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Found 48 results

  1. As title says, after reloading the cover of the PK machinegun (I don't know if PKM or PKP) stays open in some cases and the infantry fires with it like that.
  2. I just bought and downloaded Fortress Italy bundle with Gustav Line and Rome to Victory. After install and entering the authorization code (which said all of the modules were unlocked), I go into the game. Right on the main menu page, it says I'm missing files: v110c gustavline.brc v112.brz v200brz v210a.brz v210c rometovictory.brz v210e rometovictory.brz Do I need to redownload the installer?
  3. Hello, I have some memory of perhaps some similar issue like this relocating to building entry by infantry being talked about in the past. I discovered this some time ago while playing a PBEM of the scenario MG Lonsdale's Block. I have tried to replicate the problem on a "blank" new scenario file but the problem doesn't present itself. At this stage the problem just seems to be specific the actual MG Lonsdale's Block.btt file for some reason. There are two four-story buildings types that happen to both face west. In the editor they are termed Independent Buildings>Other>number 2. This building has doors on opposite sides of the building (front and back) that normally should allow infantry to enter via either door. For some odd reason in this scenario, that is not the case. The building can only be entered via the rear/eastern facing door. During the PBEM this actually was very costly and surprising for the Brit player as the westerly located Brit forces that advanced towards the building to occupy it suddenly were faced with watching in horror as their infantry instead ignored the covered western entrance and ran around the building to attempt to enter the building from the exposed eastern side, only to get cut down of course by the enemy in the east. The first time it happened I blamed myself for perhaps giving the wrong order or something. My repeated attempt was met with the same disastrous result. In my PBEM those buildings were otherwise quite key defensive positions to anchor the northern flank. I have used the scenario editor to both delete and replace the same buildings and place others elsewhere with the same facing. In all cases I could not get infantry to enter the building via the front/western facing doorway. The other odd thing however is that if the building is orientated facing any other direction, infantry are able to then normally enter from either doorway. I have attached the original scenario file in which I have added the same building on some open ground in different facing orientation for the purposes of testing with infantry conveniently positioned nearby. Just need to select Brits, give orders and run for one turn. MG building bug.btt Here is a scenario file set up from scratch with the same building facing in all four possible directions that does not experience the same problem. Building bug test.btt
  4. CMBN 4.02. I was playing a battle last night, and some of my units lost the ability to Face(G). One was 4th Platoon leader unit way in the back with the mortars under no fire and no danger that I could see. I could tell it to move in all the normal ways, but not Face (G). A couple of other units also lost the Face ability. Am I missing something obvious?
  5. In the scenario Editor, the German tank crew are armed like the Canadians. Under the German single vehicle tab, the Leopard 2A4 and the Leopard 2A6 crews (both armored and machined) , they have C8s.
  6. I have been playing a CMBN 4.0 QB. During this battle I've noticed several cases where all members of a team (like German HMG team or panzerschreck team) do not move to next waypoint. Some soldiers move, but some stop and won't follow. This "stopping place" seems to be near a very steep cliff. So it seems that the cliff prevents soldiers from moving to direction where they should be , and the game cannot find a longer route to next waypoint. Here is one example. example pic
  7. I'm not sure how the potential bugs should be reported, so I'm just going to post here. The mortar fire mission in my CMFI game is completely off target. To the point that I'm thinking, it could be a bug. The spotter for the mortars is a HQ unit. The spotting rounds were falling very close to my units, but I though it wold be corrected. Is it a intentional simulation of military SNAFU or could that be a bug?
  8. In CMBN v4 I've noticed that most tanks etc can spot and shoot through bocage. But for some reason some units like German Marder III cannot. They can only spot, but either they can't shoot or it is rare (because the enemy kills them first). Is this a bug? I haven't tested all similar tank hunter vehicles, is this same thing happening with them also.
  9. The Ukrainian Artillery Observation Vehicles (MT-LBU 1V14) in Mortar Batteries can't call artillery, it doesn't have laser designator either. The same is true if you pick this vehicle from "single vehicles" list. But the same vehicle at the battalion level seems to work just fine (call strikes, has laser designator). As far as cost goes, the battalion MT-LBU costs 120/360, the mortar battery MT-LBU costs 100/300. Is this intentional or a bug?
