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

Recommended Posts

I don't think so.

But you can try the face command, if they are commanded to face towards the opposite side of the building than the balcony they might not go out on it.

But if the balcony is the direction the enemy is, what would be the point of that.

 

I personally avoid balconies levels for my troops unless the enemy is at extreme ranges. They just do not give as much protection as being inside the building.

The only other time I send them to those levels is if I have fire power controlling that location. then the risk is low and their view is improved.

Share this post


Link to post
Share on other sites

Yeah, don't go on a floor that has one.  :mellow:

Goddam things are a nightmare, if you think they're bad in WWII try CM:SF!  :o

Having said that, IIRC @MOS:96B2P has figured out a fix (Man's a genius!  ;) ), but I don't recall where it's posted (it's definitely in the CM:SF section though)

PS - Blimey multi-ninja'd!  :ph34r:

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites

Thanks @Sgt.Squarehead.  Don't edit your above post.  I have to show it to the wife and get it in my signature line first :D :) :lol:...............

Below is my SOP for rooms with balconies. 

1. Give team a circular Target Arc about the size of the building.

2. Slow team into the building & then to the desired floor.

3. Give desired floor waypoint a Target Arc out the reverse wall.1

4. 2nd turn give the team a permanent Pause3 order.

5. Give team a 32m 360oTarget Arc2 and consider Hide.

Notes: 1)The team will have LOS out the forward wall of the building from the reverse wall.  This will also keep team from entering a balcony on forward wall.  2)A 360oTarget Arc is used to prevent the OpFor from approaching outside a wedge arc & does not affect observation. 3)Pause keeps team from moving to forward wall & entering balconies.     

Share this post


Link to post
Share on other sites

Dude credit where credit's due.....I've learned more about the minutia of playing CM from your threads than anywhere else I can think of.  B)

A lot of your techniques have become SOP for me in CM:SF & CM:A, they make these old-timers almost as playable as the newer titles.

12 minutes ago, Warts 'n' all said:

Of course, there is only one balcony I ever liked,  it was the temporary one that we built at Whitehall Palace where we chopped Charles Stewart's head off.

Outside 'The Old Banqueting House'.....Thank god your lot didn't get at the ceiling in there!  ;)

 

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites

I blow up the buildings that have balconies. That way it keeps my men from using them and it kills the enemy who may have been in there.

Share this post


Link to post
Share on other sites
1 hour ago, c3k said:

I blow up the buildings that have balconies. That way it keeps my men from using them and it kills the enemy who may have been in there.

Romeo, oh Romeo, wherefore art....  BAM!

Share this post


Link to post
Share on other sites
12 hours ago, c3k said:

I blow up the buildings that have balconies. That way it keeps my men from using them and it kills the enemy who may have been in there.

We would expect nothing less from you :o

That's your MO right?

Share this post


Link to post
Share on other sites
14 hours ago, sburke said:
15 hours ago, c3k said:

I blow up the buildings that have balconies. That way it keeps my men from using them and it kills the enemy who may have been in there.

Romeo, oh Romeo, wherefore art....  BAM!

LOL - thanks for that laugh this morning guys. No doubt I'll be thinking about that every time I see my guys on a balcony in game from now on...

Edited by IanL

Share this post


Link to post
Share on other sites

At this point balconies are put onto buildings by map designers to f... I mean to mess with the player. ;) The pitfalls of balconies have been known for a dozen years now, some titles like CMRT and CMBS barely use them at all. If a balcony's on a relatively recent map someone must've wanted to make using that particular building an extra challenge. Like adding mud marsh terrain tiles on maps

Share this post


Link to post
Share on other sites

Can't speak for anyone else, but I go for looks first, otherwise it's all too easy to wind up with all the AI's defensive buildings like mini-fortresses and the ones in the player's hands festooned with balconies and windows pointing the wrong way.....Put simply, the AI's a moron and it's very easy to overcompensate.  ;)

Share this post


Link to post
Share on other sites

Balconies have excellent fields of fire. Ambush for thirty seconds then set a crawl and target arc opposite. Return fire is usually absorbed by the balcony and facing external wall while your troops hug the opposite wall. Then sneak back and repeat...

Share this post


Link to post
Share on other sites
On 2018-02-09 at 2:53 PM, Kuderian said:

Balconies have excellent fields of fire. Ambush for thirty seconds then set a crawl and target arc opposite. Return fire is usually absorbed by the balcony and facing external wall while your troops hug the opposite wall. Then sneak back and repeat...

^^^ There is a brave commander :)

Seems like a tactic worth trying though - off to find some balconies.

Share this post


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

Balconies have excellent fields of fire. Ambush for thirty seconds then set a crawl and target arc opposite. Return fire is usually absorbed by the balcony and facing external wall while your troops hug the opposite wall. Then sneak back and repeat...

Was playing a scenario with Elite sniper and this tactic worked great.  Only needed to give the sniper 10 second pause b4 having him SLOW MOVE away to another firing location, (or back again for a 2nd shot).  Invariably would get a kill each 10 sec pause.  Maybe need longer pause for less skilled sniper.

Edited by Erwin

Share this post


Link to post
Share on other sites

Was that the dude in the Afghan village? 

I'll have to have a crack at working up a sniper only scenario at some point.....I actually started doing one on the CM:BS demo-map, but that game just depresses me too much and I got fed up with it before it went very far.

Share this post


Link to post
Share on other sites

IIRC yes.  That was what interested me re the "12 Strong" movie.  While the movie depicted them as crazy guys riding into battle on horses, it seemed apparent that they were well equipped as snipers and air support FO's. And that seemed like it could be a basis for what you are suggesting.  The only addition re the movie concept is a small army of Afghan uncons who did the actual close range fighting vs the Taliban uncons while the US Elites sniped and brought in air support.

Share this post


Link to post
Share on other sites

I'm guessing they were a SOF team of some kind?  My recent research indicates these are typically twelve strong.....I've got several CM:SF scenarios featuring them, but mostly at a very experimental phase, if you want to look at a Core Unit file containing such a unit send me a PM.

In game Elite twelve man units are just great until they run into a landmine or an IED (or even a well hidden infantry squad), unfortunately CM isn't at all forgiving on that front and their Eliteness counts for SFA once the explosions start.....That's fairly realistic TBH, but it is also rather difficult to work around for scenario design purposes as you have to keep potential player casualties in mind while still creating a genuine challenge.

 

Edited by Sgt.Squarehead

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

×