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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
Stefano Z

Area target question

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You would have to have movement paths and waypoints.  You could target from each waypoint and have a PAUSE at the first waypoint that would stop the unit from traveling to any additional waypoints.  Not sure what you are trying to achieve.

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1 hour ago, Erwin said:

You would have to have movement paths and waypoints.  You could target from each waypoint and have a PAUSE at the first waypoint that would stop the unit from traveling to any additional waypoints.  Not sure what you are trying to achieve.

I am trying to have a stationary unit targeting different action squares in the same turn.  Let's say a stationary IFV "walking" fire along a treeline, or targeting different buildings, to cover advancing infantry.  Mostly to avoid a vehicle getting bogged and minimize exposure to enemy fire.

Edited by Stefano Z

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2 hours ago, Stefano Z said:

In WeGo games, is it possible to area target different action spots in the same turn without issuing movement orders?

No you cannot accomplish this unfortunately

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Same here (Erwin) 

But it's something I've also wished for. Laying down suppressive fire in a line, along a street/tree line or hill top. 

I've lost IFVs doing the above hack method, as moving them at all invites way more attention, a bit frustrating seeing as in reality it's just traversing the turret. Plus moving affects t's RUS/UKR accuracy more, Plus you lose valuable seconds at each pause. 

But it's currently the only way. It can be done safely, and there is something to be said for shoot & scoot (or is it suppress & egress?). 

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It is questionable how much suppression one unit can do in 60 seconds.  This has not been the first time this has been suggested on the forum and I always wonder what folks are thinking.  

Using the OP example using an afv to walk fire along a hedge.  By the time your fire hits the end of the hedge odds are any units at the beginning have shaken off suppression assuming you were even able to suppress them.  The amount of fire it takes is a little more than what this request seems to apply.  My perspective is if you need to suppress that much territory, you need more units doing the suppression.

i once beta tested Sacrifice for a new religion (CMBN) with another tester. I needed to suppress the defenders in a few buildings in order to advance on this monastery. I had 2 full companies and I had everyone targeting something along with mortars. A person in the room who could hear my opponents game was floored at the amount of fire being output.  I still failed. 

My point is if you aren’t concentrating fire, you aren’t suppressing and odds are your tank is gonna get lit up. CMBS is far less forgiving than the WW2 variants for armor.  Area fire typically covers 3 action squares. That is 24 meters or approx 75 feet. That is a lot of space to suppress in 60 seconds. 

Edited by sburke

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^^^ what he said. Bring a few more IFVs up to the line and have them all fire simultaneously along the hedge row you want to suppress.

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38 minutes ago, sburke said:

It is questionable how much suppression one unit can do in 60 seconds.  This has not been the first time this has been suggested on the forum and I always wonder what folks are thinking.  

I was not even thinking about suppression.  In my limited CMBS experience even a 15 second-long HE 30 mm burst is sufficient to clear out an action square in a woodline.  Same thing with foxholes or trenches.  I do not play WW2 titles so I cannot comment on those.  I am aware of all the workaround/alternatives that have been proposed in response to my initial post but they all come with a cost.

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Also, it's quite common in the smaller CM2 games to not have a mass of IFV's to bring up.  But, agreed... in modern titles, 15-20 secs of 20mm+ is often more than sufficient to suppress or even kill.

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54 minutes ago, Erwin said:

Also, it's quite common in the smaller CM2 games to not have a mass of IFV's to bring up.  But, agreed... in modern titles, 15-20 secs of 20mm+ is often more than sufficient to suppress or even kill.

Not to mention doing this once or twice is going to use up all your ammo!

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For me I inherently dislike area fire. I find it wasteful of my ammo. 

Sometimes/often I wish to light up a treeline &  along a road; with area fire I can waste 30% of my outgoing on ground in front of and behind the offending ditch. Now, I know the dastardly russkies are hiding in that ditch, and any reasonably intelligent IFV commander (oxymoron? :P) would aim along the ditch in a line, not spray the ground in front, the tree tops, the fields beyond the road, etc. Targeted linear suppression, would be a decent description? 

Currently, having only truly are fire feels like a holdover from WW2 titles, and while AF definitely has its uses I feel a more accurate control is appropriate to a modern situation such as CMBS. 

Edited by kinophile

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