Jump to content
  • Announcements

    • Battlefront.com

      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

      Instructions for Upgrading CMFI to Engine 4   04/09/2017

      Upgrading CMFI to Engine 4 requires prior product purchases be relicensed.  This is because we've updated the copy protection software.  This is a one time thing which also affected CMBN Mac and CMRT for both platforms, so some of you will find these instructions familiar.  The method of relicensing is flexible, but here's the optimal method: 1.  After installing using the Full or Update installers, launch the game.  You'll be prompted to license.  Enter you Engine 4 license key and exit. 2.  Use the "Activate New Products" short cut in your CMFI folder to launch the game with the license window.  Enter your Engine 3 license key.  If you bought the Upgrade 3 + 4 Bundle then you can skip this step. 3.  Use the "Activate New Products" short again and enter your Engine 2 license key *IF* you have one, otherwise skip this step.  Note that CMFI started it's life was Engine 2, therefore if you owned the game prior to Upgrade 3 coming out then your CMFI Base Game license key is your Engine 2 key. 4.  If you purchased Gustav Line as a separate product, use "Activate New Products" again and enter your Gustav license key.  If you bought Gustav as a Bundle, it should already be activated. If you should run into any issues, try to figure out what key is missing (the game should give you adequate feedback for that) and use "Activate New Products" link to allow you to enter whichever key is needed.  If you still have a problem, especially if you bought a Gustav Line Bundle (some keys definitely didn't transition correctly!), file with our Help Desk and include the license key you're having problems with: https://battlefront.mojohelpdesk.com If you can not find your license keys sent to you by email, no problem.  Go to your store account and check your Order History.  Keys and download links are always there for you unless you ordered a "hardgoods only" option.  In that case your license keys are on the back of the CD/DVD cases that came in the mail. Also good to know... if a download link in an email confirmation doesn't work, go to Order History and try from there.
    • 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
rocketman

Question for "tread heads" about the Sherman

Recommended Posts

Just had an instance in FI that I don't believe I've had before. A mid Sherman got hit and it killed three crewmen but by some miracle no subsystems, MGs or main gun was damaged. So my question is; was the Sherman really fully operational with only two crewmen? In the game it can still drive around and fire the main gun at what seems a reasonable ROF. I checked Tank Encyclopedia but found nothing about it. 

Share this post


Link to post
Share on other sites
Cobetco   

i don't see why not? a driver and a Gunner is all you need to have a "working" tank. that doesn't mean it'll be an effective tank though.

Share this post


Link to post
Share on other sites

I would expect that spotting would be drastically reduced as well as rate of fire if the main gun, but I have no idea how the game handles this. Also, all MGs but the coax should be inoperable (presumably no one to fire them).

Michael

Share this post


Link to post
Share on other sites

ROF fire and spotting should be massively curtailed and morale would probably be quite low too.....Scraping pieces of the other three crew members off the various equipment would probably be quite off-putting. 

IMHO they should save the tank then bail.  :mellow:

 

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites

The loss of a loader would cause the remaining two crewmen to shift positions all the time to get shots off and drive the tank, right? Even though anecdotal evidence, when this has happened to me before there has been no way to target the main gun manually (target line). I lean towards the option suggested above, save the tank and bail.

Share this post


Link to post
Share on other sites
IanL   
5 hours ago, Michael Emrys said:

I would expect that spotting would be drastically reduced as well as rate of fire if the main gun, but I have no idea how the game handles this.

Yep, the spotting will be reduced for sure. The game actually considers each crew member as looking through thier view ports. So with only two crew they will be slow to spot. The rate of fire should also be reduced. I believe that should be modeled by the game too.

 

45 minutes ago, Sgt.Squarehead said:

IMHO they should save the tank then bail.  :mellow:

Yes, in real life withdrawal is the right thing to do. But we players often do things that run counter to what soldiers would have done. 

Share this post


Link to post
Share on other sites

It's just not so visceral through a monitor & headphones I guess.  ;)

Maybe having a mate chuck a bucket of lightly warmed offal over you every now and again would help?  :lol:

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites

Or not.  :mellow:

There's a strange and occasionally morbid irony to playing these games sometimes isn't there? 

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites

In the spirit of realism I think there are some things that the game should keep out of the player's control, such as crews from knocked out tanks IMO should be in a constant state of panic so you can't use them as combat/scout units. And in the case of this thread, retreat and/or bail.

