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Posts posted by mirekm61

  1. I see only happy people, no problems. The last computer hardware updates are December 2017. Now I have : AMD Ryzen 5,  mainboard  B350 Tomahawk, 16 GB RAM, GF GTX 1060 3 GB. Problems appeared after installing patch 4.01. Graphics card updates are downloaded automatically.
    Interestingly, I did not observe these problems in CMSF2 but I play relatively little.

  2. Hi

    In CMx2 I play from the very beginning and a lot, a few pbem games at once. However, now there are problems after new patches 4.01 and 4.02.
    The crash game has often happened in CMFI today, two times while watching a movie ( two different games)
    All CMx2 ( BN, FI, FB, RT) crash when browsing maps in the editor.
    This has never happened, there has been no failure over several years. Recently I did not exchange equipment on my computer.
    Does anyone have similar problems.


    13 hours ago, IICptMillerII said:

    Additionally, was this PBEM already in progress? As in, you were playing the PBEM on v4, then you patched the game and continued playing the PBEM on patched v4? It is well known that applying any type of patch/upgrade and then trying to resume a saved battle may result in some odd behavior.

    yes, we started on version 4.0, I can share my files.

  4. With Weapon2010 we play pbem is the same game as he presented. My infantry also likes to shoot their tanks.
    Infantry with the order of movement, the position of the tank already known in the previous round. It's probably not a coincidence, the new installation would only help, there is no installer with the last amendment.

  5. Yesterday I posted a movie with a strange behavior of panicked infantry in CMBN, today I decided to reinstall the game ( new installation  with patch 4.01) and  now everything is ok.

    Infantry behaves as it should not run aimlessly or towards the enemy but seeks shelter fleeing from the enemy. I wonder if other games should be reinstalled too. 

    Thanks to the team BFC returned the desire to play 😄.


  6. Where you can report bugs in the new patch, a few appeared.

    - pioneer section of 8 people who occupy two tiles, a blast order tearing down the bocage we also have two tiles as for the order of movement.                                                                   Demolition is random one of the tiles but 3 loads are consumed with 6 remain 3, the next demolition worn 2.
      When sharing the demolition section it looks ok only demo charge is divided 6-0, 4-2 but never 3-3.

    Next bug


    when you load a map in a scenario editor, a crash is very often, it never happened.

    The behavior of the panicked infantry, crew is also strange, running towards the enemy, which location is known to them.



  7. I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.



    Hulldown Command

     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.

    Improved Infantry Spacing

     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).

    Peeking Around Building Corners

     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle

    AI Proactively Avoids Artillery Fire

     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.

    Combine Squad Command

     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.



    AI Area Fire Orders

     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.

    AI Facing Orders

     Each AI Order can be given a location for it to Face towards.

    AI Withdraw Orders

     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.

    Campaign Resupply

     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.

    3D Flavor Object Clone Tool

     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.

    32 Order AI Plans

     Each AI Group can now have up to 32 orders, increased from 16.

    Stream Terrain

     Small streams can now be placed on battle maps.


  8. 4 hours ago, IanL said:

    Actually you should be able to play with all your contents. If you both have fully patched installs then both machines have all the models etc so you can pick from your available forces and so can your brother.

    That is how it is supposed to work.

    It does not work like that. If you buy something from a module that does not have a brother, it will not open the file.

  9. Artillery from outside the AI map can only be brought in the first round. This is a serious difficulty in the scenario. Let AI use artillery during the scenario
    - artillery must be on the map (mortar, cannon)
    - the observer must see the enemy and have contact with the artillery, preferably radio. After a few minutes the area will fire.
    This is to be done.
    You can also enter units with the order to fire the area.

  10. In this scenario, it was hunting turkeys, for one reason the attackers had too little support. Only 2 x stug and no artillery, let's say 150mm artillery for axis and two panthers more then it would be a challenge.
    This scenario was bigger than the others, what he did not work out for good. He was just the weakest. I always said that small is beautiful.                                                             I am waiting for the next challenge.

  11. You have made a very good scenario, for me it is difficult. After a great effort, a draw was achieved, but the result could not be saved (missclik).                                                                              So I decided to play again and again it was hard (next plan AI). The village was taken care of but the losses were enormous.


    The first game.
      A cannon behind the city with a good field of fire. After 20 minutes of fire from both HMG crews escaped, however, the gun was shot several times and I had several dead.

    The second game
    Cannon in the city I thought that a bad idea, but it will come extremely difficult. Well placed MG effectively prevent its firing, and every shot even inaccurate is very dangerous.
    Thanks again for the great scenario.
    Maybe I'll play it again and publish the result.

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