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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

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Found 18 results

  1. I'm sure this has been answered, but searching for this topic just turns up a ton of (interesting) discussions of RL tactics. I know what this command does - targets for arty - but what are the mechanics/limitations/possibilities?
  2. Are there any articles/threads/AAR/dev blogs that can explain the AI in combat mission in detail? I am looking for something quite in-dept, as I am aware of the basic levels of AI like tacAI. operational AI and strategic AI. But I would like to delve deeper and understand it better.
  3. I can't get the new (4.0 Engine) withdraw or Facing orders to work properly. Most of the time vehicles will stop at their destination order map zone and turn their back on the OpFor. Then when it is time to withdraw they spin the front hull towards the OpFor, as they are suppose to, and back away. They seem to want to face their next destination order which means turning their back to the OpFor when the next order is withdraw. Also the infantry never seem to face the OpFor as they withdraw. I have tried about everything I can think of. Facing and withdraw cancel each other out so that didn't work. Any adult supervision would be appreciated.
  4. Purchased the CMBS Battlepack. Haven't played for a while and this first mission in the US campaign is reminding me of how this game frustrates. If a gunner in a Stryker is shooting at a target, but then is fired upon by the enemy, he should duck back into the vehicle to stay out of harm's way. But the AI does not do this. The gunner will stay out in the open until he is killed/wounded. Anyone agree that this should be changed? Another thing is the attacking behavior of the enemy units. In the middle of the mission, two enemy jeeps came rushing towards my units. They ended up driving around in a small village, weaving around buildings at high speed until they were taken out. Not realistic/immersive. The game is being held back by these AI problems, among others. I would opt for AI improvements over new content.
  5. One thing I've noticed with CM games, is that the AI is not reactive. For example, I'm playing the "First Clash" battle in CMBS. Three enemy tanks approach my front line. One is knocked out. The other two proceed to advance in the next turn and are promptly knocked out. I've experienced this many times. I've never attempted to create a scenario myself. Is it simply because the scenario designer decided that the tanks were going to advance full throttle regardless of whether contacts are made? Is it possible to create scenarios where the two tanks do instead what is rational (e.g. stop, pop smoke, and reverse)?
  6. Is there any difference in the AI (playing against it in single player) depending on the turn system? I am specifically interested in only this one, not on the other differences.
  7. I played a scenario called Brutal in turn based mode as Blue team. When the battle begins one of the vehicles is placed between a narrow area between 2 buildings. During game turns it is possible to drive the vehicle away from this default place to one direction, but not to both directions even though there is no visible object blocking driving to both directions. If you drive the vehicle away from this place and then try to plot a new movement so the vehicle would drive between these buildings it will drive only half way and then stops. So I'm wondering if there is some AI problem that has to do with map tiles, like there has been sometimes when you infantry hasn't been able to move in some building types etc.
  8. I have seen this situation in many of my turn based battles, also in game engine version 4.0. In turn planning phase I give my tank a Face order, let's say turn 90 degrees Then during the 60 second movie this tank starts turning and while this is mostly still in progress a dangerous enemy unit appears, like infantry with AT weapons or enemy tank. Despite this my tank continues turning AND cannot use its gun before turning has finished. Often this means the enemy unit kills my tank which just keeps turning its hull instead of defending itself. the improvement: IMO once this dangerous enemy unit is spotted the tank should stop turning and use its gun for defense. Once no dangerous enemy is at sight (like the enemy moves behind cover or gets destroyed) then continue turning the hull. Or I can redo the Face command during next turn. But DO NOT TURN THE HULL for ages while your enemy unit can kill you.
  9. On a scale of 1 to 10, with 1 being terrible and 10 being perfect, what is your opinion of the quality of the AI in the Combat Mission series (engine x2)? My opinion after many hours logged with CMBN and CMBS: 7/10
  10. If anyone already thought of this or asked this question already and I missed it...sorry. But I thought there was a way--for instance: When Enemy armor triggers phase line Allied reinforcements enter... Etc. What say you all?
  11. Hello all, I would like to know if it is possible to define when created a scenario, some units in the allied side as computer control instead of human control. (like the ones defined in the opponent side) I would like to have just some units controlled by the user, and the others that are controlled by the AI, but not sure if it is possible or not. I saw that you can define plans for both sides, but not sure if for the sides of the players, the plan is following for his units. Thanks and regards !
  12. Hi, I have had reason to be inspired to create a SP scenario that will feature the player as the attacker. It has occurred to me that there are some basic game concepts that I deal with as a player that I do not know how or if are they dealt/are made to be dealt with by the AI. I know there are things like "AI plans" and "AI triggers" now in the game, but I'm just looking for a basic run down on how the following things are typically dealt with by scenario designers when managing/scripting the AI. - Off map artillery: I am guessing the AI doesn't call in a fire mission whenever or where ever it thinks it is appropriate. If the scenario designer doesn't "code " it in somehow there will be no arty fire missions. How then are AI arty fire missions controlled by the scenario designer? I can imagine the most basic types are just fixed "scripted" pre-planned fire missions designed to strike at one spot at a given time. I'm guessing that perhaps these same kind of fire missions could instead be "triggered" to occur is and when an enemy unit enters some kind of predetermined "zone". What else is possible? PS: does an AI trigger get activated by a player unit moving in to a zone regardless of whether it is spotted or not? - Covered Arcs/Hiding: What exactly is/isn't possible as far as assigning unit orders like covered arcs and hiding to individual units? I am pretty sure from experience playing vs AI that it is at least possible to set the two types of covered arcs. I can kind of imagine assigning these orders at setup (including hide) but once they are assigned I am guessing that order will remain with the unit (unless it breaks/retreats/rallies).
  13. To all scenario designers: Let's say there is a mechanised platoon and I wish to assign the vehicles of the platoon as a separate AI group (separate from the infantry squads). Is it, nevertheless, possible to start with the squads mounted on the AFVs, order the latter to dismount at some point, and only then assign separate orders to the infantry AI group? Or do I have to start everything dismounted the setup phase? Thank you
  14. A couple of threads have prompted this poll. I hope that: a) it works (it's my first poll ever anywhere; be gentle with me ) it has some use or entertainment value. BFC is convinced that nobody would pay an economically sustainable price to make spending a lot of development time on AI improvement to the detriment of new features. I'm thinking that if the game is largely feature-complete (what's missing? Flares and proper nighttime illumination sources; environmental fire; mast-mounted vision equipment... can't think of anything else immediately) and they're working on a UI improvement already, perhaps an AI upgrade might be next if there's enough support for it. Whadday'all think? Edit: by "Nobody" I mean "insufficient people". Edit2: I know there are only 4 game families in the upgradeable stream at the moment; I added "all of them" because Bulge, at least, will be out before anything of this ilk gets a green light.
  15. Playing first battle of the "Thunder Over Ponyri" campaign, and having a gas. There are large number of armored forces at play; as my troops are over-running the first set of trenches, my Stug commanders seem intent on greeting their soon-to-be prisoners first-hand. Last turn, no less less than 4 vehicles (3 Stug III + 1 Stug 42) exhibited this behavior - one even lost its commander, only to have the loader pop out of the hatch. There's a lot of hatch open/close/open animations going on, as the AI tries to decide what to do... At any rate, if one Stug lost its commander to an over-zealous individual at close range (or perhaps to re-loading the roof MG), I wouldn't think twice about it. But seeing so many at once, there's obviously something wrong here. Happy to send the action turn along for analysis. Also, I'd like to 'bump' the observation that a whole lotta HE rounds from my AFV's are being used up on fleeing individuals instead of employing MG's... As always, thanks for your time & efforts.
  16. AIs for huge maps