Share this post


Link to post
Share on other sites
IanL   

That wouldn't be popular. Not that I don't agree. So, in this case what is the criteria? Two crew members left means they bail and run for it? What about three? What about a three crew member vehicle? Or not crew size but: If a crew bails then they never recover? Just curious what you think would work.

Share this post


Link to post
Share on other sites

I was thinking along the lines of some kind of threshold for when a tank is combat-worthy and the crew can't do a sufficient job without very high risk for the tank or themselves. But for bailed crews, perhaps it is more fitting to have them instantly turn "brittle". That way you can command them but as soon as they come under fire they are likely to run away. You can use them for long range spotting, but not as a front line unit.

Share this post


Link to post
Share on other sites
sburke   
4 hours ago, rocketman said:

In the spirit of realism I think there are some things that the game should keep out of the player's control, such as crews from knocked out tanks IMO should be in a constant state of panic so you can't use them as combat/scout units. And in the case of this thread, retreat and/or bail.

I agree with Ian that would be too extreme, but my practice is armor crews once I regain control head for safety.  Personal choice to maintain my in game immersion

Share this post


Link to post
Share on other sites
5 hours ago, sburke said:

...but my practice is armor crews once I regain control head for safety.  Personal choice to maintain my in game immersion

Same here. But that puts players on their honor not to do unrealistic things just to win. Sometimes that can be trusted, sometimes not.

Michael

Share this post


Link to post
Share on other sites
IanL   

Yep, I have a few opponents where we use a house rule like that but for others where we have not discussed it I as gamey as they come :-)

Share this post


Link to post
Share on other sites

I usually try to do the "right thing", especially when playing the AI (buddy aid as well), but if my oppo in PBEM uses them aggressively I tend to do the same if it will give me an advantage. But I hate myself for doing it. I like the idea of a house rule, but how/where do you draw the line of how to use them?

But is a "brittle" status too much to ask for a crew that has been through something as traumatic as being in a knocked-out tank?

Share this post


Link to post
Share on other sites

This is why I value the campaign format, it makes matters like these elementary.....Are you really going to risk completely losing a Sherman crew (who you know will receive replacements & a new tank in future missions) for the minor contribution they will make fighting dismounted.

'Brittle' status would work well to simulate surviving a tank brewing up IMHO.

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites

I like campaigns as well for the force preservation factor and that you have to think ahead to the next mission too. That's why an operational layer would be awesome for CM.

Share this post


Link to post
Share on other sites
IanL   

Or full support to head to head play in campaigns. One of my top three freatures.

Share this post


Link to post
Share on other sites
10 hours ago, IanL said:

Yep, I have a few opponents where we use a house rule like that but for others where we have not discussed it I as gamey as they come :-)

I laugh at your kamikazi crews as they charge my Panthers, "Urhaaah! Urhaaah! Urh-"*squish*

:P

Share this post


Link to post
Share on other sites

They still have the physical tank itself? I dunno guys, I ride a motorcycle and I think cars tare too dangerous a weapon to be given to under-trained civilians. Call it a sticky battering ram! 


...need to get me a game against @c3k sometime... I think I've subscribed to his strategy too long. 

Share this post


Link to post
Share on other sites
Badger73   
On 5/6/2017 at 5:09 PM, IanL said:

That wouldn't be popular. Not that I don't agree. So, in this case what is the criteria? Two crew members left means they bail and run for it? What about three? What about a three crew member vehicle? Or not crew size but: If a crew bails then they never recover? Just curious what you think would work.

Three crewmen (driver, loader, gunner) could still fight the vehicle defensively but in a very nervous state at reduced visibility and half their MG's.

Two crewmen could fire defensively at a very reduced rate of fire in a state of near panic and over-riding self-preservation.  They would either bail out if taking enemy fire or withdraw the vehicle to cover and safety.

Share this post


Link to post
Share on other sites
MikeyD   

The reduced crew remaining to fight might be considered Audie Murphy-level heroics, especially with the interior strewn with your mates guts and headless corpses. I'd imagine crew would be more likely to remain if the others are lightly wounded. You wouldn't want to hop out and abandon your mate with an ankle wound to his fate. There was a post elsewhere complaining about small arms fire entering a hatch entirely spooking the crew so they bail. So basically anything can happen. Fanatic crews will die where they stand rather than flee.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×