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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:


      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


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About sttp

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  1. Just an idea for CMx3. I think there's a need for a movement command in between Slow (crawl) and Move, and another in between Move and Quick. A hierarchy like this: "Crawl" (the current "Slow") "Creep", or "Tip-toe", or "Quiet"... something like that, with a speed somewhere near the middle of the current Slow and Move commands, plus it wouldn't tire troops out as fast as the current Hunt does.) "Move" (which could remain as is) "Hustle" (a little slower than the current Quick... halfway between the current Move and Sprint) "Sprint" (fastest, which could be left as is.) Then maybe a "Hunt" or "Scan" box could be checked which could be used with some of those (Creep, Move, and Hustle). This would modify the spotting routine and rate of tiring. I know some people will say this would be too much micro-managing, but it's only one more movement command. Plus the check-box option. (Or just keep Hunt as is.)
  2. Wow, thanks, I didn't even know that Seizing Ciembienne existed. Can't wait to play it. (Starting tonight.) If it's even half as good as Tiger By the Tail then it'll be great. Tiger By the Tail has become not just my favorite city scenario, but my favorite CM2 scenario overall. I've replayed it an embarrassing number of times, and I don't even usually like city maps. But I'm really excited to try this "new" one.
  3. What is going on?

    Ooh... and now the speculation begins. I like the way that sounds.
  4. Awesome. I'm a big fan of anything that'll remind me which map/scenario is which without me having to load it up (for the 20th time) into the editor. Thanks.
  5. I used to think target arcs gave a spotting advantage, too. I'm still not 100% certain how that all breaks down. But I view that text you quoted as referring only to turreted vehicles, which can basically "face" and focus their attention in a different direction than they're moving or pointing. An infantry unit given a general face command vs that same unit with a target arc centered in the same direction... my impression from the forum is that there's no difference in time-to-spot. But I would love it if this was wrong and you could actually use arcs to force units to focus and decrease their spotting times.
  6. Or at least more mortar rounds on the jeeps / trucks... assuming that's realistic.
  7. Yeah, I can easily take 30 minutes or more per turn, even on medium sized battles. More than half of that is spent watching the replay though. Just last night I finished the Le Grand Hameau scenario from the Road to Mountebourg campaign, and it took probably a week to play it. That kind of time expenditure is not a problem, in my opinion, since I know and expect that. When I want to play a scenario in 3-4 hours, I do less replay watching, and give just very generalized orders. And the results are usually a bit worse than when I take my time. It's all a trade-off though, and it's great that we have the option to play how we want. Play in real time and make your orders instantaneous, or... take your time and micromanage and sink a week (or more) into a single battle. It's all good to me....
  8. MG Team Rifle Grenade Bug?

    Interesting. Maybe worth a few tests in the editor? I know that can be a tedious undertaking, but you just never know what kind of other seemingly unrelated variables might be in play.
  9. How good was their recon though? They didn't even know about the bocage.... So there are obvious information gaps. There are well-known (and some unknown) limits as to what the intel people could conclude from aerial photos and low-detail maps.
  10. Good point, but you wouldn't have to play in that mode. It'd just be an option during replay phase, like toggling movie lighting or whatever,
  11. I owned it for about a day when it first came out and spent a handful of hours with it, but ended up getting a refund. I feel like the advertisements and reviews were a little misleading, as to the level of realism... or maybe it was just my expectations. Not sure. The game, good as it is though, just felt shallow in comparison to what we're all used to in these CMx2 titles. The lack of any kind of turned-based mode, plus the greatly accelerated action, was a huge turn off or me. The action could be slowed down, as the advertisements say, but... only in very rough increments, none of which matched true-to-life speeds. If they fixed that, I'd consider re-purchasing. The positives: Steel Division's graphics were really really good, IMO, and that made a bigger difference in my impression and enjoyment than I might've predicted. And it had several nice minor or peripheral features that could probably work well in Combat Mission. I'm sure that many people who play Combat Mission could find lots of hours of enjoyment in Steel Division. It's a good game, by almost any objective standard. It just didn't fit my particular tastes, that's all.
  12. Another idea, as I jump back into the CMx2 games after a 6-month hiatus.... In reality, advancing troops usually wouldn't know the details of the upcoming terrain until they actually got there and put their eyes on it. (Depending on the level of prior intelligence, I suppose.) So how about a game mode -- if feasible, for CMx3... and even if it only appeared at the Iron difficulty level or whatever -- where the terrain types and terrain elevation changes, the layouts of towns and buildings, the upcoming cover and concealment locations, etc., did not appear on your map until your advancing units actually spotted them? I'm sure this is not the first time such a thing has been proposed, but still, I think this would add a whole new recon aspect to the game. But again, as a hardcore option only. I personally wouldn't want it to be something that was imposed on every player in every scenario.
  13. How about a graphics mode where the emphasis is on catching the action in its purest and most realistic visual form, i.e., no red crosses for casualties, no transparent buildings when occupied, no intrusive orange TRPs, and so on. Maybe even getting rid of the UI and expanding the 3D view down to the bottom edge of the monitor? A view mode that could be toggled, like another ALT- shortcut key. Thoughts? I've noticed that the quality of YouTube video AAR's keeps increasing, and it seems like this could be a useful feature that (hopefully) wouldn't be incredibly difficult to implement. Well, I guess the true 'fullscreen' video thing could be a ton of work, but it seems like the other things -- suppressing the red crosses, TRPs, and transparent buildings -- would be pretty straightforward. This would be a nice addition to engine 5, in my opinion.
  14. Do you think 3rd party designed missions are as generally well done as those that come with Battlefront's official products? I don't. Nor do most people, if we take them at their word. I have all the respect in the world for scenario designers, I've spent a lot of time with the editor myself, and it's obvious it takes a long time to get good at it. But the overwhelming majority of players simply don't have the time or incentive to create missions with as much richness and depth as can be found in "official" scenarios.
  15. I chose "better graphics" even though I'm fine with the graphics in general -- landscape, buildings, etc. It's better and more finely tuned soldier animations that are needed, IMO. Seeing your troops moon walk, run in place, rotate on their heels, etc., can get a little old. Other than that, more missions / expansions / vehicle packs gets my vote. And I don't know what "Finer-grained simulation of combat" really means. Increasing the density of action squares, like making them 4 meters instead of 8? Because that'd be at least 4 times the load on the PC. Next game engine, maybe?