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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

SLIM

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About SLIM

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    Burpelson Air Force Base
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    Wargaming, flying airplanes, shooting guns, drinking, smoking, reading, and watching football.
    You know, all the really important stuff.

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    I was born, I grew up, and this is what I am.
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    Tilton, New Hampshire
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  1. CMSF 2 and Prisoners

    Pack them into a barn, then light it on fire.
  2. Absolutely, but while not all infantry have demo charges, almost all infantry have a smoke grenade. As I say in a later part, your bog-standard infantry platoon has at least 4 smoke grenades available. Especially the British, who have a Platoon-Level 2pdr Mortar, with two types of smoke rounds available, WP and normal Smoke.
  3. CMSF 2 and Prisoners

    I have seen Pixeltruppen in the act of 'Surrendering' put down their hands, pick up their weapons, and continue fighting. My two cents? I'm all for the new behaviors. I hated the old 'Routing' mechanic. It seemed cheap.
  4. Here's the rest of the Appendix for the forum rats: Part three is the second version, with cuts proposed by @MOS:96B2P. I went on a bit of a rant, and he pointed out it really didn't do anything aside from stretch the runtime unnecessarily. All 4 parts combined is the full 1 hour 20 minutes (minus edits) ramble about "How to move down a street". What if you don't have any demo charges?
  5. I would too, I just wanted to show it was possible. Remember, these Appendix videos aren't meant to be the lesson videos, but simply to show something that pops into my head at any given moment. I saw the street setup, and thought, "Would it be possible to advance straight down a street like that, and if so, how?" I was also a bit drunk at the time. That's all I was going for, but given that @Combatintman has already read me the riot act for being so unorganized, I'm going to have to make a proper video showing the fundamentals of MOUT, right after I get through "The Infantry Battalion" and "Mechanized Infantry". So video Number 06, or Number 09 will be "Fundamentals of MOUT".
  6. It's a good thing I didn't test with off-map assets then, otherwise my testing would have been invalidated, no? Let's consider this issue closed.
  7. Nothing seen in the video is part of the discussion, it's only about what was said, which was: ^ That was the statement Bulletpoint objected to, which he should have quoted properly from the very beginning. In my test scenario, there is a 60mm and three 81mm Mortars, and three 75mm Pack Howitzers on the map, but the fire is being called in by a forward observer, they are NOT directly targeting the positions. Regardless, Steve has already stated that fixing things in a patch is the number one priority right now. As far as I'm concerned, it's a non-issue. If you want to duplicate things, just load a map, plop some trenches and some opposing troops on one side, buy some guns with an F.O. on the other side, and let 'er rip. A quick battle can get you set up in a few minutes.
  8. Me too. The fire was built a long time ago, way before Saddam poured gasoline onto it, all we did was walk into the room, stumble, trip, and drop a bunch of lit matches all over it. You're right though, we can't just throw up our hands and say, "Oops!" and hope to walk away with our dignity intact. Given the fact the satellite photos of the big base near Al Qayyarah have been scrubbed and replaced with outdated versions, something might be in the works. You can clearly see the censor marking on the most recent images, dated 10/2017.
  9. I've already addressed this, indirect fire works fine, so long as you can score good hits. Whether the weapon system is on the map, or off the map, doesn't matter. I am aware of ||CptMiller||'s presentation on the issue. Regardless, the troops in my test scenario made ZERO attempt to evacuate their trenches when under indirect fire. Once again, whether the weapon system is on the map, or off the map, makes no difference. A Heavy/Maximum Linear Barrage called in with an F.O. is indirect artillery fire. If the enemy is popping up to shoot at you, they're NOT suppressed. If you outnumber and out-firepower the enemy to such an extent, why are the presence of trenches even an issue? If you have the luxury of lining up riflemen to play "whack-a-mole" then go ahead and do it, just don't expect me to believe that THAT is the most efficient solution, because it's not. I think you are rapidly wandering off point. Please stick to a salient point. Mortars and Howitzers are capable of killing or attriting wooden bunkers, either by knocking them out, or by causing casualties. Trenches are not proof against high-trajectory explosive rounds, and aside from deliberately hiding in them, mortars cause casualties at frightening rates. Lining up riflemen to plink away at entrenched infantry is NOT the most effective, or the most efficient way to kill them. The 4.0 Infantry Behaviors are an aberration, and will be patched at the earliest opportunity. Is there anything else you want to bring up?
  10. What is going on?

    Find a very small scenario that's already been completed, and open it up in the editor to see how they did it. I learned the editor, especially how to do AI plans, by messing around with "A Strange Awakening".
  11. Depends how long ago you were playing. Wooden Bunkers were adjusted at least once in patches. On my test map, a 75mm Pack Howitzer KO's a wooden bunker with an average of 3 hits, firing over open sights at 900 meters. Yes, you are better off in a trench than sitting in open ground, however you are more vulnerable to mortars or high-trajectory artillery than anything else. When I spoke of hiding, I wasn't talking about 'Cowering' I was talking about using the 'Hide' command. It's important to be specific. If you are in a trench, and under mortar fire, order your troops to hide, and they will have a MUCH better chance of survival. Yes, if you can suppress the inhabitants of a trench to such an extent they are unable to return fire at you, you can walk right up to them and shoot them in relative safety. My point was, why bother taking the time and effort to do so if you have mortars available? Not true. I didn't have a single case where troops abandoned their trenches while under on-map mortar and howitzer fire. Your typical 4-tube 81mm mortar battery has around 200 shells, which is more than enough to clear a trench formation of around 120-150 meters. If you combine over-watching machineguns with a mortar barrage, you will have that trench cleared with little danger or effort. You can call it in with a regular FO or Officer in between 4 to 7 minutes.
  12. CMSF2

    It feels like sharks with frikkin laser beams attached to their heads!
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