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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
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5 hours ago, Freyberg said:

I play a lot of these. It would be cool to be able to give some structure to a QB to make it more like a scenario. Being able to mix nationalities would be fun (for example I like the Italians, because they are interesting, but they don't put up a very good fight without some German support) - and it would be cool to be able direct parts of each force (randomly or non-randomly) to arrive as reinforcements.

Have an like for seconding that.

Another two wishes, imagine they are not outlandish ones, imagine that the reasons for wanting them are easy to discern also;

  • Gun Team Admin Command

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    RBrXF4g.png

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  • Highlight Action Spots When Editing Movement Nodes
Edited by Oliver_88

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6 hours ago, Oliver_88 said:

Have an like for seconding that.

Another two wishes, imagine they are not outlandish ones, imagine that the reasons for wanting them are easy to discern also;

  • Gun Team Admin Command

I like this idea, especially if the squad leader and his binoculars stay with the gun team to spot for the MG.

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1 hour ago, Bulletpoint said:

I like this idea, especially if the squad leader and his binoculars stay with the gun team to spot for the MG.

To be honest I would prefer the opposite. As from what I’ve read our sections were organised around an gun group (lance corporal, bren gunner, loader) and rifle group (corporal and remaining riflemen). So the soldiers assigned as in the images would make more sense for them. Besides in CMBN the rifle sections have no binoculars anyway. ;) Oh and also keeping the Corporal with the gun team would end up depriving the others of an SMG once up close assaulting an enemy position!

Maybe that would make sense for other nations like septics and germans etc, my knowledge on these other nations is rather poor.

Wonder whether the binoculars could be taken when detaching teams like ammunition and grenades are?

Edited by Oliver_88

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13 hours ago, Freyberg said:

...it would be cool to be able direct parts of each force (randomly or non-randomly) to arrive as reinforcements.

I've wished for this a number of times. You can kind of fake it for your own side by parking part of your force on a part of the map where they can neither see or be seen by the other side and bringing them on at some point after the game is under way, but there is nothing you can do about introducing reinforcements for the other side in QBs.

Michael

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The ability to choose reinforcement in quick battle. I would want to do some quick battle where i receive reinforcement but for now its not possible. Also more choice in the time section.

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Deep trenches, that protect from artillery! Different types of trenches. Communication trenches, trenches with MG nests. Soviet style foxholes. (For firing prone) Covered MG nests. Stationary telephones.

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On 12/16/2017 at 3:22 AM, Freyberg said:

I vaguely recall skylining being discussed on a thread some time ago, the upshot of which being that the game doesn't model it.

Correct. It came up in reference to another issue. BF confirmed skylining is not an attribute they model. 

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1) The ability to know whether a certain area of bocage is truly passable, before hitting the big red button and getting your troops killed as they take the long way around, out into the open. The gaps that show up visibly in the bocage model / texture (especially for the low bocage, it seems) just are not a reliable enough way to predict the path the soldiers will ultimately take. Or at least give the player some way of telling the squad to stop before entering area XYZ and exposing themselves to enemy fire.

2) Similarly, the ability to know, before hitting the big red button, whether an area of street is passable for a certain vehicle type. To maintain realism (since, in real life, you sometimes wouldn't know if it's passable until you were there at the apparent obstacle), maybe the AI could just have the vehicle stop at the farthest place on its path it can go before it would otherwise turn around, backtrack, and take the long way. Another workaround might be having the vehicle path through narrow streets snap to the exact center, sorta like happens with bridges. (I've found this to be a big problem especially with CMFI, with all the little half-action-square side streets like with the wonderful Valmontone map.)

3) For infantry, a slight difference in icon size based on the number of troops in that team or squad, i.e. the icon for a two man scout team would be smaller than the icon for a full 12 man squad. At least for the highest overhead view. This would give a much better idea of actual troop density across the entire map.

4) When in veteran mode and above, the ability to declutter the enemy contact icons so that only confirmed contacts are displayed. Right now the icon options are all on, all off, or tentative contacts only. Confirmed contacts only is the only remaining possibility, and it would often be useful.

5) Sometimes the ability to see the plotted paths of your troops during playback would be useful. This could be another ALT hotkey option?

6) When a squad is split and one of its teams is selected, something indicating (with just a glance) where the other teams from that squad are located. 

There are several more that I'm sure I'll think of as soon as I hit the Submit button, but that list would be a pretty good start.

Merry Christmas everyone!

Edited by sttp

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5 hours ago, sttp said:

3) For infantry, a slight difference in icon size based on the number of troops in that team or squad, i.e. the icon for a two man scout team would be smaller than the icon for a full 12 man squad. At least for the highest overhead view. This would give a much better idea of actual troop density across the entire map.

The thing is, the icons already change their size depending on the unit's distance from the camera. If your suggestion were implemented, it could get confusing.

Michael

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Happy New Year everyone.

I've always wanted to see assault boats so we could play the 82nds crossing of the Waal at Nijmegen.

 

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29 minutes ago, Warts 'n' all said:

The stand alone battle "Back to the Waal" allows us to do just that, without the need to model the boats.

Yeah I think the actual boat crossing wouldn’t be that appealing to play.  Just getting shot at for an extended amount of time.  There is a reason it is considered an amazing feat. I think even C3k’s men would object. 

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I have not seen 4.0 engine yet (CMSF only) so skip my request if not needed. I would like to be able to select the movement formation of my units. Something like:

  1. line
  2. column
  3. echelon
  4. wedge
  5. inverted wedge

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The ability to copy and paste pieces of maps into other cells. As it works now, if you want to move some feature(s) even one cell over you have to basically do the whole thing over. I'm convinced that this is part of the reason we don't see more user created maps and scenarios. I know I've been burned by this a few times, and it makes me just want to quit the editor altogether sometimes. (But who am I kidding... I usually pick it up again a few weeks later.)

Also, an "undo" button in the scenario editor.

Edited by sttp

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