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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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Ithikial_AU last won the day on February 5

Ithikial_AU had the most liked content!


About Ithikial_AU

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    Scenario Editor Junkee
  • Birthday 05/06/1984

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  • Location:
    Perth, Western Australia


  • Biography
    Playing Combat Mission since "Beyond Overlord." Lurking forums ever since.
  • Location
    Perth, Western Australia
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    Public Servant
  1. Some additional thoughts that could be done on top of Combatintman's initial idea, (from my own head scratching for my project, so perhaps more for a "Player vs AI" option rather than H2H): - Give the player say 3 attempts to clear each map. In their final attempt he is given a lot of heavy artillery/supprt to help push things along since you won't need to wrry about map damage carrying over in this case. - You could really design this campaign up to make it heavily time influenced. If the player takes longer in early battles by the time of the Map 4 assault the players who have ebeen able to keep to the 'operation schedule' would fight this in say mid-afternoon, while those that have fallen behind taking longer to clear Maps 1, 2 and 3 are forced to go into an urban fight in fading light. - You good do a whole regiment with multiple battatlions with one battaltion on each map. Whatever is left is pushed into Map 4 for the final fight. COmputer should be able to cope since the unit count won't be anywhere near 100% by this stage. Alternatively you could have a 'decision making' scenario before the player commits to Map 4 stating do they want to use their North or South based forces to push into Map 4. You could do this between each engagement on Map 4 actually so the player can pick what forces he thinks are best suited to take on the final assault at that time. Ideas, ideas, ideas...
  2. Part 4 in the video series is up.
  3. Ensure the exit zones are thin and narrow along the friendly map edge and don't overlap them with the deployment zone otherwise players can mistakenly deploy units that will immediately exit. I wasn't aware of the H2H angle when I posted above. I think your solution will work from a strict VP allocation standpoint, however you can't force a player to exit "X" Unit by "Y" time within a single scenario. If this is just one big scenario with successive waves I think players will just game the system and go for broke trying to overwhelm the enemy with a total of four waves of forces, ignore the exit objective to try and crush the enemy with a overwhelming mountain of forces. If the enemy surrenders it's total victory regardless if any forces exited. Once the players hit the big red button for the first time it's completely out of your hands how a players will react. Honest ones will play as intended but it's impossible to control for.
  4. Part 3 of the video series and the first one looking at a detailed aspect of my map. Hedgerows!
  5. I'm guessing you haven't seen my thread on pretty much the same type of project. More videos incoming soon. Beat me to it. It should be pretty easy to do this. To be doubly sure assigning a VP allocation of '0' for all player units to ensure no levels of victory are determined by the units exiting the map. You can still use the Casualty Parameters to model in a threshold of casualties the player shouldn't go over. Suggest testing a few victory point allication patterns with the little Excel workbook I made for just such a thing. http://cmmodsiii.greenasjade.net/?p=4236
  6. New file at the Repository: Joe's Bridge (2014-11-11)

    Saved games? Usually going over at a 'move' speed and one at a time does the trick. I think it's something to do when their's a traffic jam and one vehicle has to auto pause for a two seconds or so to let the vehicle ahead of him proceed. But that's only my observations. I hit the bridge bug over Chrissy and @IanL took my 'statement' and save game files. Maybe BF behind the scenes are still looking into it?
  7. Waffen SS uniforms

    First and foremost take a look at the BMP file you've dloaded to see if the texture itself is in a lower resoltution. Some mods do this to lower memory size. Also check your graphic card settings. You can tweak some of these settings (no guru... I've forgot which ones at the moment) to sharpen in game textures. I assume most of us have Nvidea cards, if so go to the Nvidia Controller and you should be able to tweak settings for each CM title installed. Since it's the same engine whatever works for one game should work for the others. A long thread but lots of good advice and ideas for settings over the years:
  8. I haven't taken a closer look at the dloaded file yet but noticed you say on CMMODS there are different seasonal varieties for each divisional portrait. Mod tagging works for the UI interface just like any other in game graphic. With the hard coded mod tags already used in this game like "snow," you can tell the game to automatically pick a certain unit portrait based on the weather codition (and possibly season...) with the use of these hard coded mod tags. See back of the game manual for these hard coded mod tags. While testing JuJu's UI mod for CMFB we worked out this was a suitable workaround for having different portraits in that mod. There was a brief mention of doing it for the whole UI, ie having a snow dusted version whenever the player was fighting in snow but the idea was dropped due to a mix of workload and early testing showed it was difficult to get it to "look good." Just a thought.
  9. Kharkov Map Sneak Peak