    I'm interested in Red AIs for the two biggest maps. Lots of AIs. I like Quick Battles, I like building my own force, and I like playing U.S. So if one of you geniuses built lots and lots (more is better) different, scattered, diverse, weird, huge, wise, foolish, uninhibited, classical, strange, standard, completely unhinged Red force OBs and AIs, life would be grand. Use all the points. Follow the doctrine or break all the rules. Call in the airstrikes or dig the infantry in. Order a cavalry charge with the armor or set perfect ambushes. I have demonstrated rather clearly that I have absolutely no talent for building AIs. Playing one of my AIs is like listening to a dog with one nut stuck in the gate "sing". My AI commanders wait patiently for the enemy, and when they see them coming sit down for a nice cup of tea. Then the survivors throw up their hands and leave. So I need a real AI commander to go wild.
  17. Hi all, I can't seem to get "Can Trigger" orders to work, specifically the following example: AI Group 2 is supposed to exit its setup zone and secure a farm complex, then wait to advance until AI Group 3 appears on map as reinforcements and begin their advance on a different farm complex. Group 3's second order is set to "Can Trigger," and Group 2's second order has the Group 3, Order 2 trigger listed as "Wait For," and then they have order three, like so: Group 2: Setup (exit between 0:00 and 0:30), Order 2 (wait for Group 3, Order 2, exit between X and Y), Order 3, Order 4, etc. Group 3: Setup (exit between 0:00 and 1:00), Order 2 (Can Trigger, exit between 0:00 and 1:00), Order 3, Order 4, etc. But Group 2 just isn't waiting for Group 3 - rather, whatever time is set as the exit after for Group 2's third order is when they leave to execute order 3. I have tried setting the earliest exit time for Group 2 at 0:00, 5:00 (the earliest Group 3 can appear on map), and 1:00:00, and in each instance that is when Group 2 exits for their third order regardless of what Group 3 is doing or even if they're on map (that is, if Group 2's exit after time is 0:00, Group 2 immediately moves from its second to its third order, regardless of the fact that Group 3, who they are supposed to be waiting on, isn't even on map; same for 5:00. If I set the exit after for Group 2 to 1:00:00, Group 2 sits in its second position until 1:00:00, even if Group 3 has come on map and moved several orders beyond their "Can Trigger" second order). I tried switching the triggered order for Group 2 from the second order to the third order as well (that is, Setup (exit between 0:00 and 0:30), Order 2 (exit between 0:00 and 1:30:00), Order 3 (wait for Group 3, Order 2, exit between X and Y), etc.), but this still resulted in Group 2 just blitzing through its plan. I know with objective triggers I've had success by setting an exit after time of 0:00 and an exit before time of the end of the scenario, with the trigger as the "wait for" condition, but this doesn't seem to be how an orders trigger works. I assume there's an error on my part here somewhere but I've tried just about every variation on the plan I can think of with no change in outcome. The manual doesn't really discuss these triggers; I also tried searching the forums and had no luck. I looked through some of the stock scenarios and couldn't find an example of an Orders trigger being used either. Any tips would be appreciated.
  18. Hi all, and hope this isn't a repost -- My luck is that the M25 CDTE guy is the first to eat it when squads take casualties, and I noticed that the weapon seemed to never get salvaged, despite it being a "RPG/Panzerschreck" level force multiplier in terms of the firepower of the squad and what it can kill. Does anyone else notice this, or is it just my bad luck and the game simulating the weapon being damaged?
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