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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

      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

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Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.

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1 hour ago, rocketman said:

Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.

Thanks, good to know.  Vineyards are hard on wheeled and tracked vehicles  and depending on the direction of the rows block infantry.  A jeep can be immobilized after crossing just two rows.   The vineyards are usually 15+ rows wide and often perpendicular to my avenue of advance :angry:.   Artillery can help clear a path if your vehicles don't bog in the craters and if said craters more or less form a path through the vineyard.  A combination of artillery, a few demo charges and sacrificing one tracked vehicle may create a path from one side of the vineyard to the other side.  Thanks for the demo charge info.  Don't think I ever tried that.  +1  :)  

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Vineyards ruin tracked vehicles pretty soon as well. So going through them is not adviced at all. Depending on the blast location, the max I think is three rows with one blast. Since most engineers carry plenty of demos and they clear atleast one per turn, you can clear a lot with some planning.

BTW, tested flamethrowers as well but they don't destroy vineyards. Didn't expect them to TBO.

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1 hour ago, rocketman said:

BTW, tested flamethrowers as well but they don't destroy vineyards. 

They just roast the grapes. Nice to know about the demo charges though.

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2 hours ago, rocketman said:

three rows with one blast.

This I didn't know either.  If you can get three rows per demo charge this is a much better return on demo charges.  I'll have to try this in the future.    

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15 hours ago, rocketman said:

Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. 

That is cool. I never knew that either.

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On May 5, 2018 at 1:41 PM, MOS:96B2P said:

...depending on the direction of the rows block infantry.

I think that might not necessarily be the case. Back when FI came out, I played a couple of battles where crossing vinyards was necessary or at least expedient. After messing around with it, I found that you could get infantry to move across the grain if you gave them movement commands on both sides of each row. That seemed to discipline them away from taking "shortcuts" around the end of the row and exposing themselves to fire in the process. As I say, this was quite a while back, so I can't vouch for whether this still works or not, but you might give it a try.

Michael

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12 minutes ago, Michael Emrys said:

I think that might not necessarily be the case. Back when FI came out, I played a couple of battles where crossing vinyards was necessary or at least expedient. After messing around with it, I found that you could get infantry to move across the grain if you gave them movement commands on both sides of each row. That seemed to discipline them away from taking "shortcuts" around the end of the row and exposing themselves to fire in the process. As I say, this was quite a while back, so I can't vouch for whether this still works or not, but you might give it a try.

Michael

I think you might be onto something there. I have am pretty sure I have see this happen but did not know why/how.

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55 minutes ago, Michael Emrys said:

I think that might not necessarily be the case. Back when FI came out, I played a couple of battles where crossing vinyards was necessary or at least expedient. After messing around with it, I found that you could get infantry to move across the grain if you gave them movement commands on both sides of each row. That seemed to discipline them away from taking "shortcuts" around the end of the row and exposing themselves to fire in the process. As I say, this was quite a while back, so I can't vouch for whether this still works or not, but you might give it a try.

Michael

It can still be done, but it is slow going and if you take fire and the unit becomes distressed they can start to deviate from the intended path with truly bad results.

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15 hours ago, Michael Emrys said:

I found that you could get infantry to move across the grain if you gave them movement commands on both sides of each row. That seemed to discipline them away from taking "shortcuts" around the end of the row  <Snip>

Thanks for the information.  I just tried it on my test map and had a difficult time trying to make it work.  The problem is Action Spots (A/S) are 8x8 meters and the rows are closer together.  This doesn't allow a waypoint to be placed on each side of every row.  I was able to place the infantry waypoints every eight meters but they still did the end run.  My vineyards were only 48 meters (6 A/S) wide.  Maybe if the ends were further apart (longer rows) or if there was no-go terrain (deep water) at the ends it might work. 

Thanks for posting.  Something to think about with the new module for CMFI coming out this year.   :)

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4 hours ago, MOS:96B2P said:

Thanks for the information.  I just tried it on my test map and had a difficult time trying to make it work.  The problem is Action Spots (A/S) are 8x8 meters and the rows are closer together.  This doesn't allow a waypoint to be placed on each side of every row.  I was able to place the infantry waypoints every eight meters but they still did the end run.  My vineyards were only 48 meters (6 A/S) wide.  Maybe if the ends were further apart (longer rows) or if there was no-go terrain (deep water) at the ends it might work. 

Thanks for posting.  Something to think about with the new module for CMFI coming out this year.   :)

I noticed this too, as infantry sometimes follow the "path of least resistance" and prefer a longer but "easier" route. So I tried a map covered from edge to edge with vineyard and dropped engineers in it. I noticed two important things:

  1. For every consecutive blast command you string together one demo charge is deducted from the inventory. So 8 straight blast commands will deduct 8 demo charges immediately on fist turn. This goes well for three-four blasts, but then the engineers abandon their task altogether.
  2. Doing on blast command per turn is slower, but assures the correct procedure.

Conclusion: better safe than sorry so stick with 2) and be wary that the squad might go in another direction if the vineyard is small or if they get close to its edge.

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