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      Final Blitzkrieg v1.01 released!   05/21/2016

      Once again proving that we don't sleep much, we have just released v1.01 for CM: Final Blitzkrieg.  There's lots of great improvements and fixes now just one download away.  Click HERE to see the release notes and download links.  Thanks to everybody for reporting issues and special thanks to the testers who make sure we don't overlook them.
    • 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
Apocal

Buttoned tanks still possess telepathy.

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1 minute ago, Vanir Ausf B said:

When I stated earlier that tanks cannot hear infantry you referenced this test as a counterpoint.

Yeah, that was before I knew that the contact markers weren't necessarily sound contacts. I still don't know how to differentiate them from visual or shared.

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4 hours ago, Apocal said:

The weird thing is that the Panthers apparently have sound (since they can't see over the berms) contacts on each other at the beginning of the turn, despite being buttoned.

You need to stop saying the words "sound contact" because these things don't specifically exist anymore.
Contacts are contacts, and there is no specific provision as to exactly how a unit gains a contact, and there is no specific delineation as to the type of contact.

Specific sound contacts existed in CMx1, and were literally labeled 'Sound Contact', however that hasn't been a thing since CMx2 was first created.
You are looking at the problem with blinkers on. Stop thinking in terms of sound.

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Meh. Close assaults are messy; sometimes they go right, sometimes they go tits up. "God" spotting tanks is a preposterous claim with a dearth of evidence to support it.

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On 7/12/2017 at 6:17 AM, SLIM said:

You need to stop saying the words "sound contact" because these things don't specifically exist anymore.
Contacts are contacts, and there is no specific provision as to exactly how a unit gains a contact, and there is no specific delineation as to the type of contact.

Specific sound contacts existed in CMx1, and were literally labeled 'Sound Contact', however that hasn't been a thing since CMx2 was first created.
You are looking at the problem with blinkers on. Stop thinking in terms of sound.

That still leaves tanks spotting infantry under iffy circumstances, including no matter what you do (hide, cover, etc.) inside a certain range. These aren't other vehicles radioing it in or the result of guys firing or anything like that. I can even put a tank in a straight-up shootout with ATGs -- literally trading rounds -- and have it spot close-in infantry just as well as when it is sitting fat and happy with nothing around.

Edited by Apocal

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Some vehicles are completely blind to the rear. Try running infantry around behind a buttoned M8 scout car. It has no cupola or periscopes and won't spot anything behind it. 

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Page 46 of the manual. SLOW. Example : [...] Slow vehicle movement makes the vehicle less likely to appear as a sound contact to the enemy.

I'm confused. Does the sound contact exist or not ?

Regards

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2 minutes ago, Vencini said:

Page 46 of the manual. SLOW. Example : [...] Slow vehicle movement makes the vehicle less likely to appear as a sound contact to the enemy.

I'm confused. Does the sound contact exist or not ?

It actually reduces the range at which enemy units can hear the sound contact.

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4 hours ago, Apocal said:

That still leaves tanks spotting infantry under iffy circumstances, including no matter what you do (hide, cover, etc.) inside a certain range. These aren't other vehicles radioing it in or the result of guys firing or anything like that. I can even put a tank in a straight-up shootout with ATGs -- literally trading rounds -- and have it spot close-in infantry just as well as when it is sitting fat and happy with nothing around.

I think, SLIM, needs to owe you an apology...Just saying.

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This isn't rocket science guys. The ? contact icons represent a variety of "my unit thinks something is there". One team might hear an an enemy unit or they might see indeterminate movement in the trees. They tell their Lt who shares that with the Captain both of whom now get a ? contact icon that represents just being told one of their subordinates thinks they detected (in some way) an enemy unit.

Ergo the ? does *not* just represent a sound contact it represents *any* type of contact.

It is unclear to me what @SLIM would need to apologize for he just tried to explain how it works. Hopefully my attempt at it will work better for you but I thought his was clear and polite and helpful.

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7 hours ago, JoMc67 said:

I think, SLIM, needs to owe you an apology...Just saying.

Sorry for being right? :rolleyes: You can bring a grog to water, but you can't make it drink.

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Infantry who are not moving and are in tall vegetation are VERY difficult to spot. I haven't bothered to look at your test: are you using tall grass/bushes/shrubs, or just short grass?

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Infantry on the move that are spotted then relocate or go to ground will show a "contact" icon at their last known location. The icon will linger for a turn or so and disappear.

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59 minutes ago, c3k said:

Infantry who are not moving and are in tall vegetation are VERY difficult to spot. I haven't bothered to look at your test: are you using tall grass/bushes/shrubs, or just short grass?

Short grass. The default mix, with a slight lip they can duck behind on hide orders.

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On ‎7‎/‎13‎/‎2017 at 10:53 AM, JoMc67 said:

I think, SLIM, needs to owe you an apology...Just saying.

Yes. I am very, very, sorry for trying to explain something.
I'll never do it again.

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A few years back I learned to use the term "Tentative Contacts" for the question mark type contact.  This is a more accurate term and reduces the amount of confusion.   The "tentative contacts" can be many things including sound, barely seen movement and memories of past verified contacts (the older the memory the more transparent the tentative contact).  

Closer interactions are checked more often than the "default" 7 second spotting checks.  So in theory the TC gets more spotting checks out of the copula the closer the infantry get.  There are so many variables it is difficult to determine if the tank crew generally would spot infantry as quickly as they did.  I think even the experience level of the crew and of the infantry would come into play ................   

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On ‎07‎/‎07‎/‎2017 at 10:17 PM, Xorg_Xalargsky said:

This is why I think we should get a Shoot And Scoot command. One of the top items on my wishlist, a command that lets the unit shoot a given number of times then run away! It's currently possible to reproduce this command with a Pause order, but it's not reliable, it's based on time, and you never know how much is required for a unit to shoot.

Big yes please!!

 

RPS is doing a run through of a scenario using CMBB and I forgot just how many commands you could chose from back then.

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