backed by the infantry units. The engineers are now SLOW crossing several of the fords. Am hoping that if there are mines, the engineers/pioneers will spot em. (BTW: What in RL is the difference between "Engineers" and "Pioneers"?) Nothing one can do about IED's if one has not spotted and neutralized the triggerman. It seems that the Taliban arty takes a long time to get going. So, as long as one keeps moving we should be ok. However, SLOW crossing the fords will slow down the significant allied forces at these choke points. Hope we can MOVE or HUNT across.
  7. ********* SPOILERS ********* 1 HOUR 45 MINS TO GO: Troops are now entering the first line of villages and small towns. Taking a casualty here and there primarily cos of snipers, and the occasional surviving Taliban in a building. But, the assaults are almost on auto pilot - each MOUT situation is essentially the same. While the map is large, the challenges for entering and clearing each collection of objective location buildings are identical. SOP: Basically, avoid township entrances of course. Start by blasting thru a wall at a corner with extra inf just outside supporting the engineers ready to go in. HUNT into the first building and then spread out from there with as many units in support from as many buildings are possible every time one enters a new building. If an enemy is spotted they will be spotted by units in several buildings and they almost always die very quickly with no friendly casualties. Simples... LOS is generally very short/restricted - even from roofs - so it's not always easy to get arty where you want it. Altho' arty is the best way to clear trench lines. There is plenty of arty - altho' the single 81mm mortar is by far the most useful since it can take as little as 2 mins to get FFE. I hope it doesn't run out. There are about five 105mm, but so far have used em very little. And have not used the air support once as yet. Have not seen appropriate targets. My sense after playing this mission for 45 minutes game time is that there are a few interesting challenges like clearing trench lines, and killing isolated snipers and MG units dotted around the map. But, it's all "rinse and repeat". The main challenge with Mission #4 is becoming bored and careless with the virtually identical building clearing process. One starts to want to "speed up" and "get it over with". As always, that is when one suffers unnecessary casualties. Anyway, we still have 4 compounds to clear and there are enemy occupied trenches ahead. So, there is plenty of time and real estate to offer some nasty surprises ahead.
  8. Since the game does not give one the sort of info that recon units would normally provide, one normally has very little idea of where any enemy fortifications (or any defensive positions) are located. Given that reality, it is realistic that in the game one scout forward very slowly and carefully, starting from one's set-up positions. However, while there are a few scenarios where one can come under fire and take casualties almost as soon as any unit has moved a few meters, the vast majority of scenarios allow one to advance one or two hundred meters before there is any danger of coming under fire. It seems that in the majority of scenarios the designer expects one to rush forward those 100-200 meters like a medieval "Braveheart" charge. If one is being cautious and careful scouting one can find oneself short on time later when you desperately need the time. So, generally I now run forward a few two-man scouts a hundred meters or more until they actually come under fire (and usually someone is shot) just so I don't waste 20 minutes carefully scouting those first 100m. And yes, using the minimum force to accomplish missions is ideal. I also like larger scenarios where one has enuff units (and it makes sense) to keep reserves.
  9. Given how unforgiving many CM2 scenarios can be to even one mistake, one does have to micromanage, and that is normal. As a "veteran", having played CM games for almost 20 years (that's scary) I still find some scenarios one has to replay more than once to figure out how to win. I would never recommend giving group orders.
  10. I am now accepting bets re you hearing that from BF. Currently 1:18 against. Electronic deposits welcomed. PM for details. Man, I hope people took you up on that offer! Your incessant pessimism and complaining might be taken down a notch if you had to pay up Nope no one did - as expected... But you misunderstand... Am certain that I am not the only one who feels that there is no need to respond. Most of us know that you guys do a great job with limited resources and we know that new products/upgrades/patches will get released when they are ready for prime time. It is amazing that the CEO of a company has the time to respond to detailed complaints/comments. It's very impressive that you do so.
  11. Very useful Ian. (Who is Leslie btw?)
  12. I think he was saying that CM1 had more opportunities for maneuver on the larger CM1 maps. CM2 tends to feature cookie cutter assaults where one cannot recon or flank with mobile forces. There is usually little need for mobility in CM2 since units can walk over the map fairly quickly and there is little use for recon vehicles. However, the greater detail in CM2 does tend to make a huge scenario that would be fun in CM1 almost unplayable in CM2
  13. Can't believe how good these flight sims nowadays with pretty good vehicles and inf as ground targets:
  14. I don't think one can swap textures unless the specific game is designed to support that particular unit.
  15. Ok thanks...
  16. I am now accepting bets re you hearing that from BF. Currently 1:18 against. Electronic deposits welcomed. PM for details.
  17. Yes, and "If the Pope shiites in the forest, and no one walks alone, does anyone know?" Re getting a useful and easy to use info, buy the three CM1 games (well CMBB at least) which all feature invaluable onscreen info re HE power, penetration data for every weapon system. Huge loss that this wasn't done in CM2.
  18. I wanted to try this game but it doesn't appear to be sold by graviteam any more. While it seems to be a free d/l these days, I can't get the d/l to d/l. Comments I found also warned that it doesn't run properly on new machines - unclear if they mean Win 7 or Win 10. Other comments were about very complex instructions - altho' if one is used to CM2 that probably doesn't mean too much. So, anyone have this game, play it and can give recommendations? Also, where to get it?
  19. He's actually kissing the wonderful Soviet steel protection. Or perhaps fallen asleep with his head leaning on the periscope.
  20. Then you'll have to build another Trumpton Tower...
  21. Just thought I'd report that I saw this at my local IMAX last week and it is an xnt movie - highly recommended. Not a conventional war film, it shows same events from different viewpoints. So, almost like an art war film. But, amazing FX, emotional ****, and wonderful Hans Zimmer score etc.
  22. Yes, love it like the various light Brit vehicles in WW2 as well as CMSF. Need to check if any weapon is dismountable as one can do with some of the Brit's. (eg the Brit's AGL and 7.62mm.)
  23. A bit OT... Saw "Atomic Blonde" last weekend and Charlize Theron was a knock out as a hard fighting female agent - she made it look real and the film shows the punishment her character's body takes. Great movie and great music from that 1989 Berlin era as well. I just bought the movie's music CD.
  24. Were any systems damaged by the nuisance ATG? (If not, then it's probably a "bug" that the ATG would waste itself.)