Jump to content

Hat Trick

Members
  • Posts

    109
  • Joined

  • Last visited

Posts posted by Hat Trick

  1. Thanks.  I shut down all apps and used the task manager to close out every background process that I could.  Yes, Avast does set Windows Defender to inactive on my machine, and I've added the CMFI exe to the exception list.  I also tried changing the setting to "Turn on DEP for all programs and services except those I select" and selecting the CMFI exe.  All for naught.  Additional info about my set up if it helps:

    • Windows 10 Pro
    • NVIDIA GeForce GTX 960 video card
    • Intel Core i7-4790K CPU, 4 GHx, 4 cores, 8 logical processors, with 16 GB RAM

    I have updated all of the drivers, and Windows too.  Will try changing my store password -- tried once before, but will try again. 

  2. Update: I was able to install on a laptop, so activation is not the problem.  Still having the problem with my desktop though.  As noted above, I have Avast Free Anitvirus, and have added CM Fortress Italy.exe to the allowed apps and exception list.  I have also tried starting the game after turning off Avast,  and making sure that Windows Defender is not on, but still no luck.  I have also tried looking at the DPI and running the game in compatibility mode, with no change.  I have an NVIDIA GeForce GTX 960 video card, with an up to date driver.  Intel Core i7-4790K CPU with 16 GB RAM.  Any other suggestions? 

    Also I still can't seem to log into the mojohelpdesk screen and it doesn't like my username/password combo when I try to sign in, even though I use it for posting this on the forum.

  3. Ok, good to know it likely isn't activation.  I have Avast Free Anitvirus, and have added CM Fortress Italy.exe to the allowed apps and exception list.  I have also tried starting the game after turning off Avast,  and get the same result.  I have an NVIDIA GeForce GTX 960 video card, with an up to date driver.  Intel Core i7-4790K CPU with 16 GB RAM.  Really going nuts here.   Unless someone has some other ideas I guess the next step is to try to install this on another computer and see if that works (not that I have extra computers lying around, but still).

    Erwin, CM is coming to Steam?

  4. Thanks.  I opened the Activate New Product shortcut, entered the activation code from the CMFI Big Bundle, and got the message "Unlock Success! The following are unlocked", followed by a list of the five components in green boxes (Base Game 3.0, Base Game 2.0, Gustav Line, Rome to Victory and Game Engine 4).  Hit play, and got the splash screen for a few seconds, kicked to desktop.  I then entered the activation key for CMFI base game that I got in 2012, got the same message with the same green boxes, and the same result after pressing play. After that  I tried the Big Bundle code again, still no luck.Success! The following are unlocked: Unlock Success! The following are Runlocked: Unlock Success! The following are unlocked:Unlock Success! The following are unlocked:

  5. I am having this problem with CMFI Big Bundle.  I tried entering an earlier key from when I ordered CMFI in 2012, but that did not work either -- still getting the splash screen for a few seconds, then kicked back to desktop.  Tried to enter a ticket with all the details, but I seem to get logged out when entering the mojohelpdesk screen and it doesn't like my username/password combo when I try to sign back in (even tried changing it, but no luck).  Desperate for help, or at least to figure out how to submit a ticket!

  6. Yeah, I don't mind a long drop down menu, or even sub-menus -- I like to keep my focus on the battlefield, and not have to memorize hotkeys or mouse down to some letters at the bottom of the screen. It's not really about saving steps, it's about the fact that many people find using the mouse more intuitive, thus easier to learn, and more natural and convenient. For us, having a viable alternative to hotkeys would be huge.

    As for deselecting, why not just left-click on the ground to deselect?

  7. Well, I don't really see why this debate has to have an either/or quality. Some people like hotkeys, others (myself included) prefer to use the mouse to give commands. Many games allow both -- why can't CMSF add right click orders while keeping the hotkeys (aside from the time/burden of programming)?

    God knows I've tried to get several friends to take up the game, and they've all been too frustrated with the lack of mouse functionality and the learning curve with hotkeys to stay interested, let alone purchase, the game.

  8. Originally posted by GSX:

    At the very very least Id like the right click on a unit bring up some kind of menu as to what that unit can do. This would be a real cool addition, is this a possibility?

