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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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About wham

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    Junior Member
  • Birthday 07/28/1989

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  • Location:
    Tampere - Finland
  1. I did a bunch of tests and ended up setting all visual settings down to "balanced" and turnin on "simple trees" and disabling shaders. This made the game significantly uglier, but made gameplay much, much smoother with the game now almost never dipping below 55 fps. Not an optimal solution and I sort of feel like all the hard work the devs put into making the game as visually detailed as it's supposed to be is going to waste, but at least I can now play without major issues.
  2. Sorry, I should have been more clear. Once I set the visual options to "balanced" and got the FPS to stay above or around 30 at all times, the input lag issues also subsided for the most part. However, even when playing tiny scenarios, such as "Opportunity Knocks", I still get frequent drops in framerate to around 25-30 FPS when I zoom in and out. I set the high priority process on, but that doesn't seem to do anything as far as I can tell. CPU use remains at a stable 16% throughout play and doesn't really go up or down no matter what I do. Reading through the past threads, it seems I am in a minority when it comes to performance and most others seem to enjoy far smoother experiences.
  3. I did the profile as instructed in your first link. About 40 fps in "Duelling Shaskas" and 25 fps in "Brutal". I then dropped the in-game quality to "balanced" and got to between 50 and 60 on both maps. Improvement, but I'd still expect it to run better. Will keep testing different settings etc.
  4. I got a new rig not too long ago and installed CM:BS on it, expecting it to run fairly smoothly now that I had a rig with enough power for pretty much anything: Specs: MB: Asus Z170 Pro Gaming CPU: Intel i7 6700K GPU: GTX 1080 RAM: 16GB 2666Hz However, when running CM:BS on high end of the visual settings (I tried the duelling shaskas -scenario) the game ran terribly to be perfectly honest. If not zoomed in on a very narrow strip of land, the game ran at between 15 and 25 FPS and suffered massive input lag that made using, for example, the shift-click-drag selection tool impossible. Several times I tried to turn the camera and wound up overshooting my intended movement, which is a fairly big issue in real-time gameplay. Question: What kind of a rig, if any, should be able to run CM:BS on high settings and what sort of performance are others getting out of it? I'll be trying out lower graphics options when I get home from work today, but I'd love to hear other people's experiences and tips on getting the optimal performance out of the game. Cheers!
  5. This may just have been the nicest thing anyone's ever said about my videos! Thank you! Just released the second part of the battle with the last part coming up in a week. (Don't worry, I won't be spamming here every week.)
  6. Yeah, it takes quite a while to make a video, which is why I am only releasing video of 10 minutes of gameplay per week. Leaves me time to do other stuff as well.
  7. Adding in my two cents here in the form of this: Basically I am playing a short PBEM game with a friend and documenting the game, dividing it into 10 minute segments of real-time gameplay to make editing easier. The video has my cheesy voice doing commentary and shows both the top-down map view of the battle as it progresses as well as snippets of closeups whenever something noteworthy happens. I'm posting more wargaming stuff (mostly combat mission games) every wednesday if I can edit the materian in time so feel free to check out the other videos if you like Combat Mission 2 as well as Black Sea.
  8. Howdy! Wonder if anyone still reads this old nook of the forums...? Oh well! A friend of mine and I dusted off a bunch of scenarios and operations we found in the repository and I decided to start documenting them as we play. So far we've played 3 battles and I've had time to edit and upload one, with the other two still in the works. You can find the video (and future videos as they become available) here: https://www.youtube.com/playlist?list=PLMlwRIGughJ8o4pEI57SklD0OcTnEKIt9 Feel free to send suggestions, feedback and other ideas my way! Also, we are planning to do something similar with CM:BS at some point in the future as well! WHAM out!
  9. Just started a bew PBEM battle with a friend, so new pics are coming in a steady drip. I'll add a small box at the end of the posts that contains a short english version of each post, so you non-Finns can get a rough idea of what's happening. *EDIT: Added the english translations to both of the blog posts for this latest battle. Hope you enjoy.
  10. Thanks! I am considering adding the text in both finnish and english (maybe two blogs, side-by-side, who knows). Will have to see when my next game starts.
