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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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Sickie

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Sickie   

1. Trackmarks on the ground and squashed grain. It would look awesome and we could have cropcirclecompetitions with PzII's.

2. Rubble around damaged/destroyed buildings and branches around trees, 20mm hitdecals.

3. Being able to split of short and long range reconteams from squads, shortrange would have smg's if available and no binoculars, long range would have rifles and binoculars if available.

4. 2 vs 2 pbem, now the maps are so large it would so rock to each command an independent company on a different section of front on the same map against two human opponents. Unless two choose to operate together and create a Schwerpunkt...

5. Fuel trucks to escort/intercept, burning buildings, pontoon-bridges, wooden walkways through marshes, dugouts, slittrenches, trenches with parapets and communicationtrenches .

6. When doubleclicking to jump to a part of the map not automatically unselect the selected unit. Target briefly on different targets in the same turn without having to move the unit, being able to select a unit by clicking on the movementline when toggled on.

7. The amount of casualties inflicted by on map troops next to the total amount of enemy casualties so the percentage of casualties from (off map) artillery and airstrikes is easily calculated.

8. Partisans.

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4. 2 vs 2 pbem, now the maps are so large it would so rock to each command an independent company on a different section of front on the same map against two human opponents. Unless two choose to operate together and create a Schwerpunkt...

Hi Sickie,

You can do multiplayer PBEM games now with any of the

CM games.

Using CMRT for instance, say you have three guys playing.

Players A and B are the Germans and Player C is the Russians.

The "commander" (Player A) for the German side fires up the scenario to

be used, inputs his password (all he can do that turn) and

emails it to the Russian player, Player C.

Player C loads up that file on his end, inputs his password, then

sends that file to Player A.

Now, Player A loads it up and inputs the orders/movements for

his "half" of the German units. He then -SAVES- the game when

he has finished and emails it to Player B, the other German player.

Player B works -HIS- units up and then ends the turn, sending

the resulting file to Player C, the Russians.

Player C then loads it up, does his orders and emails the

new file generated to -BOTH- German players so that they can

both see the "movie" playing out.

Then only Player A will input new orders/waypoints for the German

side. Again, saving it after he's done so for -HIS- units, then

saving it mid-turn and emailing it to Player B.

The process just repeats itself throughout the game.

Works like a champ.

Best regards, Oddball-CAF

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poesel   

4. 2 vs 2 pbem, now the maps are so large it would so rock to each command an independent company on a different section of front on the same map against two human opponents.

To follow up on Oddball: this can be easily done and I'm currently playing two of these games. It is fun.

What would help that would be to be able to load save games of the same game and turn into the replay phase.

Now you watch a turn, quit and reload the same turn again with the commands of your co. That is cumbersome and, depending on scenario, can take a while. But the difference between the two files is just a few kbs of command that the co has given.

Maybe that can be easily done, maybe not. Would help very much.

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Baneman   
1. Trackmarks on the ground and squashed grain. It would look awesome and we could have cropcirclecompetitions with PzII's.

...

1. Never going to happen. Has been asked for/about before and BFC have pointed out that trackmarks would defeat any Fog of War ( ie. knowing where your opponents tanks/vehicles are ) without major changes ( if even possible at all ).

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womble   
1. Never going to happen. Has been asked for/about before and BFC have pointed out that trackmarks would defeat any Fog of War ( ie. knowing where your opponents tanks/vehicles are ) without major changes ( if even possible at all ).

Never is a long time... Maybe the CMx3 or x4 engine won't have such terrain-related constraints. Assuming everyone lives that long...

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poesel   

I'd like to have a keyboard shortcut for 're-activate last selected unit'

That is not previous unit. It would save (me at least) tons of time. Happens so often that you accidentally deselect a unit while being far away from it. Then you first have to look or fly back, select it again and then go again to the spot you had business with in first place.

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umlaut   
I'd like to have a keyboard shortcut for 're-activate last selected unit'

That is not previous unit. It would save (me at least) tons of time. Happens so often that you accidentally deselect a unit while being far away from it. Then you first have to look or fly back, select it again and then go again to the spot you had business with in first place.

Well, that sounds just like what I´ve always been doing with F12 - unless I misunderstand you?

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Baneman   

Yes, F12.

