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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:


      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 12 results

  1. I’m apparently part of a small breed of the CM community that misses the old CM1 style operations. This is something I've talked about for some time on and off but over Christmas started to put my mouse where my mouth is... and started designing the thing. I hope to use this forum thread to update the community on my progress with this experiment and for others to chip in their thoughts/ideas/solutions to problems encountered. Introduction video first (I plan to do more down the line), followed by some written thoughts to get the ball rolling. For those younger CM Generals among us, CM1 Operations were essentially one large map with an end objective to reach by the end of a set time period broken up into multiple engagements. Force preservation and forward thinking were key to success. For example: “Okay, I’ve taken this village, do I keep pushing now while the enemy in front of me is disorganized or do I wait until sundown before creeping forward with additional forces that are due to arrive.” It wasn’t a perfect system by any means, for example there were issues regarding how the CM1 titles calculated the deployment zones for follow up missions based on how far the player pushed forward. (It could be gamed a bit). The CM2 Campaign system is more Designer controlled and is suited to following a more narrative structured series of events over multiple locations. My biggest issue with the current system is depending on how the Designer builds the campaign and handles reinforcements/replenishment; it can heavily encourage players turning to a ‘save scum’ mentality, (a constant reloading of older saves when something goes wrong), knowing they are unlikely to achieve victory later on if they lose ‘x’ number of units now. Or worse, you get the feeling you've progressed through the campaign well only to get to a mission that is simply unplayable due to previous losses. The fact we now see designers (or the community through websites such as @IanL 's) outlining in briefings and in supporting Read Me's released outside of campaign file, pathway and replenishment details is, I think, testimant to this problem. The margin for error before it becomes unwinnable (beyond the point of being a hardy worthwhile challenge) in a lot of campaigns is simply so small. Thing is I think we can create something close to a CM1 style Operation inside the CM2 engine. This is now largely possible due to: - The far greater map sizes and units the engine can handle now compared to CM2’s debut. - The variety of forces now on offer in most titles once modules and packs are released. - General beefiness of current computers. So a CM2 campaign is essentially a series of linked scenarios that form either one or two pathways to another dependent on 'winning' or 'losing' a preceding scenario. If we switch up the usual formula for a campaign to include the following: - The player has one large map to clear over a series of engagements that are spread over a tight timeframe. - A player must hit numerous terrain based objectives in a set order to reach the final objective which ends the campaign. The longer it takes the less the degree of campaign victory. - These terrain objectives are provided in an order set out by ‘higher command’ (the designer). - If the player wins, they move on to the next objective in the next allotted time slot. - If the player loses, they repeat the same scenario with time progressing to the next allotted time slot. - As time progresses both sides receive reinforcements and replenishment though given the small time frames there would be at set periods or only in small increments. - An extensive initial Campaign Briefing would be required. - Briefings between missions would be minimal to represent the lack of orders from higher command during a prolonged engagement. It's up the Battallion Commander (the player) on the ground to make the call on what to do next to meet their final objective. Perhaps limited to some on the ground intel or feedback to the player on what type of support is coming up in future engagements to help them make an informed decision around ‘commit now or later.’ - Forces on both sides would be nearly all Core Units and tracked for the duration of the fight. The thing is why do we always think of campaign progression as a ‘line’ and why not a ‘table.’ If the player ‘loses’ a scenario, let them try the same mission again with what forces they have on hand but push the time along a little bit for the follow engagement. The major limit to this approach is the fact that the CMx2 engine doesn’t support terrain damage carrying over between missions. The designer would have to be a little bit creative here and slow damage / rubble down the map as time progresses depending on the circumstances. Perhaps at a set point you damage key focus points on the map to take into account pre-planned bombardments from Army HQ assets. Using this St Lo period engagement that historically occured on the map in the video over two full days of fighting is a nicely contained and smaller situation to test out these ideas. If this theory works it would be good to have a crack at the 502d/101st Ab's push towards Carentan. Dreams are always bigger than reality.
  2. Does CM2 portray Jäger Division infantry type units or have they not been added? I see selections for Panzerjäger battalion under German Army: Infantry, but wasn't sure how you'd portray the infantry part of the formation. For instance the 114th Jäger Division's OOB looks like this: Jäger Regiment 721 Jäger Regiment 741 Reconnaissance Battalion 114 Artillery Regiment 661 Pionier Battalion 114 Panzerjäger Battalion 114 Signals Battalion 114 Reserve Battalion 114 Supply detachment 114 What formation would you use to represent a piece of say the 721st Regiment; elements from a normal Grenadier Battalion? Pioneer, Panzerjäger, and Supply all have obvious choices in the editor. Mord.