  11. Hey everyone, this thread is shameless self-promotion, so move along if you dislike that. Since I know that there are quite a few Finnish fans of the Combat Mission series, I began to write my battle diaries in finnish. You can find my first posts, for a small incomplete battle, here: http://cmwham.blogspot.fi/ I intend to do more and already have a PBEM game planned, which I intend to document in the blog. So in short: if you like to read Finnish text and see pretty pictures of Combat Mission Black Sea and Combat Mission Barbarossa to Berlin, step right up! Regards WHAM
  12. Hi everyone! A friend of mine and I played 2 bigger games in the last couple of days, and we realized that killing the latest T-90 or the Abrams seems next to impossible. Now I am wondering if this is caused by player error or if these tanks truly are so hard to kill. Below are short descriptions of two battles we had with tanks in them. T-90 We played a quick battle, with me defending 3 towns as Ukrainian infantry, armed with copious amounts of artillery support, RPG's and ATGM's. My opponents had to cross one of 3 bridges to attack my towns, and I also placed plenty of AT mines near the bridges. He picked his force out of almost pure T-72 and T-90 mix, totalling almost 20 tanks, with only a handful of infantry. The mines did nothing, as his tanks simply rolled over them without a single detonation. Artillery was completely useless, for obvious reasons, against moving armor, managing only to immobilize a couple of vehicles. The ATGM's did nothing, save for killing 2 of his Tunguska's. The MBT's used smoke, APS and reactive armor to survive all ATGM hits. Additionally, the tanks identified the ATGM launch sites with pinpoint accuracy, killing the ATGM units before they could retreat after firing. Finally, as the tanks rolled into the towns, I managed to score a handful of hits with RPG's at close range, eventually destroying a few of the tanks, but the MBT's simply blew my troops out of their buildings and hideouts with concentrated cannon fire whenever my troops opened fire. I tried keeping my troops in "hide" -mode, but the tanks seemed to spot them relatively easily despite this. In the end I had to surrender in order to avoid complete annihilation of my defenders. Abrams We played one of the pre-made battles, cannot remember the name of it, but it's the one in which US forces must attack Russian forces, crossing fields, then a river and finally occupying a town at the edge of the map. My attacking US forces had a number of Bradleys and about a dozen Abrams tanks, as well as artillery and air support and drones. The defending Russians had well-hidden T-90's, Tunguskas and plenty of mechanized infantry with BMP-3's. At the start of the battle I put the drones in the air and immediately got my eyes on one of the T-90's hiding in some trees. An advancing Abrams swiveled around and single-shotted the T-90 before the poor Russian crew had even a chance to realize they had been spotted. With a combination of drones spotting Russian vehicles hiding in trees and between buildings, and a spotter dropping excalibur precision shells on them, and the advancing MBT's killing anything that dared move, I was able to advance almost completely unopposed to about halfway across the map. Only the enemy AA was being effective, downing one of my drones and both of my Apaches with ease (this was carelessness on my part, I did not identify the source of the AA launches and failed to order the heli's to retreat). I lost 2 Abrams tanks to carelessness, as I had advanced through enemy positions, thinking they were neutralized, when in fact scattered infantry armed with RPG's was still present. The infantry managed to score penetrating hits on the rear of the Abrams tanks. Bradleys and infantry cleared out the trees and I was able to continue. At around this time I was reinforced with a further 8 (!) Abrams tanks and a dozen Bradleys. As in the previous battle, the Abrams were well protected from ATGM's by reactive armor and APS, which resulted in zero ATGM hits on the tanks. Enemy T-90's only managed to get off one or two shots before perforated by the Abrams cannon fire, and most of the time the advancing Abrams tanks were able to spot and kill the T-90's before they even spotted the advancing tanks. In the end, I pretty much wiped the map clean of Russian forces, while suffering only the 2 destroyed Abrams tanks, 3 damaged tanks and a handful of damaged or destroyed Bradleys. The scattered survivors surrendered. -------------------------------- With these two battles the score seems clear: tanks are immensely effective, at least until they are forced to enter a dense urban environment. What is the correct way to kill MBT's? ATGM's and even close range RPG shots seem to be well handled by the APS and reactive armor, so these tanks seem almost impervious to attack (as, I am sure, was intended in their design).
  13. Hello everyone! Been greatly enjoying Black Sea, but last night a friend of mine and I played a quick battle over TCP/IP (using Hamachi to facilitate the virtual LAN connection) as we often do. After about 30-40 turns of gameplay, we noticed a few issues: - My friend (red force), the host of the game, was seeing his turn time stopping late. When the timer should have stopped at 50 minutes, it instead stopped at 49 minutes and 50 seconds or similiar number. - On my side, the turn time stopped early, for example, at 50 minutes and 3 seconds. - As turns went on, the time difference increased irregularly - Additionally, on my end, the turn animation was jittery and slow, as if the animation was dropping several frames at a time. My friend noticed no issue with the animations. Eventually, after a couple of mismatched turns, the game halted, with both players having clicked "continue", but with the game not advancing. We saved the game, reloaded the save, and managed to continue the battle for a few more turns, before the game stopped advancing again. After a few attempts we gave up, with the battle mostly decided anyway. Is there anything we could or should do to avoid similiar issues in the future? What could have caused the issue? I have stored the only save file we kept in my dropbox, at: https://dl.dropboxusercontent.com/u/65381625/desync_save_17_02_15.zip -Tomi Kähkönen WHAM Finland
  14. Hello! New to the forums, veteran of the older Combat mission games. I'm having a spot of trouble with the Combat mission Shock Force (Paradox version) and was hoping that someone has an idea as per what to do. I have already installed the latest update, and when i check for updates, the website tells me that the game is up to date. The the terrain texture changes to black a certain distance from the camera. By fiddling with the graphics settings (ALL of them, altering the 3D Texture quality has yielded minor results) I've sometimes managed to make the distance of the normally drawn terrain texture to cover most of the first campaining mission map. On other occasions, the distance is about ten meters. The distance to the black texture also changes some times when moving the camera around. (I tried to get a screenshot, but print screen + paint shop pro gives me a black image altogether) Any ideas? If you guys need any more info about anything, ask away. I got this game to work on my old PC, loved it, and would now like to get it working again. Any and all help is extremely welcome. Hardware: GeForce 8800GT 3Gb RAM (DDR2 800Mhz) Intel Core 2 Duo E4500 Asus P5K Motherboard OS: Vista Ultimate 32bit Thank you, in advance, for all replies. -WHAM