    Good god yes. One of two things that I immediately noticed was the inability to right click on a unit to give it an order, and I still miss that function. Even if it requires nested menus it would be a huge boon to have. The other was no tool tips on mouseover at the bottom of the screen. Took me a long time to figure out, and remember, what all of those icons down there stood for. I think it would be a huge help to new players if, instead of having to turn to the manual to know what some of the basic information is, they could simply mouse over the icons and get a brief description or even just a title as to what it is they are looking at.
  9. Originally posted by John Catsack:

    (W)hy bitch about buying a beta game (which we admittedly did) when we're going to get the full version for free through patches?

    Originally posted by Martin Krejcirik:

    It doesn't really matter what state it was released in. They could have worked for another half year on it behind closed doors, the same way they are working on it now. What would have changed for us ? Nothing, we are still going to end up with a great game smile.gif

    I find this a bit baffling. I think the buyer of any software has a right to complain if they get a beta version of what is supposed to be a release. I'm willing to cut BFC some slack, but the argument that the problems will eventually get fixed doesn't justify getting a sub-par product up front.
  10. Just reading through this thread Details of Air and Artillery Support and wondering how long setting up a fire mission will take. It seems rather detailed and complex, and while I'm really looking forward to playing with it, if I have to drop everything for any extended period of time (especially if a pop-up window prevents me from seeing the map) to set up some off-map fire support, well, that could really screw things up in real time mode.

  11. Originally posted by Drusus:

    From FM 3-06.1:

    AA assembly areas

    AAA antiaircraft artillery

    ABCCC airborne battlefield command and control center

    ACA airspace coordination area

    ACP air control point

    AFDC Air Force Doctrine Center

    AFDD Air Force Doctrine Document

    AFI Air Force Instruction

    AFTTP Air Force Tactics, Techniques, and Procedures

    AFTTP(I) Air Force Tactics, Techniques, and Procedures (Interservice)

    AGL above ground level

    AGM air-to-surface guided missile

    AIE alternate insertion/extraction

    ALSA Air Land Sea Application

    ALLTV all light level television

    AP armor piercing

    APC armored personnel carrier

    API armor piercing incendiary

    APT armor piercing tracer

    ASE aircraft survivability equipment

    ATC air traffic control

    ATO air tasking order

    AWACS Airborne Warning and Control System

    And my two favorites:

    TLA three letter acronym

    ETLA extended three letter acronym

    ;)

    Where'd you pull this from? The BBOA (big book of acronyms)?
  12. Originally posted by Sergei:

    What precisely would be the kind of smarter and easier sorting that you ask for, and how would it be implemented without taking time from Charles' other projects?

    Um, how about having the AI set up the units for both sides, which each player could then use as a starting point for their own set up? Whether this is worth the trouble for CMC is another question, but I know that the single most important reason why I don't play large quick battles is the pain in the ass trouble of setting up all of those units lined up at the back of the map.
  13. Originally posted by Battlefront.com (snipped):

    Yes, the new Victory Conditions do include ROE (Rules of Engagement) considerations along with others. For example, we will be able to weigh victory for stuff like "get your convoy to x location by y time without taking more than z casualties". We can do this in a way that is not necessarily apparent to the player ahead of time, or it can be explicate. In other words, Victory Conditions in CMx2 are going to be nothing like what they were in CMx1. That's one of the reasons why we expect CMx2 to be far more interesting :D

    Steve

    This is fantastic -- the single best change I can think of -- right up the with removing borg spotting. Should really open the game up. One BIG question: does this apply to the campaign only, or can scenarios also be designed by players this way?
  14. Originally posted by Battlefront.com:

    Indirect fire in CMx1 was not simualted very well because we didn't have a functioning chain of command. In CMx2 this is all fixed. Now if you want those guns to fire indirectly someone must "take responsibility" for the call. If the Company Commander wants to blind fire into the forest... that's fine. But if he doesn't have the authority to order the guns to perform that function, then it ain't going to happen.

    Steve

    Good to hear. The follow up question is: if the company commander doesn't have the authority to order the guns, can he send a request to whoever does have the authority, presumably with a time delay? I hate to think that my company commanders are all operating on their own, with no combined arms coordination, or even coordination with each other. Or does this bring up the dreaded batallion HQ question?
  15. Originally posted by Battlefront.com (snipped):

    Fogged out Terrain was something we tossed around as an idea a long time ago. We decided the cons outweighed the pros so that concept is not in the game.

    Steve

    That's a shame. I'm sure that it will be a great game, but one of the biggest (remaining) hits to realisism is the perfect knowledge of the map that both sides have; I was really hoping for terrain fog of war. It would have taken the game to a whole new level.
×
×
  • Create New...