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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
kinophile

AI Support Targets (red)/(blue)

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I've struggled to find a suicide bomber concept that both works and won't prompt rage quits by those who don't like 'First Turn Surprises'.

I thought my idea of assigning the explody property of a VBIED to the driver (in part at least), allowing him to be used dismounted as a suicide bomber (with reduced blast effects), had some merit.....I reckon they should dump the Spy Team in the car too while they are at it, what's he for anyway?

But this is one for Steve & Co. not mere editor dabbling mortals like us.  ;)

PS - Triggers and VBIEDs are suddenly going to make this game a lot more lively for Blue.....You have been warned!  :ph34r:

Edited by Sgt.Squarehead

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4 hours ago, MOS:96B2P said:

I've been experimenting around with this for some scenarios.  I have found it helps to set the supply of a spotter or trigger-man to Severe.  I think the AI is less likely to shoot if they have less ammo.  And if they do decide to shoot they can't shoot for multiple turns.

Once you have access to the v4 engine features you can set the tiggerman's AI group up with an ambush stance order to keep him from firing. I have not tired SF1 so I am not 100% sure that ability is no there. I imagine that after some experimentation you could get the trigger man to hold fire in a way you want. I have not tried that either.

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9 minutes ago, IanL said:

Once you have access to the v4 engine features you can set the tiggerman's AI group up with an ambush stance order to keep him from firing. I have not tired SF1 so I am not 100% sure that ability is no there. I imagine that after some experimentation you could get the trigger man to hold fire in a way you want. I have not tried that either.

CMSF1 has ambush however the AI will sometimes ambush with their assault rifle instead of with the trigger device, take return fire and become KIA with the device never getting detonated.  But yes with experimenting around you can get a good result.  I'm kind of leaning towards the 4.0 AI area target order and let him unload what he has of the Severe supply into the dirt.  Then get on with the mission.  Really looking forward to Engine 4.0 CMSF2.        

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15 hours ago, Sgt.Squarehead said:

PS - If I could manually place units in alternative setups for each AI plan I would do so, but I can't.

I was initially confused then realised you're right- the physical position on the map doesn't change, but you can adjust their orders out from those positions. 

That would definitely be ideal, as an editor feature - to have different map positions per plan, not just different orders. 

Triggering spawns (off AI triggers, not static reinf timings, even with variability) would be my priority though. 

Triggers should really have their own section and not be muddled in with Terrain objectives. 

Edited by kinophile

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9 hours ago, kinophile said:

Triggers should really have their own section and not be muddled in with Terrain objectives. 

Yes this.  Or add a lot more terrain objectives than we currently have. 

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