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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

Bulletpoint

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Everything posted by Bulletpoint

  1. Apart from troop fatigue level having no impact on combat performance. @Josey Wales tested it thoroughly some time ago.
  2. Are you certain about this, or is it just how you feel things are working, based on your experience? I often see my 2-man scout team spotting enemies way off in the distance, through trees, while running using QUICK orders. I feel they spot way too good while running actually. I'd like if it works like you described, but I'm not sure.
  3. Let there be light

    Then again, those guys in 1944 did have illumination flares. I make a point of yelling "Fire a flare!" every time I press Alt+B
  4. Quick Question

    There isn't such an option in this game. I think maybe you are thinking of Graviteam Tactics. But what you can do is to do a target order and then move the target line around to get an idea about where your unit can fire.
  5. Preplanned smoke not appearing

    We've all been there One of my first posts on this forum was why the game was so ugly and there were no trees or even bushes. Turns out they were turned off...
  6. Flammpanzer B2 (f) TC bug?

    He also sits too far back.
  7. @Hardradi I'm still on v. 3.12 and I don't have the vehicle pack. The scenario works on my end. Since your crash happens at exactly 5 minutes, I don't think it's a hardware problem. I could imagine it's because the Germans get some reinforcement at that time. It's the earliest possible reinforcement arrival time. To test this, I loaded the scenario a couple of times and ran it for 4 minutes, then checking what the Germans had. Then I ran it again for 6 minutes and ceased fire to check again what they had. It doesn't seem like they get any new on-map units, but it may be that they get new off-board artillery. If the game then tries to load this new asset, but there's a problem with the data files, this might cause the crash. The problems might be caused by mods, or by OOB changes since the scottish Coridor campaign was made. Try disabling all your mods and see if the crash still happens. If it does, try uninstalling the whole game completely, and then reinstalling it from the 4.0 master installer.
  8. APDS vs AP

    Wow, I managed to know something groggy.. all that time playing this game has paid off By the way, it's interesting how much of WW2 tech was actully a kind of continuation of medieval principles. Swords and axes were often made with a softer metal body to prevent shattering, and then a cutting edge of harder steel was welded on. Similarly, fin-stabilised APDS can be seen as basically a giant crossbow bolt.
  9. Also the crew and gunner of the Bren Carrier have their legs sticking out under the vehicle.
  10. APDS rounds not being used

    Maybe something to do with the range to target?
  11. I understand that concept as I used to think the same. But as one gets to be a more experienced player one finds that one can trust the MOVE command more and more. Only when contact/combat is imminent or occurring do I switch to using QUICK or even FAST with rests. Erwin, I'm genuinely interested in knowing how you use the MOVE command and how you find it useful?
  12. Couldn't you just tell players they had to work with what they had? cherry-picking is the end of all fun ..
  13. You may be surprised..
  14. Yep, that's what I usually do, too. There are many ways to construct a movement order sequence that fits the situation and the terrain, but the one command I never use is MOVE. Even using QUICK, the troops don't tire much unless they are jogging very long distances, and even so, there's not much penalty for exhaustion anyway. Only thing it does is prevent you from keep running.
  15. How so? As far as I know, it just makes troops walk along really slowly, and start to charge ahead towards the next waypoint when fired upon. Depending on where you put that next waypoint, that might be a good or bad decision, but that's up to the orders. I see people use MOVE all the time, but never understood why they do it. Apart from taking screenshots of marching troops of course, but I doubt that's why they play PBEM
  16. Yep. The thing is I avoid people who are rude - even those that might be correct. Rude is pointless, rude is crass, rude is unnecessary. My preference is to surround myself with smart, confident people who speak their mind and are constructive and thoughtful. Rude people are kicked to the curb. I don't really care how damn smart you are rude = outta my sight. Which means if I am the boss you are fired if I'm not I'll ignore your rude butt. Life is too short to bother with rude people. Oh and I can tell if its raining pretty well myself thanks. See no value in rudeness. We agree, Ian. I was just trying to say that sometimes, focusing on whether someone is rude or not can be a red herring. I think what Pericles showed was interesting - and I also would be disappointed if I saw that bunching up behaviour in my game. But, here's the interesting part - I never saw that happen. Never. And regular readers will know I'm probably the biggest stickler for details on the forum. Yet I never saw that problem happen. So I'm thinking it's not about how the game TacAI works, but an issue with the way the AI plan was put together for this particular scenario. Let's calmly discuss that
  17. It does, thanks. It shows that Steve thinks bunkers should be very hard to take out, but not impossible: Right now, bunkers are in fact very easy to kill. They give no better protection than small modular buildings. Well, that's it I guess. If that's not how bunkers are supposed to be, hopefully we will see a change in the upcoming patch.
  18. I've noticed that concrete bunkers have become very easy to take out with direct tank fire. Even 75mm Shermans take out a concrete bunker in a couple of shots. I remember concrete bunkers being very tough against direct HE, but at some point it must have changed. The concrete versions now behave more like the old "log" bunkers used to do. With the exception that tanks used to fire AP against log bunkers, and now they kill bunkers with HE. Is this working as intended?
  19. IMHO rudeness is never fair. Well if I shouted "IT'S F...ING RAINING!" you could call me rude, and you'd be right.. but you might still want an umbrella
  20. While Pericles was a bit blunt in the way he phrased his frustrations, his point still stands. A campaign made by Battlefront should ideally be quality checked to a higher degree than a user-made campaign. I'm not saying the editor is easy, and I definitely understand how errors can creep in. I made a good deal of mistakes, myself, and I wouldn't call anyone incompetent. But when I make mistakes, people generally forgive them, because they know I spent several weekends of my spare time providing a scenario for free. If I sold my scenarios for real money, I would also have to accept that people would get more frustrated with my mistakes. In that sense, I think Pericles has a fair point.
  21. AI Support Targets (red)/(blue)

    Please consider randomising the setup of the A1 group a bit - it makes missions so much more replayable
  22. Happy New Year's Day! 2018 look ahead

    Yeah That's why I never bought more of the games than CMBN
  23. Happy New Year's Day! 2018 look ahead

    Are there any modules planned for CMFB? I don't think any have been revealed yet, and since the scope of CMFB is quite narrow, I'm not sure what else they could add by a module.. Hürtgenwald maybe? But then again, that can be designed within the current toolsets - wouldn't need any new content, as far as I know. Maybe they would make it a campaign pack. Hmmm. This point comes up time and again on this forum, but I'm not sure why it should logically follow that a new engine would mean starting back in Normandy again? I think that line of thought belongs more with mainstream wargames, where you need to lure in fickle customers by using a setting they know from movies. CM is a niche product, and one of the good things about being niche is that it can go its own way. I could just as well imagine them opening with CM:Stalingrad, especially if a new CM3 engine improved city fighting by better modelling of ruins and finally solving the building targeting issues.
  24. AI Support Targets (red)/(blue)

    Unfortunately, we can't have reinforcements arrive ("spawn") by trigger. But you might be able to make the trigger move a spotter out of hiding and into a place that will have LOS to the church. He'll then need to actively spot the enemy before he will call any artillery though.
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