    Seeing that grey panzer makes me wish for early war CM again.
  10. Thanks @Combatintman. I agree that the lack of persistent map damage between engagements is one of the biggest problems still to be overcome. However being largely in a rural area with not many buildings it's a bit safer than some other options on the list. A few ideas to get around it so far (not set on any): - Limit the player to small caliber mortars for on and off map support. Appropriate for the type of engagement the player is fighting and minimises terrain damage but also drops the 'fun' factor down a bit. - The Germans become the "Artillery Battalion" in support. Tank control of high caliber off map support away from the player. Give the Germans similar caliber off map support and have them shell predisposed positions with AI plans. Map can be adjusted between these engagements since I as the designer knows what's going to be targeted. However again, drops that fun element for the player. (And don't look too closely at the direction of incoming rounds). - The heavy support occurs between missions and the outcome of which is simply stated in the briefing. Map is adjusted by me as appropriate. Again no fun for the player. Another positive with all three options is I can control the impact of the heavy weapons and the player can't rely on simply blasting the Germans to kingdom come to achieve a victory. The player will need to engage heavily with on map forces. The additional problem, potentially on par with terrain damage, is the limit of two outcomes per engagement. The Win or Loss restriction. Having a third option would allow me to build in a "Total Loss" rule where if the player were to drop below 50% of their starting forces it's a campaign loss as their battalion is pulled from the line without completing their objective. This would force the player to constantly be mindful of their overall casualties while pushing across the map over time. Unfortunately I can't build that and allow the campaign to progress as intended. I already need both of the possible outcomes! Sadly at this point the terrain damage problem is probably a bigger one for where a concept like this could lead. Bigger and urban maps. On the train into work I fleshed out an idea for the upcoming CMSF2 release but it's just not going to work. The fictional end to the conflict depicted in CMSF2. A gradual push into the streets of Damascus to draw out, kill the enemy and end the war with a multinational task force. Unfortunately it's just not feasible without the modern 'toy box' of heavy weaponry and that means leveling a few buildings, which you want to remain leveled between battles. As someone who's already been through a construction project as a client, no building company is that good.
  11. Barbed Wire

    I think thats whats driving this. There's a lot more natural scope for the modern titles to be used more as sandboxes compared to the WW2 titles, which naturally lend themselves to creating more historically plausible scenarios. Having the variety of units available in the editor/QB's gives the player a great sense of freedom in this regard. Oh Australia is certainly eyeing off an invaision on New Zealand. I mean if we lose to them in the Rugby again... well what other course of action is left open for us?
  12. Happy New Year's Day! 2018 look ahead

    I think it was discussed quite some time ago so who knows if it has been revised but I was under the impression there would be a Commonwealth module to cover the existing October 1944 - January 1945 timeframe (Scheldt campaign, Antwerp etc), and then followed by a second module that would cover the final months of the war between February to May from all sides. (Crossing of the Rhine etc).
  13. M4 & M4A1 gunnery optics surprise

    Would this be a timeframe issue in terms of CMFI? I'd assume something like this would have been addressed by the American Army prior to the Sicily landings, particuarly if they discovered the problems with the Sherman in Tunisia. Still would be a good thing to model in any CM: Africa game. Commanding the green/troubled US Army in it's first major deployment in late '42 and early '43 would be quite interesting for us Armchair Generals I think.
  14. Actually I am expecting the full Battalion to be on the map for each engagement. It's up to the player to push what forces of his he wants forward and keep the others safe. The only exception would probably be for the opening engagements when the player needs to get some 'breathing room' before the main push. Remember the Germans are on a Master OOB file as well so any losses they experience will carry over as well. A few years ago over the the FGM Odin and I actually tried something very similar. Four players with me as the umpire. It fell flat right after the first series of engagements. The organisation of multiple OOB files which the players wanted to mix around to suit what was in front of them made it a total nightmare fore the third umpire. Granted we were using CMRT so the Soviet OOB didn't help the 'staying sane' matters. The map work was actually alright but you always run the risk of upsetting a player who may have been targeting specific building on purpose in one engagement to deprive the enemy of it for follow on engagement. It's an awful lot to track even for a Battalion level op. Not thinking H2H here though I could release the individual scenario files which would let a multiplayer fight to occur with a third party umpire... or between two very honest opponents. All you'd have to do is prep the next scenario (time wise) with some map damage and adjust the OOB accordingly before loading it up. It would all be contained in the one file. Well aware of that limitation which is why the on map supply dumps could be an option. I don't mind using the campaign script replenishment settings and do plan to but it won't be very high for anyone between each battle. Over time and multiple engagement you want to feel the problems a front commander would be feeling as his forces engage in protracted combat. I think they changed it with 4.0 to be to a flat percentage across the core units where before I think it was a percentage chance that unit would be replenished. The former makes this a lot more workable. Breaking up the organic unit and having them on the field at different engagements makes this whole excercise ten time larger in terms of prepping individual scenario files so at the moment isn't preferable. An OOB is an OOB, it's something I think designers need to work with rather than avoid or try to work around. The only 'fix' for avoiding the tedium for the allied player is to have a mid point set of objectives where once these are taken the campaign script pushes the Allied deployment zone forward and the Germans pull back. As outlined above, campaign scripts affect all core units not only specific ones the designer wants. If I want to have full control as a designer I'd need to add the unit in for each engagement on top of the core unit file and set it's head count and ammo manually. There is no way this unit is tracked between engagement however. Yes I do remember that tool when it come out. Some in the community mixed it up for my little record keeping excel file I do. It would be a great tool for a third umpire for a H2H option to help adjust battles before the next engagement begins. That's good to hear! Always try something different. Thanks for all the comments so far everyone. Keep them coming.
  15. And a rough mock up to show how the campaign progresses. Using the 'clear right flank' option first before progressing to clearing the map. Follow the arrows.