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:

      -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

Gustophus

Members
  • Content count

    24
  • Joined

  • Last visited

  1. I was playing a custom built game which has worked before. It will load (sometimes) and be fine, except all the media pics will not show up. When the game is saved, and reloaded, it gives me a directory warning and loads the game without the customization files being applied. Sometimes, the game will do this upon first loading as well. I had Windows 8 when this started. I upgraded to Windows 10 hoping this may fix the problem, but I get the same results. This was what was responded with some time ago: Hi Gustophus, Sounds like it is having a hard time finding the support files... Windows 8/10 and even going back to Vista has created some stricter protocols for programs installed in the Program Files folder. What you could try is uninstalling and then reinstalling to a folder such as C:\Games\Strategic Command to see if that helps. You'll have to reapply the custom game as well. Hubert I have reloaded the game several times following your instructions and this has not fixed this issue. Is there any other recourse or are we not able to edit games anymore with the newer windows?
  2. Hubert, I have finally applied your advice for this problem. Changing the download to a Games folder didn't fix this issue. In addition, now my bitmaps will not show up in the custom game either.
  3. I was playing a custom built game which has worked before. It will load (sometimes) and be fine, except all the media pics will not show up. When the game is saved, and reloaded, it gives me a directory warning and loads the game without the customization files being applied. Sometimes, the game will do this upon first loading as well. I had Windows 8 when this started. I upgraded to Windows 10 hoping this may fix the problem, but I get the same results. I can email a screen shot of the warning issued when I load the game if asked. It will not let me upload it here.
  4. Editor Design Questions

    I made the change as you suggested with the condition position and will see how it will play out. I cannot get past the glitch I told you about. It is the tile position itself. Any unit I move to it causes the game to crash. I have advanced turns without moving there to see if I could bypass it, but it crashes no matter how far along. In a prior test game I didn't have that result for the same tile. Not sure what this could be. It leaves me stuck in 1947 and I have to get to 1956! LOL. I am going to restart another game and see if it happens again or not, though I will save that file to see if it can be corrected or not.
  5. Editor Design Questions

    I have altered events to accommodate the inherent AI in the game system and it seems to work better even if it did not fit my original intent. I did remove the list countries and left one. They will not hold their garrison though. They will charge off and attack the nearest threat they find, though there are a few exceptions oddly enough. I have tried to accommodate this action into the design. Hopefully this will work out. I have been play testing and my latest issues shut the game down in play. 1. The pop up reads: (FAILED) draw_strength_value_on_map_surface): Segmentation violation. This triggers every time I move the same unit to the same tile on the map. Do you have any insight into this? 2. Also, I have a decision event that happens when all units are destroyed for a country. This is the condition position I use: #CONDITION_POSITION= 60,6 [0,99] [0,0] [1] [6] It triggers when the unit is still alive when the script states it should only trigger when there are no units within proximity of the location (in this case none on the map whatsoever). What am I missing?
  6. Editor Design Questions

    3. The morale went to 0 on the French side but it did not trigger victory popup.
  7. Editor Design Questions

    Having some issues with AI scripts. 1. ALL garrisons leave their post. When they do it triggers other events which is meant to discourage not having garrisons. The French then get pummeled way too early. Here is an example: ; { #NAME= Hue Garrison #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 1 #COUNTRY_ID= 10 #COUNTRY_ID= 11 #COUNTRY_ID= 12 #COUNTRY_ID= 13 #COUNTRY_ID= 15 #COUNTRY_ID= 17 #COUNTRY_ID= 18 #COUNTRY_ID= 19 #COUNTRY_ID= 20 #COUNTRY_ID= 23 #COUNTRY_ID= 24 #COUNTRY_ID= 25 #COUNTRY_ID= 27 #COUNTRY_ID= 28 #COUNTRY_ID= 29 #COUNTRY_ID= 30 #COUNTRY_ID= 37 #COUNTRY_ID= 38 #COUNTRY_ID= 39 #COUNTRY_ID= 41 #COUNTRY_ID= 49 #TRIGGER= 100 #GV= 1[1,100] #LINK= 0[0] #LEVEL= 0 #LENGTH= 300 #HOLD= 0 #GOAL_POSITION= 84,42 #DATE= 1947/01/01 ; Set friendly positions: Hue #FRIENDLY_POSITION= 84,42 ; Set variable conditions: France politically aligned with French Union and not surrendered #VARIABLE_CONDITION= 1 [2] [100] [0] ; Set tactical conditions: (dummy condition) #TACTICAL_CONDITION= 63,15 [3] #ACTIVATE_POSITION= 84,42 [1,100] [1,1] [1] #ACTIVATE_POSITION= 84,42 [0,0] [1,1] [2] ; Set cancel position (dummy condition): #CANCEL_POSITION= 0,0 [0,0] [0,0] [0] } I used two #ACTIVATE_POSITION's. One for proximity of enemy and one for troops occupying the tile right off. I added both hoping it would keep garrisons at the locations. I initially used the #TYPE= 2, #LENGTH= 1 combo activated by the position listed on the script sheet to keep a permanent garrison. It did not do the trick, so I made the length 300 hoping to hold them. The have multiple #COUNTRY_ID because all these "countries" are under French command and hoped it would allow AI to use all available forces. Initially I had it listed only for France, but thought this limited garrison forces available. 2. The AI seems geared to attack in all directions outright at any enemy or objectives in reach without any of my prompting by the scripts. This tendency than yanks all garrisons away. I rechecked the #STEAL setting and I have placed a 0 in all offensives to limit this, except for ones I want to happen for sure. Is this aggressiveness a default setting in the game besides the scripts?
  8. Editor Design Questions

