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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
MOS:96B2P

CMA Unofficial Screenshot Thread

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Looks like you are enjoying it!  :)

Personally I think it's one of the best titles in the range, either side has interesting possibilities for the player and the uncons in this one can put up a convincingly good fight, then bug out through an exit zone.  B)

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Makes me want to play it too!

But aren't we supposed to be holding ourselves ready for some playtesting??  (I'm currently using up time in the first mission in the new CMBS Russian campaign.)

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This isn't one of my efforts, it's the stock scenario 'A Trouble In Herat', I enjoyed it a lot and wound up messing around with the map, eventually resulting in my own 'Large City' variant on which I'm setting a few scenarios (including the one you tested).

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Since photobucket turned this thread into a graveyard let's breathe some life into it. Hot off the presses; a good game from @Mishrae - though in hindsight it would've probably been fairer had the sides been reversed. 

Edited by Rinaldi

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Savage!  :o

The Mujahideen seem to have an awful lot of men and trucks are a bloody liability in CM:A, they can't even carry nasty surprises.  :rolleyes:

Spot on about the Hinds, as a Blue commander once you hear 'That Sound', it's time to head for the exit-zones!  ;)

Edited by Sgt.Squarehead

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2 hours ago, Sgt.Squarehead said:

Savage!  :o

The Mujahideen seem to have an awful lot of men and trucks are a bloody liability in CM:A, they can't even carry nasty surprises.  :rolleyes:

Spot on about the Hinds, as a Blue commander once you hear 'That Sound', it's time to head for the exit-zones!  ;)

While it is true that there are a lot of Mujahideen, that should be no problem 

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Sadly it's the one game we know won't be updated.  :(

But on a brighter note it is still a good game (better than CM:SF in a lot of ways) and it is very, very cheap to buy.....Shame about the trucks.  ;)

Edited by Sgt.Squarehead

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Great video.  One can almost simulate this in CMSF since we have wonderful Muj's and Uncon mods.  Not sure if Syrians can be modded to look like Russians.

I thought SS was playing the AI at first.  Seemed odd that a 2nd and 3rd convoy would advance into a known ambush.  Also,

Am assuming than the Russians can only win by reorienting from a "Convoy Mission" to an "Assault Mission".   ie Get the trucks back to some sort of safety and reorg the combat troops?

Once one knows the bridge is mined, that makes the bridge pretty much impassible.  Not sure what the point was of trying to cross it after the first explosions.

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6 minutes ago, Erwin said:

Great video.  One can almost simulate this in CMSF since we have wonderful Muj's and Uncon mods.  Not sure if Syrians can be modded to look like Russians.

I thought SS was playing the AI at first.  Seemed odd that a 2nd and 3rd convoy would advance into a known ambush.  Also,

Am assuming than the Russians can only win by reorienting from a "Convoy Mission" to an "Assault Mission".   ie Get the trucks back to some sort of safety and reorg the combat troops?

Once one knows the bridge is mined, that makes the bridge pretty much impassible.  Not sure what the point was of trying to cross it after the first explosions.

Talking about CM SF , I could swear I saw some scenarios whereby Russians were attacking bagram airfield . 

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20 minutes ago, Erwin said:

Am assuming than the Russians can only win by reorienting from a "Convoy Mission" to an "Assault Mission".   ie Get the trucks back to some sort of safety and reorg the combat troops?

Probably the best bet.....I'd be tempted to create a truck pool, guarded by a few dismounts, then accumulate my forces and wait for the Hinds. 

I don't think I've actually played this scenario (if I have it was a long time ago), but I've built quite a few scenarios on the map, so I know it quite well, I've made a slightly extended version that offers a few more tactical opportunities.

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1 hour ago, Erwin said:

Great video.  One can almost simulate this in CMSF since we have wonderful Muj's and Uncon mods.  Not sure if Syrians can be modded to look like Russians.

I thought SS was playing the AI at first.  Seemed odd that a 2nd and 3rd convoy would advance into a known ambush.  Also,

Am assuming than the Russians can only win by reorienting from a "Convoy Mission" to an "Assault Mission".   ie Get the trucks back to some sort of safety and reorg the combat troops?

Once one knows the bridge is mined, that makes the bridge pretty much impassible.  Not sure what the point was of trying to cross it after the first explosions.

I mistook them for RPG fire so that is why I tried to cross, getting that first BMD over, was a rookie mistake of thinking it could hold down the other side. 
I would have re organised except there were mujahideen over looking the convoy entrance point 

Edited by Mishrae

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It also seems that SS knew when the Hinds would appear and hence was able to get his Muj exiting b4 that happened.   Otherwise, the Russian could sit in defense and wait for air power and only then coordinate an attack.   

The question is how much damage can the Muj do if the Russian simply hunkers down in defense and waits?  Can the Muj do enuff damage and then escape b4 the Hinds appear?   If they can do that then maybe the scenario needs massaging.

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Wasn't me fella, I'm just an interested onlooker here.....I don't think I've even played this scenario (I've got it though, I checked).  I do know the map very well (assuming it's the unedited version from the QB Maps folder), I've built several things on it in the past (it's one of the best IMHO).

Gunships always make a sighting pass at speed the turn before they commence their attack, they then usually make a very distinct hard turn noise as they commence the attack run.....If you hear that noise, it's already too late.  ;)

PS - I've used this for dramatic effect in a few of my single player scenarios, basically targeting an area where the player cannot possibly be with an AI fire plan, this causes the helicopter to make several sighting passes (in completely the wrong place, but the player doesn't know that) over the course of a few turns.  You do have to be a bit careful not to trigger Red on Red incidents when doing this, Hinds are apparently often rather liberal in their interpretation of ROE (especially in CM:SF).

Edited by Sgt.Squarehead

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