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

      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
Green Clutch

Crossing the Dnieper- where the hell are my BMPs going?

Recommended Posts

I'm playing through the Russian campaign and have reached the big river crossing. I've got my amphibious platoons lined up on the bank and pathways designated for their move to the next back, my artillery plan is all laid in and I push the big red button. All goes smoothly until the BMPs hit the water. Some of the platoons follow the paths I laid out and some veer off at right angles to their designated pathway, some climb back out of the water and head off down the bank to who knows where.

Is there something about planning movement across water I don't know about? I'm laying out Quick Move pathways that go all the way to the other bank. Do I need to add more waypoints?

Share this post


Link to post
Share on other sites
9 hours ago, Green Clutch said:

Some of the platoons follow the paths I laid out and some veer off at right angles to their designated pathway, some climb back out of the water and head off down the bank to who knows where.

Sounds like one of those situations where you need to open a ticket and submit a saved game file.

Michael

Share this post


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

I'm playing through the Russian campaign and have reached the big river crossing. I've got my amphibious platoons lined up on the bank and pathways designated for their move to the next back, my artillery plan is all laid in and I push the big red button. All goes smoothly until the BMPs hit the water. Some of the platoons follow the paths I laid out and some veer off at right angles to their designated pathway, some climb back out of the water and head off down the bank to who knows where.

Is there something about planning movement across water I don't know about? I'm laying out Quick Move pathways that go all the way to the other bank. Do I need to add more waypoints?

I had the same issue... then the game crashed and had to restart.. the second time around I gave a move command to the first action square in the water followed by a fast move to the other side of the river, and then did something similar but in reverse order for the landing.  No BMP misbehaved after that.

Share this post


Link to post
Share on other sites

I'm adding more waypoints across the river and it seems to be going ok so far except for 2 BMPs loaded with engineers- they're still running parallel to the bank. I'll give them new orders and see what happens.

Share this post


Link to post
Share on other sites

One thing to check is the bank conditions. If there is impassible terrain on the bank then the BMPs will follow the river looking for a location to climb out. Be careful where your orders on the opposite bank land. I have never played that scenario and I didn't fire it up to see - just a suggestion that could explain what you are seeing.

Share this post


Link to post
Share on other sites

On a similar topic if I'm to use the Allies to cross a river with no ford points what is the ideal unit type(s) to do that ? Bradley can swim I'm guessing.

 

Also, how can I clear mines safely or move through one with safety ?

Share this post


Link to post
Share on other sites

One cannot clear mines in CM2.  Takes too long in RL. 

Engineers can locate mines and mark them making them a bit more safe to move through.  Best is to move through em as SLOW as one can. 

Some designers will ring a minefield with barbed wire, or describe its location.   Generally, one will locate mines when someone or a vehicle gets blown up.

Share this post


Link to post
Share on other sites

I can confirm that pathfinding in amphibious BMPs is messed. It has probably to do with the slope at the point of the exit but I have not been able to tell the patern. In general, though the river bank are shown as "passable"  the BMP will not exit at the predetermined path and will go around to find a bridge or other exit point.. and get killed

This makes movement planning a mess

Share this post


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

The mine-clearing tank blow up the mines but they still function as marked mines and are not destroyed.

Do you have a save file showing this behavior?

Share this post


Link to post
Share on other sites

Sherman Crabs should not completely remove mines.....Just read accounts from D-Day! 

With the mines marked your chance of setting them off is reduced IIRC, so this seems like a pretty good solution to me.....Fairly sure there's a thread detailing the behaviour of Sherman Crabs around here somewhere including comprehensive results for mine clearing passes.

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites

I found a save file from that mission and did some testing, had tanks and infantry run through the marked minefields that the "Crabs" had made.

During 5 minutes nothing happened so now I think you a right LukeFF, "Crabs" actually clear the minefield and you can move through freely, I used slow, normal and quick commands.

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

×