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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

N3rull

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About N3rull

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  1. No, oil, no move

  2. No, oil, no move

    IIRC the tutorial mentiones that lack of Oil hampers your mechanical units' movement. It's also in Game Manual -> Basic Game Concepts -> Resources -> Oil. Either way, once you know this, you'll know that a fat red field behind your resource counter means trouble. As for your suggestion of deleting orders that would not be handled due to lack of oil - it would make matters much worse. Think about it: 1. You see a red Oil counter. You go to open market, buy oil, voila. All your units can move again. If your suggestion passed, you'd have to reissue all orders again, because they would have been deleted as invalid as soon as the game noticed that you won't have enuff Oil. 2. You have 112 Oil and your indicator says that your dozens of units will consume 109.8 until next turn, so no red indication yet. You click next turn, but sadly, a group of your tanks was set on "Attack All Enemies" and entered a pursuit after an enemy unit that was passing by, using up 2.3 Oil. So, right before the turn ended, your Oil counter hit zero and stopped all your units in their tracks, delaying their movement by some minimal amount of time. On the next turn you notice the problem, buy the Oil and your units are on their way. If your suggestion passed, you'd have to reissue orders for dozens of units yet again. IT WOULD BE THE ULTIMATE, EPIC PAIN IN THE .... Seriously - just remember the simple rule of thumb "RESOURCE INDICATOR RED === NOT GOOD" and you'll be fine. PS. A COMPLEX game like EOS can NOT be made so that a player always has it printed in front of his eyes that something's going on. You'd have to close 100 pop-ups every turn.
  3. since ships can do it... can plane too?

    Uhhh... unless Brit messed something up in the patching process and it no longer works, planes could do patrolling without much problem. Select a plane, use CTRL+rightclick to give it a path for your patrol. Make sure it can get back to base after it finished all your orders. When you're done setting the path, click the Repeat Orders button above the main map area (the yellow "recycle"-like button). Your plane should repeat the route you've given it every turn thereafer. Be informed though that there's been some erratic behaviour here in the past. Sometimes the planes refused to repeat the orders (the repeat orders button was pressed on the next turn but the plane had no orders anymore). I don't know to what extend this had been fixed.
  4. Empires of Steel - Whole Game Replay?

    Remember to SAVE YOUR GAME AFTER YOU GET THE VICTORY/DEFEAT SCREEN. If you do that, you will save a game replay. If you don't, you're not gonna be able to view the game at all, unless you reload a save game and bring that game to an end. (that's how it worked in the demo anyways)
  5. it would be cool if it had this feature.

    Money is automatically produced if the city is unoccupied at any given moment. For example, if you have 0.9 turns left for that shipyard and you will click battleship on the next turn, the city will automatically switch production to making money during the 'wasted' 0.1 of a turn. Clicking "money" in the production window only ensures that the city doesn't pop up as needing orders each turn. The city would be making money anyway. That's what it was in the demo anyway.
  6. Placed an order

    When it's ready * * - © Blizzard Entertainment 1990-Soon ; All rights reserved. ;p
  7. AL tweaks

    - from EoS startup window
  8. AL tweaks

    How about this: If all cities on an island are controlled by one AI, this island is considered its territory. The island and the neighboring seas up to 30 (or so) units away from the island are considered restricted. Like this: Now: 1. All aircraft and ships (except EMPTY transports) already inside that are not allies to the owner are given 6 turns to leave, or else This means WAR!. 2. Only EMPTY transports may enter this territory. They may also create pick-up points (yellow circles) on that island. 3. All ground units are "frozen" (i.e. can't move - if they do, This means WAR!) with only one exception - they can be given an order to enter a transport. Once on the move to the transport, they cannot cancel this order. If that order is cancelled once the unit moves, for any reason This means WAR! 4. The moment a transports picks up all units that were going to board it (of course, unless it becomes full first), it is subject to the "6 turns to GTFO" rule. 5. Any unit that was not inside this territory and trespasses in is given 2 turns to leave, or This means WAR!. That parole lasts for full two turns (i.e. leaving on the first and reentering on the second means WAR! as well). 6. If a unit (except empty transports) enters the territory while another is on its 2-turn parole (already in effect, issued in one of two previous turns), the owner AI considers this an invasion - This means WAR! 7. Undiscovered "stealth" units are not noticed (i.e. subs that don't sail too close to destroyers/cruisers/cities with Radars & radar-invisible aircraft that don't enter a unit's view range etc.), but all normally visible units (everything else) are given paroles regardless of whether there is anything out there to notice them or not. ------------ PS. all this above can seem sophisticated, but in fact it can be contained in three one-sentence rules (for tutorial/general help purposes): I. It's our land now - leave as soon as possible. II. If you're not our ally, you're not welcome back. III. Do otherwise and This means WAR! And this is more or less how it would work.
  9. demo players online

    duh... when you're talking of time on an international forum, you ought to mention the time zone as well - most people won't bother to look up your location and quiz out your timezone. I'll do it for you though. The guy, as myself, are now @ GMT+1 (CET).
  10. AL tweaks

    Declaring War means all of the target's units will want to smash your face in as soon as they see you. Sneak attack means they'll be blind and deaf except those units that you specifically targetted for having their own faces smashed in. Those retaliate. On the next turn you're all in proper war. The biggest problem for the AI is, I think, the transports - transports take long to build, move slowly and die fast. The AI just can't figure the correct ratio of transports/units_waiting_for_transport and is caught with pants down when someone (e.g. another AI somewhere the player doesn't see) sends the poor lad's handful of loaded ships to the sea floor.
  11. Freezing

    sometimes the game does seem to freeze. My own remedy is the Windows key twice to bring up the Start menu and close it. The game always became responsive after that. Maybe the freezes are evolving
  12. Locked ships

    I added a post about loading ships. I can expect myself to make another MSPaint abuse about it when I'm back home.
  13. AL tweaks

    I agree. I just don't know what AL is.
  14. HOW TO: Use transports.

    <polite mode on> To load a transport out of a city, select the transport, right-click next to the shore (to create a yellow circle), then select a ground unit and right click the circle. <polite mode shell: critical error> <system overload. call 911>
  15. Locked ships

    This is just sad. 1 - rich's thread about ships getting locked down is RIGHT BELOW YOUR POST. I will NOT believe you could not find it. 2 - The transport "HOW TO" sticky is right above your thread. I will not believe you could not find it either.
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