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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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  1. What is going on?

    Pretty much all the design and marketing decisions of the CM2 games make sense to me, even before you explained them again the past days. Yet this family specific behaviour of the 5 CM2 games leaves me wondering why. Some examples: The terrain and building features of each game are not identified unique. Meaning that if you put such gamedata from another game it will mostly overwrite the appearance of terrain, yet not enterily; some things are unique. As if Battlefront copied the whole CMBN game over to CMFI, then started to paint over the existing bitmaps and such. I imagine this as the fastest way to get results, but this way ensures that that game cannot be unified. At least not without redefining all the terrain textures. In Final Blitzkrieg there are quite few new terrain objects, like fences, but they are not present in CMBN v4. I imagine in a unified workflow this would automatically get ported over, but seemingly not in CM2. The UI graphics in CMFB are a little different from CMBN. One cannot copy over a UI graphics mod from one to the other. Tank riders are supported in only some Engine 4 games. Then I guess terrain specific logic, like bocage properties, could also be in the same codebase with if/switch-case statements. Or different code defines for includes. But I have no way to percieve that in the end product. Another thing, and this is unavoidable: there is the legacy that intitial release of CMBN has all the gigs of data installed, and a developer may want to reorganize that, rename things, relocate things; but then all customers have to reinstall. Though I have seen smart patches from other companies do such a reorganisation: not one datafile looked like the same after. I am talking about the Strike Fighters 2 game/sim from Third Wire, which is also very nice example of how to make 5 games seperate yet mergable. The above is just me wondering, maybe a lack of understanding. While I am putting effort to write this I might as well put this here too: 1) Why no support for PNG, TGA or DDS instead of uncompressable BMP images? BMP is an obsolete image format, and alpha channel BMP cannot be used in Photoshop (In my old version 6.0) So I have to copy-paste over from a program called Pixelformer for that reason. 2) As I said earlier, Please make the quick battle 'mix' force a force with mixed infantry and armor, at all times. Or add another option to give just that, in case you feel there is a misunderstanding about the meaning of a 'mix' force. It is annoying to fight a 'mix' force only to find it could not stand a chance with what the game came up with, afterwards. Quite a few times there is not one infantry unit in such a force, and I actually have to dismount some AFV crew to have at least some people to occupy a building. It gets tedious. And I think part of the essence of the Quick Battle is to be able to provide a game that is less tedious and time consuming. Sorry for that complaint, but I want to state it as clearly as I can.
  2. Great to see all the new content that is in the works. Yet I am just a very casual player and have not even finished a single campaign in any of the games yet... Personally I am more interested in improvements to the game engine (especially for use in quick battles) compared to more late war content. CMSF2 is a very exciting prospect in that regard. I assume it will feature the quick battle unit selection dialog and some more agressive quick battle AI. At the delayed release of CMFI engine 4, it was hinted that there were some unit data fixes that could be applied to CMBN as well, in a patch. Then maybe tune the unit behaviour under artillery/mortar fire, especially for the CMFI gameplay. Is such a patch still planned?
  3. Any news about CMFI 4.0 release

    Glad to hear that it has been improved, I use it for the brief time that I have to play a small battle. You have a good point with the KG Peiper. It raises the question though; what does a 'Mix' force mean exactly? In my imagination it meant part infantry + part armor. What you describe for KG Peiper could be called a 'Historically Random' force. Would there be no infantry around these King Tigers at all? My personal aim for a quick battle force is at least 1 tank with at least 25 infantry. The rest can be whatever. Otherwise things get tedious and prolonged. Either the Armor cannot recon enemy positions or the infantry has no mobile heavy support. Usually there is armor in the force. I am not sure if I ever got 100% infantry in a Engine 4 Mix force game. So that is good. But I still hope for a >=25 infantry check added to the 'Mix' force auto-picker. Restarting is not much of a problem in case you don't like your own force, but preferably the enemy force is an unknown to the player that has to be discovered through playing.
  4. Any news about CMFI 4.0 release

