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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

Rinaldi

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About Rinaldi

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  • Birthday 12/12/1991

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    Vaughan, Ontario

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    Toronto, Ontario, Canada

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  1. Yes I imagine the events leading up to the success of Dynamo had very little to do with complex terrain, horrendous attrition and subsequent low operational ready rates in German spearhead formations. To say nothing of the suicidally stout rearguard. Rather it must be that Hitler and the Royals were playing footsies and batting their eyelashes at one another. Ah, but I have another theory: Proving once again to the world that the bonnie wee Island is in fact God's garden of Eden, John Bull and St. George -arms linked and riding little ponies- descended from the clouds to rampage through the German ranks, torching supply trucks and slapping away artillery and bombs; filling the second little Corporal with fear. Miracle at Dunkirk, indeed.
  2. It is yes, a few force adjustments (forgot to give every Russian fighting position an FO team, a glaring oversight) resolved. The file on Scenario Depot is now the most updated one.
  3. Find an opponent who's willing to grit his teeth and you should be in for a tough match - as either side. Its sadly very easy as BLUFOR if you make it singleplayer. The REDFOR vehicles will pop smoke and retreat but won't re enter alternate fighting positions until a trigger is met; by which point its often too late. I have a few more H2H scenarios cooked up in my mind; one is still being mapped and the other is on a pre-made master map. Watch this space. The scenario depot now has the most updated map file.
  4. Cheers, thanks. It is indeed; very subtle and rolling terrain; lots of good cover for BLUFOR to minimize exposure to KORNETs and Bastions/Arkans. Good advice and very true; but you also have to consider potential counterattacks if you stall out on enemy minefields or withering artillery fire. I have to say I'm very impressed with it. Thank you again for play testing, I know you enjoyed it as much as I did
  5. A new scenario for you all; Blue vs. AI, or H2H only. H2H very much reccomended, as it will be a trivial scenario otherwise. An outdated version is already on the scenario depot. While I wait on Bootie to update the file, the newest version can be found here. The premise of the scenario is a deliberate attack to penetrate and pass through a Russian MLR to establish, far-side security, and protect the brigade from counterattack as it completes its mission. Russians as a result put a low priority on force preservation, but a very high priority on attriting the enemy. The asymmetry in objectives provides a good measure of balance. The US player can demolish the bulk of the Russian force but if they take too many losses - of any nature, even mobility - the Russian player will likely win. To date, I haven't been able to score higher than a draw against my playtesters. In the above match, the US failed to exit with 9 Bradleys and a platoon of abrams, giving the Russians a victory for attrition. A big thanks to Herr Tom for giving us an example of good vehicle fighting positions, which I use heavily. I reccomend the more experienced player goes REDFOR and that they use the pause command heavily. About two companies equivalent per side. Some screens:
  6. A permanent pause command is the only certain work-around at present. Which, of course, the Ai cannot be told to do by a scenario designer so it really doesn't solve the problem of 4.0 dumbing down the single player experience considerably. Its a fine stopgap solution for H2H but it adds another layer of tedium to a game that already demands hard attention to detail.
  7. @Bulletpoint definitely brought this conversation back down to earth. Tanks rarely take and hold positions, and there's plenty of accounts that have German (or anyone's, really) armor aborting an otherwise successful attack because their infantry aren't up there to protect them; sometimes all it took was skilled indirect fire.
  8. As others have already iterated, this happens regardless of overhead. Units entrenched in a field will bolt from an off-map spotting round (general, non airburst). I've sent @sburke saved files showing this problem and can corroborate - in fact, Miller was my playtesting buddy in those saved files. He hasn't pulled this out of nowhere, I assure you. We've been mulling over how to articulate the issue without getting cornered by ifs and whats. I'm confident enough now in saying that this isn't, as is often the case, players interpreting combat differently from the devs. This is a problem; one we hope the Dev team will tackle in due time with their usual skill. The 'pause' command has circumnavigated most of this problem and keeps the game interesting H2H, its quite unplayable now SP; and I'm not willing to accept any hand-wave explanations that this is somehow 'rational' and comparable action in reality.
  9. I agree. I follow the principle of 1 up rule in scenario design: If a scenario has the Americans at Veteran with a sprinkling of Crack troops, I make the Russians Regular with a sprinkling of Veteran. As a rule in CMBS I generally make both the Russians and the Americans have slightly above average motivation, with natural deviancies - unless the scenario can explain why a unit would be demoralized (re: heavy losses). I make American leadership generally uniformly above average but sprinkle in bad eggs; jokes about Butterbars aside I think its safe to say that NCO and Officers are equally professional. My view on the Russian NCO and Officer corps may be antiquated and outdated in this regard but I generally make Russian Officers above average with a sprinkling of deviances but keep Russian NCOs as-are. The results are usually satisfying.
  10. Did you enjoy yourself when you killed Vince Foster ((((((((((((((((((((((((((((((((((((((( ?
  11. Oh, and which games are these?
  12. Cheeky ...but there's a lot of time and love poured into this map. Looking forward to see more and frankly your reputation precedes you on this front. The firehouse is a great little touch; I could tell what it was well before reading the description below.
  13. Wonderful help as always @MOS:96B2P
  14. For the latter; this may be much more to do with the AI then anything; 4.0 is a step in the right direction but needs a wee bit of tweaking. The scenario is a challenging one for both sides; the MTLB is not a fighting vehicle and the two I knocked out (three now actually, I just confirmed one I hit earlier with 60mms KO'd, bless) were done in quickly. This is of course matched by the Russians having a proper attacking ratio. I digress; 4.0 currently has the habit of making infantry too anemic and IFVs who's laser warning recievers are damaged far too brave. Which can lead to some craziness one way or the other. I've basically forced myself to only play H2H Normandy and beyond until the issues are fixed. For the former; I don't believe so. Try turning shaders off, sometimes the decals become much more visible when that is done.
  15. Oh the Soviets are in game? My hats off to Battlefront on the successful release of another module Indeed I would love to know what game you are in fact playing Squarehead, as @Saint_Fuller has been shaping the battlefield before his main attack quite handily. All I have to show for my efforts are a few dead Russian infantry from mortars and 2 MTLBs destroyed, hardly a welcome trade to several Javelin teams and 2 M3 CFVs. To clarify for the fog of war, because it can hardly stop him now - the two 122mm precision rounds actually totally destroyed the Bradley. The well-timed ATGM following up was nothing more than much needed insurance. I take some bitter solace from the fact I made you waste one If you have any of these mythical indestructi-Bradleys you are singing so many ballads about please do refer them to me. I am in dire need of their services :^) I find mine are too busy having to shift positions constantly to avoid being arty'd by the Russian eye in the sky and am in no mood to test their ability to fight T-90As at 2km range. I have to apply quite a bit of thought now to avoid egg on my face this match. Despite all evidence to the contrary, it seems. All of the armed forces are portrayed to the best of their fighting abilities with perhaps the exception of the Ukraine - who are clearly lavished with toys and competency they haven't shown in reality. You are of course, welcome to your opinon - especially one as so innocent as which game title you enjoy. I just wish they tended to be based more in fact, as I do respect quite a bit of what you have to say around these parts.