  10. So, I'm busily recording the big grand finale of the next TTP video, and I came across some very strange behavior: When ordered to cross a section of cleared minefields, infantry seem to actively avoid the clear sections, and wander outside the lane. Having run into a minefield, my M4A3 reversed, and the Crab went forward to clear the mines. At this point, I figured I'd cross a Team, so I placed a movement waypoint one AS short of the lane, and the next waypoint directly across the far side of the lane, much like you'd plot a bridge movement. The Squad Leader, in his infinite wisdom, decided to run outside of the cleared path, and steps on a mine. I send the Crab in again to clear this newly discovered lane, and order the remainder of the Squad across it. While the rest of the Squad is running across, one man wanders outside the lane and is killed. So, I order the Crab in again, to clear another lane, and now I have a section of cleared minefields, three action spots wide. In other words, it's a wide open highway and you can't possibly miss it. So I order the next Squad to Assault Move through the gap, (I was still under sporadic rifle fire), and two of the three Teams deliberately avoid this cleared section, wandering well outside the lane, and two more men are killed. Remember, the total length of the movement orders did not exceed 4 Action Spots, and the total length of the cleared area was 4 Action Spots. So within 32 meters, Teams are deviating from their assigned path by more than 8 meters. I don't know if this is a bug with the new behaviors or not, which is why I appended a question mark to the thread title, but can we have a tweak to infantry behavior? Something like, "cling to cleared minefields like a drowning man clinging to a life raft"? No one in their right mind would deliberately avoid a cleared minefield like this. Not to this extraordinary extent. Not saying no one's ever done it, but when you have a clearly marked path directly in front of you, you're not going to be a trail-blazer. I set up a Dropbox folder with a save file: https://www.dropbox.com/sh/8x8dj1ydxmlx31f/AABctJ0_DjZpTvRQKH8qbxvda?dl=0
  11. As the title says. This was taken in CMBN but pretty much every title I own has had this problem since the 4.0 upgrade. Didn't bother to report until now. Don't know if it was reported by anyone else. if it was regard it as moot.
  12. Hello, First time poster here, although I've played all the combat mission games since the original series. I just started playing the excellent road to Nijmegen campaign recently. I'm experiencing some trouble on the Heuman Lock Bridge mission; but not because of the difficulty of the mission itself. I'm playing with all the dlc, and I'm patched up to 3.12. The problem is that my troops have taken out the bunker and blown the wire with a demo charge, but will not cross the bridge itself. I have tried all movement commands, but nothing works. Orders are issued but they refuse to cross and sit there on the allied side of the bridge, and hence lose the battle. I'm aware that the original bunker was changed from a concrete to a wooden bunker, in patch 3.12. I wondered if the change of bunker had caused a bug in the map, creating an invisible barrier, preventing the paras from crossing? I have no idea myself and wondered whether anyone else had come across this? Cheers for any suggestions or help.
  13. I have a German halftrack with extra ammo. I can select acquire command and the ammo type appropriate to the halftrack machine gun - I think - (7.92 AP). The stored ammo amount is decremented but the amount of ammo available to the gunner does not increase. Either this is not allowable and I should not be able to select the acquire button or the ammo should be incremented.
  14. Im guessing this is a bug, not sure if its known though. Im playing the second battle in the Foiling Fustian campaign, and the AS42 scout cars with 47mm AT guns show up as available on map artillery assets. Clicking the artillery asset icon highlights the unit on the board. Is this a bug, or am I missing something?
  15. Hello BF, beta testers and technicians, in CMBN on the purchasing list/screen for German mechanized troops, if you pick the "Panzer Div. Escort Company", in game version (engine) 4 they no longer have their Opel Blitz trucks. In all earlier versions they had trucks with extra ammo, panzerfausts, even special trucks with mortar ammo for the mortar teams and those for the anti tank guns with extra AT ammo. In CMFI, CMFB and CMRT the mechanized Panzer Div. Escort Company still has them, so I assume that in CMBN there is a small mistake now in the TO&E since it was upgraded to version 4. Thank you in advance for looking into this matter.
