Jump to content
  • Announcements

    • Battlefront.com

      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


  • Content count

  • Joined

  • Last visited

  • Days Won


Freyberg last won the day on January 14

Freyberg had the most liked content!

About Freyberg

  • Rank
    Senior Member
  1. Fire mission off target

    Spotting does seem to have become harder in recent updates, but that's OK - it's part of the fun...
  2. Fire mission off target

    Another factor is that he is a Company HQ, not an Observer team. I haven't had much luck with HQ as spotters teams myself, so I usually buy at least a couple of Observers.
  3. I've seen tanks firing with both MGs before, but at the same target (although I've never really studied it). I've never been able to get a tank with damaged turret weapons to target anything, or noticed if they use the bow MG on its own in that situation...
  4. Fury Movie Discussion.

    I didn't see it like that - I didn't find the killing of prisoners heroic, but horrible. However, things of that sort did happen. I took it that Brad Pitt's character was meant to be a screwed-up anti-hero with a lot of disgusting qualities. That disturbing scene with the German women reinforced that.
  5. Naughty or nice... here's some bones!

    Yes - I read that remark very carefully too
  6. OK This one is the best one so far. I've been fascinated by the idea of modern constructions as 'urban fortresses' (of the sort that so often seem to feature in news stories of war zones) - this one is based around a football stadium, but includes some rather robust apartment blocks and shopping centres (featuring multiple modular buildings to give them interesting interiors and make them difficult to destroy), as well as suburban shops and houses and some wide open spaces (such as car parks). I took quite a long time clearing out interior walls in the larger structures, making doors match up and so on. There are few structures where you have to blow your way through interior walls, and some of them (the stadium in particular) feature large amounts of open space, long corridors etc. which I think is realistic. I also spent several hours adding street lights and one or two other flavour objects (streetlights in particular make maps feel really immersive IMO). There are aspects I'm not quite sure about (I haven't play tested all the interiors, so I don't know how much fun they'll be). The zip file contains the master map and some of the slices - not all of which are equally useful (just playing around at the moment). Maps download: https://www.dropbox.com/s/7fk4g2xz9v43mi6/Stadium_Map.zip?dl=0 Apologies for rough edges - I hope you enjoy it Here are some images:
  7. Simple AI Wishlist

    Yeah - I'm not trying to do too much - I just want a slightly active defence. Having played literally hundreds of QBs (what I play most of), I feel quite sure changes of the sort above - none of which are particularly extreme - would improve QBs significantly. Reasonably often, QBs end because the AI defender does something completely daft, like a Panther turning its rear armour to attacking Shermans, or a tank sitting completely stationary for the entire game while I sneak up on it. The times AI works well, I think the designer must a genius at guessing what direction and timing an attacking force will take. Triggers are a great idea - but I firmly believe a little bit more should be added, which would make the AI enormously more satisfying to play. This is particularly true for QBs.
  8. Simple AI Wishlist