    This is the first Surrender #2 script that it questions: { #NAME= Remove DE LATTRE LINE #POPUP= de Lattre Line Engineers Return To Metropolitan France #IMAGE= #SOUND= troops2.wav #FLAG= 0 #TYPE= 0 #AI= 0 #GV= 1[1,100] #LINK= 113[1] #LEVEL= 0 #COUNTRY_ID= 10 #TRANSFER_ID= 58 #ARMISTICE= 0 #TRIGGER= 100 #DATE= 1951/12/15 ; Set variable conditions: ; France politically aligned with French Union and not surrendered #VARIABLE_CONDITION= 1 [2] [100] [0] ; Dummy condition position (always satisfied) #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0] } This is the first Annexation script that it questions: { #NAME= Chinese Civil Ends #POPUP= Communist China Defeats Nationalist China in Chinese Civil War. Nationalists Flee to Taiwan. #IMAGE= #SOUND= troops1.wav #FLAG= 0 #TYPE= 1 #AI= 0 #GV= 1[1,100] #LINK= 0[0] #LEVEL= 0 #COUNTRY_ID= 5 #TRANSFER_ID= 8 #TRIGGER= 100 #DATE= 1949/10/01 }
  9. Editor Design Questions

    Also, for the partisan scripts the error I am getting is: Error: partisan.txt Line (707): found {; expected} Not sure what this is. Once these three scripts are fixed, there only remains the AI scripts to complete.
  10. Editor Design Questions

    Scripts are evil and driving me crazy! I get an error message in surrender #2 and in annexation script sheets telling me that Country IDs and Transfer IDs are invalid. I recheck the numbers and they line up with the countries. Even if they didn't, not sure why it would matter. Should it just make the transaction regarding the country number listed either way? What am I missing?
  11. Editor Design Questions

    Thanks for looking at the file and revealing that for me. I will have to rework some things. I believe having withdrawal units arrive by script is the best solution. As far as the de Lattre line fortifications, I was thinking about the solution you just offered as a possibility. Your advice confirms that. When this is finished I shall have to share the campaign with you for all your help.
  12. Editor Design Questions

    Bill, The file was emailed to you. Also, I want an event that will trigger the construction of fortifications based on a decision. How can I have the result of adding them to the map if the decision is yes?
  13. Editor Design Questions

    Oh, and I nearly forgot. I want an event that will trigger the construction of fortifications based on a decision. How can I have the result of adding them to the map if the decision is yes?
  14. Editor Design Questions

    I created more Industrial sites which did open up a lot of placement options. However it limits me to emplacing three units and will not allow me to add any more. I double checked and all "nations" are NOT set to home build only. They are set to "none" for restrictions. Also, removing Commanders is difficult. I have units that are removed set as withdrawal "nations", but I can't do this with commanders unless they are able to command other forces besides their category. They can command all as the parent nation, but I can't "surrender" the main nation to make the commanders disappear. Any other suggestions with this?
  15. Editor Design Questions

    I have a few snags and some other questions. It seems that I can only emplace about 3 units per turn as reinforcements regardless of what is available on the production queue. I added more production centers and supply centers hoping it would change this, but it didn't. How can I be able to emplace all available units on the game map? How can I add units starting on the map that already have research advancements emplaced, like motorization or infantry level 1? How about units with elite replacement steps? Can I make other select units airborne? For example airborne artillery or airborne partisans that are inserted behind enemy lines.
×