  16. Atm I am playing a lot of mp games against my brother (not pbem but turn based via hamachi) and we discovered some annoying bugs: 1) german mgs lose their weapon in the second round. there is no deploy button anymore, even not greyed out. If someone wants to download the savegames from the first and secon round you can do it here: First Round: https://www.dropbox.com/s/pupvpyrqb75bl3a/Arnhem BRidge 1.bts?dl=0 Second Round: https://www.dropbox.com/s/2xf62le8tksptfy/Arnhem BRidge 002.bts?dl=0 Regarding this bug I discovered if, when you are in the first round in turn based mp the gun disappears when you give a move order. gunner only has a walther p38. if you deploy the mg the mg appears again. but maybe that has something to with this bug, because in sp against ai in quickbattle this not happens when you give a move order. 2) When you play the brits and buy a vicker, it is a IC team with a mg icon but no vicker mg. the bug was reported in 2015 for cmfi and it seems that it is still not fixed. The brits are useless to play if you cant ad vicker teams to battalions who doesnt have an extra mg section. Edit: 3) When you have chosen a pioneer battalion and want to add a flamethrower to a squad, the squad is not there in your first round. you can test this also in sp quick battle against ai! Very, very annoying. Atm I am really pissed because of all this bugs. My brother is new in the series and he bought the game with 2 expansions and it doesnt work properly!
  17. 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.
  18. I'm in a CMFI QB where my 37mm L/54 M3A1 towed anti-tank guns don't appear. I only know they're there because I see four (4) crewmen and get the AT Gun unit description when I click on them. I thought I recalled this as a known bug but my searches for it come up empty. I am using the Aris 37 57mm AT Guns mod but the problem occurs with and without mods. What can someone tell me about this? Is there a fix? Appreciate any suggestions. Thank you.
  19. as you can see when i'm opening up any vehicles in CMSF, tank commander feeling the air XD how can i fix this?
  20. Hi. This is my first post here but I am playing a game where there is a bug or something and wanted to know if others had experienced this. I am in a QB and there are some buildings which are on the map, but the armor can see through and shoot through as if they were not there. I have been able to spot an enemy tank with ground forces that should have been fully obscured behind a row of buildings. One of my tanks shot an enemy tank and hit it direct broadside through a building (the rear of the tank was exposed but that is not where the round hit, I thought it could be a minor glitch until the behavior was repeated). And one of my tanks was destroyed when it took rounds from two separate enemy tanks, both of which sent rounds through buildings that could be seen on the map, but obviously had no effect on blocking tank rounds. This was most definitely not a terrain or slope situation, all armor was behind buildings which should have fully concealed them from the surrounding terrain and viewpoints. Anyone have any thoughts? Is there a official way to report this to battlefront? Thanks!
  21. I've noticed a lot of soldiers "sliding"/no walk animations into their final positions. I think this is a known bug, but correct me if I'm wrong, or if there is a fix. Thanks.
  22. Upgraded to V1.03 today. Launched the game and had really bad mixmatched text. Uninstalled the game fully. Reinstalled and patched back up to V1.03. Problem persists. Pictures attached. I have most other combat mission games installed. Please help!
  23. Dear community i got a stunning graphical problem since the 3.11 patch (i guess) i was hoping the issue will be fixed with the 3.12 patch but the problem is still there. When afv crews are opened up, the main MG gunner of halftracks ( both german and allies) stand up their arms wide open and without helmet. Nevertheless caliber 50 and Mg's are firing properly. I own -CMbN. -MG. -VEHICLE PAK. I ve attached a pics resuming my install, maybe the clue lies here. Thank's a lot for your welcomed help.
  24. Today I accidentally found out that the wego system works different in two player mode then in single player mode. In two player Lan wego mode you can click a unit and see the moving line and can move the dots around during the 1 minute playback. Its stupid because when you made a plan and everything goes wrong you can shorten the moving line and prevent further damage during playback?
  25. Hi, I have a problem on a map with a HT trying to cross a bridge. You can watch it here: http://dai.ly/x49qe4q The tank cannot cross either. If it can help, I have the map file and the saved game file. Any idea how to avoid it? Regards, Nicolas.
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