    I was testing CMBS - which seems to be a much quicker game in terms of AI - and for a tank even 5 repeated orders only resulted in a pause of about a minute. I agree with the reinforcement by trigger though
  9. I've been trying to learn the AI (using Black Sea, because I enjoy creating modern maps) I want to create a fairly simple AI that does more than simply sit passively or attack aggressively - in particular I want to have tanks relocate from time to time to create more of a challenge, doing 'shoot and scoot' in effect, rather than just wait for the player to hunt them down (which commonly happens in QBs) - and I'm trying to do this with QB maps, because they are more reusable. At the moment, the AI allows you to do one of the following: a single action based on a terrain trigger an action or series of actions that happen immediately in sequence, with a pause of only a few seconds* an action or series of actions that happen according to a strict timetable (based on the game clock) (* using a Russian tank crew: regular , -1) I would love to have a series of timed orders, each triggered by the enemy reaching a certain phase line, but this is not possible - terrain objectives can only usefully trigger one order. -- My wishlist, most of which doesn't seem extremely complicated, would be as follows: SIMPLE THINGS Basic changes Armour should not turn around and face the rear unless given a dash order - but should remain facing the enemy's friendly edge or the last known location of enemy Orders: to be able to include pauses, instead of timing only by the game clock (this is huge - it would make the AI much easier to use for a non-expert.) a withdraw action that doesn't make a tank automatically pop smoke a hunt order (the advance order for a tank, even in 'careful' mode moves forward quite quickly) Triggers: a casualty trigger, so infantry can withdraw after a certain % of casualties - this could be unit-based or as a % of the whole force Other Let the designer of a QB map specify in the AI, which types of units will belong to each AI group (e.g. Infantry, weapons teams (e.g. grenade launchers & HMGs), AT teams, observers, light armour, heavy armour) - this would allow much better QB AI LESS SIMPLE THINGS allow an order to be skipped (i.e. 'can skip' option in order screen), to enable simple conditional branching triggers on enemy behaviour (e.g. on enemy fallback or enemy tank/s destroyed) triggers on intangibles/morale (e.g. trigger when 'overmatched') -- Personally I've found it hard to get a reasonably 'active' defence from the AI. If there were pauses and a 'skip order', it would be relatively easy to get some moderately realistic behaviour from the AI without being such an expert as can predict what the player will do. This experience has made me respect the map and scenario designers all the more, having seen how difficult it is - but if the AI were a little more flexible and intuitive it would help long-term noobs like myself contribute useful content to the community
  10. I'm having a lot of fun making urban/suburban maps for CMBS (as an old Sim City 2000 addict), and enjoying playing on them (although the AI is proving difficult) - the tall buildings and modern flavour objects make some very immersive modern city environments. As someone who prefers WWII, a good map, where I can really feel like I'm really playing in a modern environment, makes all the difference to enjoying CMBS. The maps that seem too much like CMRT are not immersive for me. I enjoyed the CMBS urban maps much more when I went in to the editor and added streetlights and traffic lights. -- So this is not a criticism - I've grown to enjoy CMBS (it took time) - but an ability to make more modern-looking maps would be a big advantage. My wishlist would include the following: TERRAIN landscaped and suburban flower tiles (visibility like wheatfields) Enable stepped terrain more easily - to create 1+m drops from one elevation to another (at the moment this only works with large gaps in elevation) FENCES Tall chainlink fences* modern lightweight fences (e.g. lightweight wood or sheetmetal) - a total visibility obstacle but not very protective, with tall fences passable with difficulty by infantry, but easily passable by light armour road barriers ROADS/PATHS steps Improved paved/highway tiles (I haven't been able to produce a good highway with the highway tiles - there seem to be some missing) ramps BUILDINGS all glass frontages garages (I've been using barns, but they look odd) A wall type for modular buildings that is open but with a parapet, such as you would have in multi-level car-park. Open-sided metal towers and stairs such as you see in heavy-industrial sites (the simplest form of which could be placed alongside other buildings to form climbable external fire-escapes) More modern houses and small shops The ability to remove floors in buildings (the way you can currently remove walls) to make large interior spaces) To be able to shift-click on interior floors to make them cement (instead of wood) FLAVOUR OBJECTS Billboards Highway overhead signs -- [ *this very good suggestion was made by Ithikial_AU ] in the thread happy-new-years-day-2018-look-ahead
  11. Requests for AI

    Thanks for that - apologies for being lazy and posting my question before reading the Engine manual (I'm reading that section now). I have to admit, there are a number of things - some small, some possibly a little less small - that BF could do to make the AI more responsive and to make the interface more usable. Some more things I would add to the (short and fairly modest) wishlist above would be timed pauses (not based on absolute clock time) simple conditional branching - this would only have to be very simple to add a lot to the game, such as a checkbox that would allow an order to occur even if the previous order/s had not been completed.
  12. AI: triggers and pauses

    Yeah, I thought about that - it's a very fiddly workaround though, for what should be a straightforward series of pauses. And if the other unit is knocked out or fails to fulfill its orders, the trigger won't happen. I hope BF add some flexibility to the AI in future patches or updates - it doesn't sound like a major overhaul would be required.
  13. AI: triggers and pauses

    No, I think understand them perfectly well. What I want is a series of timed orders to proceed from a single trigger event, not at a pre-set time. Like this: order 1 (triggered) (pause) order 2 (pause) order 3 ...and so on. The triggered order is easy - but because the clock in the game is absolute, other orders cannot follow from a triggered order.
  14. AI: triggers and pauses

    Thanks - I thought that might be the case - that's a bit awkward then. Has anyone developed a workaround to allow a series of orders to follow from one trigger event?