  3. Hi Folks: Can anyone help? I've got CMBN v 4 w no extras. Sometimes there's no enemy present in a Quick Battle. I've seen this twice - once with v 3.12 and once with v 4.00. On both occasions the enemy was the USA, but there's not enough data to know if that's any kind of pattern. Both times it was the defender who was not there. Both times the attacker and defender forces were chosen automatically. It's disappointing to spend 30 minutes slowly creeping up to a village only to find it, and the rest of the map, completely empty. The statistics at the end screen clearly show there is no USA force at all - no men or vehicles. I love this game and would love to hear of a solution to this issue! Many thanks in advance for any help.
  4. Hi Folks, Very recently upgraded all my games to version 4.0. The upgrade seemed to go very smoothly, didn't even need to reactivate! Today, I tried a small scenario from CMBN (It's a new dawn, German side, real time, Iron Man) and straight away noticed an issue. I tried to issue a deploy weapon command for my MG team, but the screen asked me to pick the spot I wanted to conduct area fire on! Very weird. It's as if the command has somehow been mis-wired - either that or deploy weapon does require one to instantly lay suppressive fire - which seems a little weird. I'm running a pretty standard setup of a high end I7 coupled with an NVidia 980ti card. I am running at a relatively high screen resolution though of 3840x2160. I have tried reloading the game and still get the same issue. Prior to version 4, deploy worked as expected. Anyone else seeing anything like this? RobP
  5. I'm searching for experienced opponent huge or large QB! you don't have to be an expert! but let me know if you're ready for battle sincerely yours General Sir Anthony Cecil Hogmanay Melchett VC DSO
  6. 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.
  7. Hi Guys This is the first video in my new DAR versus Rinaldi. I don't confess to be a tactical genius but I enjoy playing the game... Im not one of those guys who knows the stopping power of a Sherman 75mm at 678 yards. I play the game by the seat of my pants and see how things pan out. I hope you enjoy the DAR and please be sure to like and subscribe. As you can see from my first video Im having some issues with sizing for YT videos. I have a 21 inch (non-widescreen monitor) and trying to get the image to fill the screen in YT has been a pain... I failed in this vid but will hopefully rectify it in coming turns. Any advice appreciated both in gaming and hosting on YT. Thanks for reading.
  8. Hello all, New to the games, and more importantly new to the forum. So hello hello, nice to make all of your acquaintances. Now on to the gushing praise I have for this wonderful hidden little gem of a beauty(see how many adjectives I have for CM!). Where do I begin, the whole series, from what I have seen and not played so far, only dipping into CMBN for now, but gosh golly gee willickers, boy is it great. Now on to some general ideas, thoughts, questions for all you seasoned vets. One idea I had very early was what if all/most/some riflemen could actually drop their packs to gain a little mobility. I am sure you have all heard it before, but the way they run slower through certain terrain is a bit funky at first, but I totally get the use of that feature to simulate the speed at which they can run/walk/jog/crawl across different types. What if a few more simple real life-ish features such as this one could be added? Like for example, a way to order soldiers to commandeer weapons, scavenge for ammo...kinda like the way you can order engineers to mark mines. Maybe it could only be initiated by the platoons HQ or something, you know because the chain of command would usually be the ones keeping everyone together and prepped for the next engagement while moving forward. Now these are not just ideas, but more like questions...because I am sure that I am yet to figure out all the little hidden things about this game that aren't really spelled out in the manual. I am only just now working my way up to some bigger battles to see if my pc can even handle it yet alone my own brain. Played a few of the small and tiny battles, and I am now trying my hand at the apparently infamous Courage and Fortitude, and found out I apparently have NEITHER when it comes to loosing my men. Probably wouldn't have made a very good commander! But I am trying and learning and just taking it all in nice and slow. Any thoughts? Ideas that you may have? Strategies for learning this incredibly deep game? Thanks and glad to be here!
  9. It's been a while but I got inspired to do a full AAR with a narrrative for the latest battle between Mord and myself. I figured I might give a DAR a go, rather than waiting until the end, so hopefully this is entertaining. The basic background to this battle is: 1) I am defending with British Airborne Troops (no armour); 2) Mord is using SS troops (I think) and I told him to pick pretty much whatever he wanted except for Tigers. That's it. Now on with the show....
  10. Hi all. So I have just bought all of the remaining CMX1 and X2 titles and as a long -time MG nut I'd like to start with finding someone to command the krauts in the Netherlands against my Allied paras and the XXXth Corps. However open to virtually all suggestion, I have a decent interest in either theater and possible setup. Stock scenarios preferred first, but again - quite open to alterations etc.
  11. I played CMBN for some time, but only a singleplayer battles and scenarios. I would like to try some PBEM. I own CMBN 3.11 only and since I have no multiplayer experience i will try to cooperate fully. I hope you have a patience for a noob like me. P.S.: I hope my english is not that bad.
  12. Looking for opponent

    Seeking an opponent for CMBN, CMFI or CMRT. Any game will do. Looking to play a small battle. Move frequency will be 2 to 3 days, depending on my work load. I am not an expert player and consider my myself extremely green. If interested just PM me!