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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

General Liederkranz

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  1. Two issues with Combat Mission

    (duplicate post)
  2. Two issues with Combat Mission

    One way to get a sense of relative elevation is to install a gridded terrain mod. I tried one and didn't like the look of it, but it does help see small hills and dips. http://cmmodsiii.greenasjade.net/?p=2295
  3. Two issues with Combat Mission

    This thread addresses the blind artillery issue a bit:
  4. Two issues with Combat Mission

    In my experience this is usually (though not always) due to infantry posture--as I understand it, the Target tool will show you LOS from that unit *from its current height* as if it were at that position. But infantry heights change during play based on their posture. Often, especially early in the game, you'll be measuring from an infantry unit that is safely behind the lines and standing or kneeling. But if you crawl (Slow) them into that position, they'll be lower down, and possibly able to see. It can happen in reverse if your unit is currently down on their bellies but you expect them to be kneeling when they get there--e.g. if they're going to end up behind a wall. I agree about drawing multiple fake waypoints to check LOS. Getting down to camera level 1 and walking the battlefield before the game to see what you can see from various spots can also be helpful (keeping in mind that this doesn't get you as low down as infantry; I think it approximates an average vehicle height?) There are many threads on artillery targeting but it's worth mentioning, if you haven't seen it already @JPFisher55, you can target places out of view if you have a TRP there (or within 50m), or if you're doing it before the game starts. You can even target a spot out of sight, then put a 15-minute delay on it. If you find after the game starts that you don't want to hit that spot, you can cancel the fire mission.
  5. Ammo Sharing with Off-Map Units?

    Nope. And it declines gradually depending on how far away they are from the edge--from 64 (two teams' worth) to 56 to 48. That seems consistent with the game measuring distance to the individual members of an "off-map" mortar team to see if each of them (and the ammo they carry) is within sharing range.
  6. I'm wondering if this is a bug or intended behavior I've just never noticed before. In the CMFI scenario "Fight at Vallebruca," the Americans start with one on-map 60mm mortar team. The team is carrying 32 rounds, but the mortar shows 64 available. No one else on the map is carrying those 32 rounds. I'm able to fire all of them. Then, a few minutes later, the Americans get reinforcements, including another 60mm mortar team. And the extra rounds that the first team previous used, are already deducted from the number of shells the second team is carrying. It seems that they were sharing their ammo, even though they were not on the map yet. Is this normal? (there are two set-up zones for the Americans on that map, and I found that the original mortar team gets the extra ammo only if they're deployed in one of them, where the second mortar team later comes it. So again it seems like the game is assuming the second team is hanging out just off the map, sharing its ammo)
  7. Are Tank secondary weapons ever used?

    Doesn't that icon in the equipment panel actually mean that they have *one* AT rifle grenade, and the other two are HE grenades? If they had 3 AT grenades there would be a "3" on the AT grenade picture.
  8. Fire mission off target

    I don’t think it’s the Pin but the casualty changing the radio status. It looks like the radio operator was killed in betweeen the two screenshots. In my experience when that happens, the radio disappears from the unit’s inventory, but as long as they don’t move they can still keep radio C2.
  9. Are these things new?

    Or have I just not noticed them before? I'm playing the scenario "Eye of the Needle" in v4.0 and two things have happened that struck me as odd. 1) Su-76Ms that have a small amount of HE and a lot of AP remaining have repeatedly used AP against individual Germans manning heavy weapons. I thought this was great since it took out the enemy and didn't waste precious HE, but it's not something I recall seeing before. It seems like a very clever AI ammo choice. 2) A Soviet Rifle Platoon that has lost its commander (included in 1st Squad) is somehow maintaining C2 over its squads. I thought in the past I've specifically noticed that Soviet Rifle Platoons that have the commander in 1st Squad a) don't have XOs and b ) therefore lose C2 completely when the commander is killed. They don't have any higher HQs within voice/close visual range (50m) that could be keeping them in C2.
  10. Tips for spotting AT guns

    (spoiler alert for Hunting for the Bug) I played this scenario twice and found it a great lesson in dealing with AT guns without indirect fire. I agree with DMS that it’s helfpul to have the MGs suppress the 88s. The infantry are great for spotting the guns. The first time, i then had the infantry get in close and overrun the 88s , but that’s really slow and the tanks have to basically just hide, removing them as an advantage. The second time I found the tanks, with some help, can take care off he 88s themselves: After the infantry spot the guns, they can share the information with the tanks, which then get ? icons on the guns’ locations. I then had a whole tank company pull up into positions on the wooded knoll and area fire at the suspected gun positions. The 88s might kill a couple tanks before they die, but they’ll already be partly suppressed by the MGs, and then by the hail of 76mm HE, which will quickly knock them out. I’ve found that massed tank area fire onto AT gun positions that infantry have previously spottted is pretty effective in many scenarios Of course, this applies once you know the 88s are out there in the first place, which probably means finding out when they blow up a T-70.
  11. Deploy Maxim M1910

    Also, if you’re in v4.0 you’ll see that a “Deploy Weapon” command gets added automatically to every waypoint. I think the reason is that the Russian HMGs are wheeled, and to represent this abstractly their Pack Up time is 0 seconds. So there’s no reason for them ever NOT to Deploy, thus it happens automatically.
  12. Radio?

    Another test, a US infantry squad in CMFI was able to Buddy Aid a radio from a fallen FO team and use it to establish radio-based C2 with their Platoon HQ. I don't know enough about radio frequencies, networks, or training to have any idea if this is realistic, or intended, but it's interesting. In any case it seems to me that regular riflemen picking up a radio is most often going to be a problem for players rather than an opportunity for unrealistic sleaze. When the Radio Operator goes down, I really want someone else in the Platoon HQ to pick it up. If I'm not watching carefully and a random rifleman Buddy Aids him, he can't transfer it back to the HQ. So that platoon is pretty much never going to re-establish radio C2 with the Company. This was pointed out here earlier:
  13. Radio?

    I just tested and it does (in this case a Waffen SS PzGd squad in CMFB recovered their platoon commander's radio).
  14. Happy New Year's Day! 2018 look ahead

    This is great to hear! In my experience the DP worked fine under v4, I assume because the magazine is bigger.
  15. Happy New Year's Day! 2018 look ahead

    I hope the Italian LMGs (Breda 30) are fixed too! They've also been firing single shots only over 150m. This will be great to have.
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