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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. Increasing WEGO turn time

    Reading the comments, I now believe it stands to reason that increasing turn time would screw with the gameplay. Nevermind.
  2. I greatly enjoy PBEMs (WEGO). However, I wonder whether seasoned veterans of CM2 would support a WEGO mode that enables users to increase turn time. For example, instead of the standard 1 minute turn time, this could be increased to 2 minutes, perhaps up to 5 minutes. So during your turn you would be issuing orders knowing that you would not be able to reissue orders for another 2-5 in-game minutes. The benefits of this increased turn time are: -faster PBEM battles (instead of being drawn out over 3 months, maybe only 1 month) -a new challenge for CM2 gamers, requiring greater foresight and strategic thinking
  3. By the Beautiful Blue Dniepr

    PBEM's are painfully slow indeed. I am currently on Day 79 of a one hour and 30 minute battle in CMBS...
  4. Here's a problem with the way CM2 is coded: if you have an infantry squad being transported in a truck and they take a single casualty, you cannot on the next turn instruct them to get out of the truck. You must watch as the truck reverses and the passengers remain sitting upright in the back, taking more casualties. This doesn't seem right in relation to real life: passengers would jump out immediately if the situation allowed. Having them all panic immediately so that they cannot be controlled seems like a mistake. I wonder if this can be re-coded in future versions of CM2.
  5. Kieme's modding corner

    Kieme - Would it be possible for you to provide an up-to-date list of all CMBS mods that you have created? This thread is nausea-inducing. On a similar note, I have noticed that the popular http://cmmodsiii.greenasjade.net website only carries 8 of your mods. I'm guessing there are many more Kieme mods given what I have seen in this thread.
  6. New Josey Wales CMFI AAR

    Just to clarify, I am not Josey Wales. His AARs are the best in class and thought that I'd share here. My CM AARs (in the style of Josey Wales) can be found on the "Rational Assessments" youtube page: https://www.youtube.com/channel/UCaREwrCM8yagYu-Gwo3sjBg
  7. A couple of questions

    The only mark against CMBN is that most of the maps have lots of "bocage": tall or waist high shrubs that units can fire through but not move through. Bocage battles can become monotonous, especially on the flat maps which are common in CMBN. CMFI has more heterogeneous terrain and little to no bocage. CMRT has little to no bocage.
  8. Ok then. I wrongly assumed that near misses were ineffective. So the new v.4 precision artillery code still allows precision arty to be effective, just not so effective that it completely destroys targets. I hereby retract all statements in this thread pertaining to bugs and unresponsive devs.
  9. Do Excalibur rounds that land beside the target do damage to the tracks/wheels of the target? That would make my 0 for 15 experience easier to accept.
  10. Yes, IRL the fault would be with the missiles. But for the game, the fault lies with the code. Still haven't heard anything from the devs, I hope this gets fixed or is at least explained.
  11. Michael, I have played a lot of CMBS v.3 and have never had issues with precision artillery like I am experiencing with CMBS v.4. In my experience with v.3, precision artillery hit the target on pretty much every fire mission (>90%) when using 3x shells per fire mission - using less reduces chances of success in my experience. In fact, it stands to reason that the more precision rounds you use, the more likely you will hit the target. Unfortunately the developers do not provide any information on these and related issues in the CMBS manual. So in summary, in my experience, precision artillery success rates were greater than 90% in CMBS v.3 and are now less than 10% in CMBS v.4. rocketman has had a similar experience, although he has not ventured to assign percentages. This is experience-based evidence of a bug, not of random chance. If I was paid to test these things systematically I would do so but it's too time consuming. Perhaps there really aren't that many people playing the game these days, or those who play it choose instead to stop rather than venting their frustrations on the customer forums.
  12. Soft launch... CMBS Battle Pack 1

    Imperial Grunt, your Battle Pack seems to be excellently designed (I have only played two missions in US campaign so far). But the precision artillery bug is ruining your work for me. Did you notice that precision artillery was ineffective in your testing of the missions? I have fired over 15 Excalibur rounds (3x per fire mission) and none have hit their targets. Given what I have heard from others on the forum, itt seems that my experience is not unique. Are you aware of plans to fix this bug? As it stands, precision artillery is a waste of time to call because the success rate is less than 10% (I'm being generous). The shells land a matter of feet or even inches away from the targets, but never hit. I feel that this is not the case in real life against stationary targets.
  13. As I have continued to play Mission 2 of the US campaign, and have continued to call in precision artillery, I have continued to miss targets. I have fired over 15 Excalibur shells and none of hit their targets. Given the difficulty of most CM missions, this bug is "game breaking". I find it strange that customers have not taken to the forums to complain about this. I look forward to when the developers address this issue in writing and then fix it. So far I have no evidence that (1) they acknowledge that the bug exists and (2) they plan on fixing it.
  14. No, they did not miss by much and yes the target was stationary (even after the third barrage of near hits). rocketman, so you recall that this is a known issue? Do you know of efforts by the devs to address this issue? Overall. the persistence of small bugs like this takes away from immersion and realism. The bugs may be small but there is little room for error in most CM missions. The gamer is left feeling annoyed by the bugs, not amazed by the excellent unbugged gameplay.