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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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  1. Decided to make a new little test because why not. CMBN 3.12 this time. This time range is 360 (closest squad)-400 (farthest squad) metres and US infantry platoon without bazookas are against a stug (all reg, 0/0). Infantry is spaced along 400 meter wide flat map. 3 scout teams are detached and ordered run laterally. Stug is again buttoned and no orders given but driven back at 360m when reversing after loader dies . And here are the results for 10 runs: Run 1: Turn 5 loader and commander died Run 2 Turn 6 loader died. Scout teams died, end of the run, commander survived Run 3: Turn 4 loader died, turn 6 commander died Run 4: Turn 3 loader died, turn 7 commander died Run 5: Turn 4 loader died, turn 9 commander died Run 6: Turn 11 loader died, Turn 16 run out of HE, end of the run, commander survived Run 7: Turn 7 loader died, turn 9 commander died Run 8: Turn 5 loader died, turn 10 commander died Run 9: Turn 5 loader died, turn 6 commander died Run 10: Turn 5 loader died turn 6 commander died Even at around 400 metres stug is eventually knocked out of combat (loses ability to fire after 2 crew losses) by small arms fire. I can understand loader popping out and firing at the enemy close range. But at 350-400m despite player given buttoned order?
  2. I made a quick test in CMRT to the stug roof mg behavior. A flat map with a single buttoned stug (mid) and 4 soviet maxims in trenches. Range is 260m and the mgs are placed in front right and left of the stug (little less than 45 angle). First I gave no orders and nothing interesting happened. The stug took some time to detect the maxims and then opened up with main gun. Then I decided to wake the stug with some movement. I gave lateral quick order to two teams from left to right and vice versa. Two maxims are going stay in trenches. Now the stug spots the moving teams and engage. I noticed that if the traverse of stug's main gun runs out due the enemy movement, loader will use mg. And then at these ranges he'll take a bullet the from maxims in the trenches. I ran the test around ten times and two times in a single turn the stug lost both loader and commander to the maxims. A couple of times the stug managed to kill the running teams but most of the time it did lose the both crew members in a few turns. This was a very quick test and it would be interesting to test different ranges for example. The decision to use stug's mg seems to be logical as it seems to happen when the main gun traverse reach its limits. But I feel that the range to open up with the mg when buttoned could be looked at. A very gamey plan to kill a stug would be running a scout team laterally and then take it out with small arms fire.
  3. Just tried the demo scenario. I find the stug behaviour frustrating too. I lined up stugs 300m from the town and ordered them to button down. A little later instead of safely engaging solely with main gun, loaders pop up with mg and get greeted by a hail of bullets (and casulties). I quit the scenario. I believe this suicide stug thing was introduced with 3.0. engine. Before that they obeyed button orders better.
  4. Out of curiosity I decided to test the 3.12 patch and I too noticed that Priest is missing in QB just like User100 described. I have the base game + CW + MG (NO VP or BP). Edit: Tried to set US force type to armor and selected automatic purchase -> crash
  5. Operation Tumbleweed

    Regarding the screenshots, they look great, but I've noticed that some of the models (i.e. king tiger) are missing radio aerials. They look a bit naked when sided with a vehicle with aerials .
  6. I have experienced the 26% crash in SP three times. One in a stock scenario, started in 1.02, one in the german campaign, started in 1.02 and one in the soviet campaign which was started pre-patch. Saves available if needed.
  7. Very disappointed to hear that . I'd like to upgrade CMBN too but don't want break the game with upgrade.
  8. Patch Status

    I'm curious about the patch status as well. The game has been on hold for a while because of the 'troops can't go inside bug' . I just tested the demo and the same bug still exists.
  9. I'm experiencing the same problem. Tested with both test scenarios and the troops did act as you described. My specs: Intel core i7-3610QM CPU @ 2.30 GHz 8gt RAM Geforce GT 630M (335.23 drivers) Win 7 sp1 Fortunatly the second mission of the Soviet campaign doesn't feature single story buildings