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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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Everything posted by Brit

  1. Tis a shame

    Thanks, glad you're liking the game!
  2. Submitted Orders - then what?

    Cool. Glad it's working for you. I thought there might be a bug when I read your first post.
  3. Bombing Resourses

    Hi Hairog. That was something that was originally in the design, but never ended up getting implemented.
  4. How Do I Find Other Eos Players?

    Sorry you haven't gotten more of a response. It's been kind of quiet on the forums, but maybe some people people check the forums occasionally, so hopefully you'll get more responses in the near future.
  5. How Do I Find Other Eos Players?

    This is a good place to start. I'd generally avoid posting your email in the forums, since bots might read it and collect your email address for spamming. But, if people respond to your message in the forums, you can private message them and send your email address (which will keep it out of sight from spam bots).
  6. How can I get back into a PBEM game

    Okay, you have the *.game file. Did you save the *.pbem_tracker file or *.event files? (You probably won't have any event files for the game.) The tracker and event files are stored in the PBEM directory. If you don't have them, there are ways to recreate them, but I'll have to do it for you. Email me the name of the game and your player number.
  7. downloaded scenarios

    You'll need to choose "new game" and then in the game setup window, change "generate random map" to "load scenario".
  8. Has been pushed to an open source project using Mercurial source control: http://code.google.com/p/eosai/ The AI has been split off into a separate dll. The code is there for educational purposes (if you want to see how an AI works), for the possibility of having a modifiable version of the AI for EOS, and for potential use in third-party games. Splitting the code out of the executable caused some things to break, so it's not fully functional right now. The current version of EOS.exe does not use the dll, which means you can't currently modify the AI and get it working inside your EOS game. You should be able to download the code, but not be able to upload changes to the repository. If you can upload changes, let me know. If the code won't compile, it means I missed something. Again, let me know. And let me know if there's much interest in this and I'll devote more attention to it (including getting it working with EOS).
  9. EOS Artificial Intelligence

    Also, if you open the project inside Visual Studio, the files are organized by category. If you don't have Visual Studio, though, it's going to be especially confusing to look at the files individually.
  10. EOS Artificial Intelligence

    BTW, there's a certain amount of documentation in the google.code wiki, but it's not down to the individual file level or a mid-level summary of the AI. http://code.google.com/p/eosai/wiki/Main
  11. Hi Hans. Tonight, I tracked down the reason why new PBEM games couldn't be started and fixed it. Let me know if you run into any other problems.
  12. I just wanted to post an update to this. Recently, my webhost moved me to a new server and (unbeknownst to me) it had the side-effect of breaking my gmail access to the bugreport emails. This means I haven't seen any of the bug reports sent in the last few weeks. I've fixed the problem now. I'll respond tonight to all the emails.
  13. Yes, I still check the forums and respond to bug report messages sent via the game's bug report tool. If you have bugs, I'll either fix them in the saved-game file or will create a fix and push out a new version.
  14. Blast radius for artillery

    That's right - only units that self-destruct can have a blast radius.
  15. Jet speed > range

    Yes, the speed is being used in the interception calculation. I don't think there are any issues with setting the speed higher than the range. It just means that the aircraft will return to base earlier in the turn.
  16. Open source for EOS

    The latest update has improvements to make the PBEM games more stable (the game will automatically re-download game events if they are corrupted during download; the game autodetects corrupt events using a checksum), but that particular problem wasn't addressed. I have an idea about how to fix it, but haven't thought through the fix enough and haven't changed any code. (Sorry)
  17. Open source for EOS

    Wait, which PBEM sync thing?
  18. Open source for EOS

    By the way, a few weeks ago, I created an open-source project for the AI. I'm still working through getting the code to work properly (mostly problems with naming collisions), though, so the project doesn't actually have any source code in it. I figured I'd delay mentioning it until there's actually some code there to play around with. The new AI will run in a separate DLL, so players with C++ knowledge can have compile a new AI and get their copy of EOS to run their version of the AI.
  19. Open source for EOS

    Hi Jeep. I have a contract with Battlefront for a period of three years. We're currently getting close to the two-year period (it was released in November 2009). There may also be some third-party deals as well. While I don't have any particular problem transitioning to open-source, I want to make sure I'm not harming or undermining any of the other parties involved. So, transitioning the entire game to open-source* is unlikely to happen before November 2012. * I say "transitioning the entire game to open-source" specifically because it would probably be fine to release parts of it as open-source.
  20. Resync of PBEM games

    I'm carving some time out to fix some of the issues with PBEM. In particular, sometimes people email me because their game is not progressing and it turns out the game-events were downloaded incompletely. There's really no way to recover from that situation. I still don't know if that's a network issue or a server issue. Either way, I'm going to set it up so that the game will automatically delete and re-download events when they aren't accurately downloaded. There's a few other issues to clear up with PBEM game I'll address, as well.
  21. Printing

    Well, no. The analysis section of the Rules Editor helps when you're comparing a lot of numbers, though.
  22. Resync of PBEM games

    Actually, there is already a password system in place to prevent players from getting each other's events. Maybe it could use that same password. I should look into that a little more in a few weeks. I have some other projects due at the end of this month.
  23. Resync of PBEM games

    Ah, I see what you're saying. Right now, there is no way to resend all the data. This can be a particular problem if the host sends out the turn updates to everyone then crashes, since the client-players will get a turn-update that the host doesn't know about. And then the host will have to reprocess the turn (sending, yet another turn update to the clients for the exact same turn). I think I've seen that problem in some people's bad games that were sent to me. I had thought about writing exactly this type of function a while ago (I have some initial code in the game), but I never ended up writing it. The idea was to output a whole new *.game file for a player (although there could be some security problems with that, since the host could dump out a client-file for another player and open it himself to see what other players are doing).
  24. Missile damage

    In the rules editor, there is a "damage radius". If a missile has a damage radius, then it hits everything within that radius.
  25. Missile damage

    When a missile hits a group, it randomly hits one unit, unless it's an area-effect missile (I think nukes are the only ones in this category), in which case, it hits all units. When a missile hits a city, it will randomly target either the city or a unit inside the city. If it targets the city itself, then it has a random chance to apply damage to each of the individual sub-targets: population (deaths and refugees), in-production, or building damage. For example, a missile might have a 40% chance to damage the population, a 30% change to damage items in production, and a 20% chance to cause building damage. Each damage is calculated separately, so damage might be applied to none, one, two, or all three. Also, missiles will never target a unit they can't hit. For example, if a missile can't hit units, but can damage cities, then it will always be targeting the city itself, rather than a unit inside. On the other hand, if a missile has no damage-city ability, then it will always target one of the units it can hit inside the city.