High utility :)

6. When doubleclicking to jump to a part of the map not automatically unselect the selected unit. ...

If you use the Ctrl+click method ( the doubleclick method is fairly new ) on the part of the map you want to jump to, it does not deselect your unit :)

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poesel   
Well, that sounds just like what I´ve always been doing with F12 - unless I misunderstand you?

Dang - I should really read that manual! :D

On a side note: on OS X F12 is used to activate the dashboard. Since you can't change it in CM (it's not in the hotkeys - why?) you have to do that for OS X in settings - keyboard - shortcuts.

Thanks guys!

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DMS   

1) 1:1 simulated field phones.

2) More planning instruments! So player would give order to unit: MOVE - PAUSE UNTIL 9:45 (PAUSE UNTIL RED FLARE) - FAST - ...

And buttons for battalion/company commanders - launch red flare, green flare e.t.c..

For Soviet style command. )

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I have two AT guns in the same platoon, one crew has lost three men and the gun, the other has lost all the men but the leader and the gun still functions. I would like to be able to combine the two crews to effectively serve one gun. Or have the platoon HQ join the active gun with only one crew member.

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Hi Sickie,

You can do multiplayer PBEM games now with any of the

CM games.

Using CMRT for instance, say you have three guys playing.

Players A and B are the Germans and Player C is the Russians.

The "commander" (Player A) for the German side fires up the scenario to

be used, inputs his password (all he can do that turn) and

emails it to the Russian player, Player C.

Player C loads up that file on his end, inputs his password, then

sends that file to Player A.

Now, Player A loads it up and inputs the orders/movements for

his "half" of the German units. He then -SAVES- the game when

he has finished and emails it to Player B, the other German player.

Player B works -HIS- units up and then ends the turn, sending

the resulting file to Player C, the Russians.

Player C then loads it up, does his orders and emails the

new file generated to -BOTH- German players so that they can

both see the "movie" playing out.

Then only Player A will input new orders/waypoints for the German

side. Again, saving it after he's done so for -HIS- units, then

saving it mid-turn and emailing it to Player B.

The process just repeats itself throughout the game.

Works like a champ.

Best regards, Oddball-CAF

Imagine though a proper Fog of War version of this, where each player can only see his own units and others - friendly and enemy - that are within LOS

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c3k   
Imagine though a proper Fog of War version of this, where each player can only see his own units and others - friendly and enemy - that are within LOS

That works with Iron Mode...as long as you have a unit selected. (Once you deselect units, such that none are selected, you regain the god's eye view.) Can be done, but takes a bit of self-control by ALWAYS having a unit selected.

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poesel   

Before we see that BFC had to implement 'friendly-non player-controlled' units. Which would, besides true 2vs2, also allow for quite some interesting scenarios with AI controlled units on your side.

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Before we see that BFC had to implement 'friendly-non player-controlled' units. Which would, besides true 2vs2, also allow for quite some interesting scenarios with AI controlled units on your side.

Not sure what you mean by "interesting", but it seems to me that they would more often lead to frustrating debacles.

Michael

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sburke   
Not sure what you mean by "interesting", but it seems to me that they would more often lead to frustrating debacles.

Michael

I don't know, might be interesting to have a supporting attack on your flank that you do not control. You'd have to watch for friendly fire incidents though.

The one thing I really want though is I'd hope much simpler. To be able to take an end game and import that as a new scenario. It would make managing an op layer game with CM so much easier.

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1. Never going to happen. Has been asked for/about before and BFC have pointed out that trackmarks would defeat any Fog of War ( ie. knowing where your opponents tanks/vehicles are ) without major changes ( if even possible at all ).

You can already do this if they drive over a fence or wall and destroy it. You even get the sound effect to let you know something's been crushed and this alerts you to start snooping for terrain changes.

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sburke   
You can already do this if they drive over a fence or wall and destroy it. You even get the sound effect to let you know something's been crushed and this alerts you to start snooping for terrain changes.

yeah but it is a little different knowing something drove over a fence and for all you know may have just backed up again versus watching the grain fields and knowing exactly where something stopped.

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poesel   
Not sure what you mean by "interesting", but it seems to me that they would more often lead to frustrating debacles.

Well, yes. Isn't this what this game is about?

:D

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Well, yes. Isn't this what this game is about?

:D

To each his own; whatever floats your boat and sundry other New Age aphorisms. However, I do not find that that thought has a home in my own saga of enjoyment. Carry on.

Michael

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