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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

Broadsword56

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About Broadsword56

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  • Birthday 12/29/1956

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    Steam ID: Broadsword56
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    Bay Area, California, USA
  1. Another reason for a centralized Forum...

    IanL, please try the tests in 4.0 with fortifications like trenches and foxholes, and then pound them with HE and small-arms fire and see how fast even good troops flee their good cover. Buildings are likely a separate issue altogether.
  2. Another reason for a centralized Forum...

    This. None of the new content means a thing to me until I know I can enjoy playing the CM titles I already have. Reluctantly, I've shelved them and gone back to board wargaming until I know the documented problems with 4.0 have been fixed. But I still have hope and keep an eye to these boards to check back from time to time. Any bones for us in this area?
  3. CMRT TacAI Engine Comparison

    I think you both nailed the problem. Any guess as to how long we will have to wait for salvation?
  4. CMRT TacAI Engine Comparison

    ...and some foxholes and bunkers too, please.
  5. CMRT TacAI Engine Comparison

    So happy to see this thread, the seriousness with which BFC is taking the issue, and the chance of a fix eventually! As someone who's devoted many hours to CMx2 and has played it devotedly since it first came out, I don't criticize it lightly. But this displacement-out-of-good-cover bug broke the game for me since 4.0 came out, even when using HIDE and permanent pause and every other workaround that's been mentioned. And I play exclusively 2-player PBEM, so this is not a bug that only bothers those who play SP against the AI. This has been THE most realistic WWII tactical wargame in existence for the better part of a decade now. So it broke my heart to see what it's become now, and it was only with great reluctance that I finally put CMx2 on the shelf while waiting for this fix. And when it is fixed, I'll be celebrating and ready to jump right back in. I just hope that day isn't too far away.
  6. This is just what I needed, Mad Mike, thanks. Now, if I map anything involving September 1944 in this vicinity, I can check to see if it's already within your area and where it is in relation to your area. If I do anything I'll mention it here to keep you posted. Here is your map boundary superimposed on the boardgame play area, overlaid on Google Earth.
  7. Battle for St. Lo

    LLF, I'm sure an eventual fix to the tac AI behavior in fortifications would also make possible your awesome Dien Bien Phu mod -- which I was sorely disappointed to see shelved. But you were right to shelve it if the game's limitations make a realistic battle of that type impossible.
  8. Battle for St. Lo

    I've since heard through the grapevine that BFC are actively working on a fix -- it's just not clear when we might see it. In the meantime, I'm thinking there might be a way I could still enjoy CMx2 while waiting if I play something involving more meeting engagements and mobile forces -- I'm following the efforts of the players making content for an Arracourt pack, for example.
  9. Cheers, mate! Much appreciated.
  10. Thanks for the update, Rinaldi -- but I wasn't asking for the scenario, just the geographic coordinates of the area or areas you've mapped so far. I wanted those so that I don't end up mapping any of the same areas and duplicating your work. If you don't know or can't share that, then please just draw your map boundaries on the jpeg I attached on my earlier post, and that would still help immensely.
  11. (Bump) What's the latest on the Arracourt project? I'm interested in it particularly because there's a new board wargame (Patton's Vanguard, by Revolution Games) that look like it would make a good operational layer for managing a campaign and generating battles. There's a VASSAL module for Patton's Vanguard out already, and downloadable PDF rules are expected to be available in August. I've attached a screenshot of the boardgame map to show the area it covers. Mad Mike: If you have them, can you specify the Google Earth coordinates of the 4 corners of the master map you've made (or are still making)? I'd like to overlay it on my Google Earth to see the boundaries of it, and then I might make one or more additional master maps that could adjoin it or accompany your content farther down the road. (Obviously it would take some 25 master maps to encompass the entire play area of the boardgame -- so what I usually do is wait and see where battles are going to happen, then make maps for them as I go)
  12. Battle for St. Lo

    One particularly good thing about the Saint-Lo campaign and hedgerow fighting: The compartmentalized nature of the combat in that terrain makes it particularly well-suited to CMBN, since it lends itself easily to smaller maps and smaller-unit actions. When I made my map for the British sector at Fontenoy-Le-Pesnel, visibility extended all across a brigade front. So it would have been unrealistic to restrict the map and battle scale to some smaller sub-unit in such an open area.
  13. Battle for St. Lo

    Hope you do, LLF! Even so, my master map and yours cover a good deal of the Saint-Lo campaign area already. I've shelved CMx2 until BFC gets around to fixing the tac AI that I feel they broke when they released version 4.0 (infantry fleeing unrealistically from perfectly good fortification objects like foxholes, trenches, etc.) I pop in here occasionally to see if there's any sign of a fix, but haven't seen anything to give me hope. :-(
  14. CM games I'd like to see

    @John Kettler You're the only person who's ever commented on my Larry Storch-as-Cpl. Agarn avatar -- and quite likely the only one who's ever noticed it and recognized it was an "F Troop" reference! Few under 55 would be likely to get it, so we're dating ourselves here...
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