    I would like to use the auto picker. But using 'Mix' tends to regularly give combat forces that almost exclusively consist of Panzerjager marder II's. That is in Italy 1943. In CMBN it often does the same with Tracked Flak 38s, Hummels and Sturmtigers. It is kind of a waste, since just a little extra infantry would make it a much more usable force. The auto picker 'Mix' setting seems to like german units consisting of special purpose armor. For the allies it works better.
  5. Any news about CMFI 4.0 release

    I am sure the developers are aware of the their announcement and the current date. So this is what it feels like to follow a kickstarter project Doesn't matter to me, will just play the other games until it is done.
  6. Re-release ETA?

    Eh no, maybe poor english? I am referring to the very last german eastern front offensive actions. Soldiers encountered evidence of atrocities (by russians towards the german civilians), which gave rise to the sentiment that surrendering to russians was no longer an option. I can't say how rare or widespread that was, the point is that such things matter for the decision to fight on or surrender, no matter which side one fights for.
  7. Re-release ETA?

    I figure there is another factor: in WW2 German soldier fighting spirit was affected by (Russian) treatment of prisoners and treatment of civilians in German territory etc. Or at least the perceived treatment.
  8. We need a volunteer to have those 'tracking balls' attached to his joints, then do some cool war moves with a wooden gun. Karate belt required for the melee part.
  9. Gustav Line

    I figure the bundle is only good deal in case you upgrade at least 3 Combat Mission games to v4.0. For 1 or 2 CM games it is still cheaper to just buy the separate upgrades. Though you never know in hindsight. Like in hindsight I could have saved myself money by purchasing the CMBN complete bundle, instead of gradually paying for modules and packs in the past year.
  10. Gustav Line

    Nope: "and the Upgrade mega pack with all 5 Families covered (including CMFI)"
  11. Gustav Line

    Quoted from the battlefront.com front page: Italian Vacation! CMFI News Friday, 23 December 2016 Due to some technical issues on our end, Fortress Italy sales are on holiday until mid January! This gives us the time needed to properly to finish transitioning the code for this fine product to Game Engine 4. For those of you who are currently using the orignal (Game Engine 2) version of the game, Upgrade 3 remains available for sale at the new discounted price of $5. Upgrade now and be all set when Upgrade 4 is released. Last Updated ( Saturday, 24 December 2016 )
  12. HEX editing help?!?

    Someone more into this should answer. But my suggestion would be: 1) Don't make strings larger then before. 2) If you insist, you can try making them shorter, but the unused characters should be filled with hex value '00'. So the new string together with the '00' characters behindit, is the exact same size as the original string. And then just try if the game accepts that, or not. I don't know.
  13. HEX editing help?!?

    I never hex edited things for this game, but for other projects I use xvi32 or HxD. I suppose HxD is the better one https://www.mh-nexus.de/en/ If you keep the string size the same you can't really go wrong. The resulting file size will then remain the same as well. Like change the string 'tank-turret' to 'tank-turre2' or 'tankturret2'.
  14. 1) I agree the Dev could have tried harder to get game exposure. Around 2012 I suggested that fans of the series better stop whining and instead try to expose the game more themselves, by posting articles or youtube video's ( too little, too late ). The dev did not think Steam was viable financially. I don't know his stance towards Good old Games (GoG). Besides some old CD releases, these games were only ever sold in the ThirdWire store**, and since the switch to mobile games the PC games are actually hard to find on the website. Rather Strange... (**Strategy First had a contract for 'Wings over Europe' and published it on CD and seemingly also on Steam) 2) I figure your friends did not really try to map out their options regarding other available Jet Sims. For example, if they frequented SimHQ before 2012 they would have noticed the Strike Fighters reviews (at that time SimHQ actually had material to cover ). Besides the 90's classics there are just three AFAIK: Lock-on DCS / Strike Fighters / Falcon BMS. Some game-specific forums hardly ever mention alternatives; Like on the closecombatseries.net forums nobody cares to write about 'Combat Mission'.