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    • 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


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About sttp

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  1. New features curiosity

    For CMx2 titles, each man on the battlefield has his own soldier animation, at least so far as I've ever known. I would be extremely surprised to hear that this were not the case. What is it you're seeing in-game that makes you think that 5 men, for example, are being represented by 3 animations?
  2. New features curiosity

    The ability to copy and paste pieces of maps into other cells. As it works now, if you want to move some feature(s) even one cell over you have to basically do the whole thing over. I'm convinced that this is part of the reason we don't see more user created maps and scenarios. I know I've been burned by this a few times, and it makes me just want to quit the editor altogether sometimes. (But who am I kidding... I usually pick it up again a few weeks later.) Also, an "undo" button in the scenario editor.
  3. I think I do have a saved game. Do you want the command phase or replay? And please let me know how to get it to you. Thanks
  4. Has anyone found a solution or reliable workaround to this problem? I'm talking about when you order a squad / team / etc. to change positions, but 1 or 2 soldiers won't budge. This can be hugely frustrating, and make a real difference in the battle. For example, I'm playing "la Valence" from CMBN right now, and the US Forward Observer Team has been rendered basically useless for a few extra turns because one of the 2-member team won't budge. In this same turn, with my fresh reinforcement platoon ordered forward, 7 members are still right where they started.... So there go 3 or 4 lost turns to go back to "collect" those who won't move. For me this has only been an issue since Version 4.
  5. Thanks for spelling it out, Steve. That's exactly the kind of thoroughness I was hoping someone could provide, and perfectly explains the unexpected results I've seen a handful of times. Also, it's great to hear that you guys are pulling data from the same sources as are used on that website.
  6. Oh what have I done? :)

    I'd recommend one of the sound mods, definitely. Or I"d at least replace a few of the default gun sounds with some other wav files. (Since several of the guns use the same sound file by default.) I won't recommend a specific sound mod -- there are several, and each has some good, some bad -- so your best bet is to just download a few and try them out. Put the particular ones you like in your Data/Z folder (which you'll have to create) and the game will pull the sounds from there instead of the default directory. You might want gridded terrain too? It can help make reading all the little changes in terrain elevation much easier. Have fun. I kinda wish I could play these games again for the first time. So exciting.
  7. Two mods

    Very useful. Especially those resized mine icons. Is there any reason your modified icons wouldn't work in the other CM2 titles? (I don't have time to test that right now, and figure you may already know....) Thanks for the mods!
  8. Setup bug?

    Maybe cycling the "deploy" button for the MG team would make a difference? That's the only thing I can think of, since the deploy procedure is often much longer and more complicated indoors. What IanL said about the different shades of red or blue that make up the setup zones could be relevant too. That was the first thing I thought of. (Sorry, not assuming you're stupid or anything! It's just that I cannot duplicate the behavior you mention... although I admit my testing was not totally thorough.) Plus I suppose it very well could be unique to the Mac version.
  9. Unfortunately I don't recall the specific armor matchup, but I do recall that StuG's have been involved a few times. That may be just coincidence or bad luck though. (Note: I am not implying that BFC has any of the armor values wrong. If there actually are any discrepancies, it could very well be that the penetration calculator site is off.) Also, just wondering... do the CM2 titles model the fact that armor is weaker near its joints? This would make an especially big difference with respect to some of those Sherman variants.
  10. New features curiosity

    1) The ability to know whether a certain area of bocage is truly passable, before hitting the big red button and getting your troops killed as they take the long way around, out into the open. The gaps that show up visibly in the bocage model / texture (especially for the low bocage, it seems) just are not a reliable enough way to predict the path the soldiers will ultimately take. Or at least give the player some way of telling the squad to stop before entering area XYZ and exposing themselves to enemy fire. 2) Similarly, the ability to know, before hitting the big red button, whether an area of street is passable for a certain vehicle type. To maintain realism (since, in real life, you sometimes wouldn't know if it's passable until you were there at the apparent obstacle), maybe the AI could just have the vehicle stop at the farthest place on its path it can go before it would otherwise turn around, backtrack, and take the long way. Another workaround might be having the vehicle path through narrow streets snap to the exact center, sorta like happens with bridges. (I've found this to be a big problem especially with CMFI, with all the little half-action-square side streets like with the wonderful Valmontone map.) 3) For infantry, a slight difference in icon size based on the number of troops in that team or squad, i.e. the icon for a two man scout team would be smaller than the icon for a full 12 man squad. At least for the highest overhead view. This would give a much better idea of actual troop density across the entire map. 4) When in veteran mode and above, the ability to declutter the enemy contact icons so that only confirmed contacts are displayed. Right now the icon options are all on, all off, or tentative contacts only. Confirmed contacts only is the only remaining possibility, and it would often be useful. 5) Sometimes the ability to see the plotted paths of your troops during playback would be useful. This could be another ALT hotkey option? 6) When a squad is split and one of its teams is selected, something indicating (with just a glance) where the other teams from that squad are located. There are several more that I'm sure I'll think of as soon as I hit the Submit button, but that list would be a pretty good start. Merry Christmas everyone!
  11. Yes!!! Awesome to hear. Christmas just got a whole lot brighter with this news. I think I've now played every single small-to-medium + fair-weather CMFI/Gustav Line scenario, and I can't wait to get my hands on some new ones. Especially given that these missions will (presumably) feature all those new version 4 AI plan enhancements. I know it puts me in the minority -- probably significantly so, if relative number of CMFI forum posts is any indication -- but Fortress Italy is my favorite in the entire series. Not sure why... something about the environment / atmosphere / architecture / terrain. It just feels extra real somehow. Merry Christmas everyone!
  12. I'm talking about the penetration calculator located here: http://www.wwiiequipment.com/pencalc/ Do the CM2 titles pull their penetration data from the same sources? I've had pretty good luck with this site... but with a few notable and hugely frustrating (as in truly game changing) exceptions. I guess maybe those instances could be chalked up to random chance, the modeling of subpar German armor during various timeframes, things like that.... What are other people's experiences with this website and its predictive capability with respect to Battle for Normandy, et al.?
  13. Well, unfortunately, there wasn't really a Christmas bone last year (I guess because of Chris's departure?), and I'm prepared to be disappointed by the absence of one yet again this year. In fairness to BFC, Charles was pretty forthcoming with the company's plans just a few months back. There was a pretty substantial October bone, which is at the top of (and is part of the reason for the genesis of) this "General Discussion" sub-forum. All I know is that I just cannot wait to get my hands on this new Italy module. But from the company's perspective, is there really much benefit in providing a revised projected release date every few months? It just seems to lead to a lot of discussion where people basically say "thanks for the update... and also, why is it taking so long?!" I'd imagine that you can only answer that so many times without snapping, LOL.
  14. 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.)
  15. 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.