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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

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Found 8 results

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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!
  6. 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.
  7. 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.
  8. as you can see when i'm opening up any vehicles in CMSF, tank commander feeling the air XD how can i fix this?