Jump to content

Bud Backer

Members
  • Posts

    5,163
  • Joined

  • Last visited

  • Days Won

    53

Everything posted by Bud Backer

  1. Michael; speed bump 2 is correct. You need to run file:///Applications/CM Battle for Normandy/Documents/Activate New Products.sh You will need to run this once for each MODULE you are activating. 1x for Commonwealth 1x for Market Garden Each time you run it it will ask for the license key for CMBN (the description is not informative, its really asking for the key for the module, and not the base game). First run, input the key for CW and activate. Close the app Run it again Second run, input the key for MG and activate. Close the app You should be done and fully activated. For completeness, here is the order of installation that I used for me. Since you already have an installation done much of this is superfluous, but I'm including it just in case. CMBN Installation -Commonwealth bundle -1.11 patch -2.0 upgrade -Market garden -2.12 patch -3.0 upgrade - activate at this point only using 3.0 key - will activate all the modules up to and incl 3.0. Vehicle pack - now activate each module (and the vehicle pack) separately using their respective keys, not base key. For the base game, use the 3.0 key again. None of these activations are supposed to decrease how many you have available, according to the docs. -3.11 patch
  2. I watched that one (as well as the ones you posted for RT in their forum, and have to say it's like watching a short film. Very exciting!
  3. This is superficially simple but in practice to get it right reliably will require some...practice. LOL I need to find someone who is NOT an expert in the game to play with - anyone competent will slaughter me!
  4. Pity they didn't work, but at least you ended up discovering a workaround. When I upgraded from 2.12 (and I did so before the super-installer file from 20 Dec) I installed 3.0, activated it, then the vehicle pack, activated CW and MG separately. So I think you may have missed a step. And you're right, much as I love the new installer, it doesn't mitigate the activation hassles and (in my view) more importantly, the limited numbers of them.
  5. I can imagine it would be very frustrating indeed. I usually only raise and lower the camera (using my mouse wheel) but to change the actually angle upward or downward, I've never used the arrow keys. I use the mouse wheel, and hold down either the Shift or Control key (at work and I can't recall which it is so try both, as well Alt and Command, just to cover the possibilities) to make it change the angle. Maybe that's something you haven't tried, it's not intuitive but it does work.
  6. Well that's interesting. Didn't realize that I could do that as well. *rubs eyes* I have so much to learn!
  7. So, to recap and make sure I follow this: (and I only play WEGO) What you're (Womble) saying is that Clear Target is something you can only issue as an "current action" and not something introduced as part of an order sequence at some subsequent waypoint? In other words, it works in that is will clear any target orders a unit has at this moment in time but will have no effect on future orders. If that's so, I see why you call it an UI function more than an orders one. Thanks for explaining that, it finally makes sense!
  8. I'm right? Well that's a first for me in this game! I'm quite horrible! LOL What the video went on to say is that the order will only be cancelled by issuing another target order. Ok, which brings me back to my original question. What is the purpose of the Clear Target command?
  9. In a video I was watching the commentator was saying that in reference to target arc, but I've seen similar comments here on the forums. Damned if I could find the threads, I don't recall the context of the discussion.
  10. In a few spots on the forums as well as in tutorial videos, it's been mentioned that targeting orders remain until new targeting orders are issued. This leaves me confused. 1) What is the purpose of the clear target command? Just to cancel target orders against a specific unit, but not for fire briefly, target arc etc? 2) What is the simplest command sequence to cancel targeting orders that the Clear Target command will not?
  11. Michael, I'm on a Mac and I heard you are as well. What is it you mean when you say Panning Vertically? Do you mean where you can change the angle of the camera to look down at a steeper angle? I'm able to do that, was this something that worked for you previously but no longer since 3.11?
  12. I'm a bit confused by this pause command based on the suggestions above. Does pause only affect movement then? I've seen mentioned above that units will shoot while paused, which seemed to me to contradict what that manual says, but I'm still learning so I assume I'm missing something about the function.
  13. I've been watching that in bits and pieces over the last two weeks. It's really a lot of fun. Another that I think makes great watching for different reasons are the Armchair General series. You can find the first of 6 here: http://m.youtube.com/watch?v=OZ6dDlqye9Q
  14. That reminds me of mine from a few days back, only from the Allied perspective.
  15. That's what I was afraid of, that I'd have to get into AI plans, and I'm simply not prepared to do that. Thanks anyway for replying.
  16. Probably this will seem frivolous but I really liked the map from the first scenario of the Task Force Raff campaign. Does this exist as a Quick Battle map? I really don't have the time to commit to actually learning the intricacies of using the editor to figure out how to pull it out of a campaign and potentially make it usable for QBs. But I wondered if it might be available as a standalone map?
  17. Thanks very much for the suggestions and information, guys. I'll have to experiment a bit with both deployment and in-game use. As no one is suggesting that one can't use MG's in buildings, it's me, not the game that's the problem.
  18. I will try your suggestions but what do you do when you are in the deployment phase and want already established HMG positions? There is nothing to target, and it seems to me that one might actually not want to have them open up until I make the decision to reveal them. Trouble has been at that point they just squirm around the room and do nothing. I have given them a move and target order in the past but it got nothing out of them until I gave up and ordered them to exit the building and deploy outside. Then, they were quite happy to shoot. That suggests the problem is not with my clicking but with how I handle them in buildings. I see your point about partly ruined buildings but this was not the case in any of my scenarios. Edit: accidentally upvoted myself.
  19. I've been encountering a problem that I'm not sure how to resolve. Actually a pair of problems, both pertaining to the use of infantry in buildings. First - I can't seem to position HMG crews to have the gun actually at a window. I tried using different combinations of Move and Face and Target to no avail, the HMG gunner is usually pointing at a wall and not a window. Perhaps related to that is that the windows often seem higher than the HMG on its stand, so the gun would point at the wall below the window. Whatever I do, the result seems to be that the HMG crew either lies down passively or stands and waits but does nothing. This has happened in multiple buildings on different maps. Second - some windows appear to have shutters. This kept a squad from shooting out of the building. Is there some technique to overcome this? I'd appreciate some help,
  20. So I did a 30 minute battle, American assault on a tiny map. The single US vehicle was an M10 TD that came charging out the gate shoring up everything in sight. I had a PAK completely across the map and was a bit worried this might go badly, Then the schrek team you see im the foreground, the one I expected to get chewed up by the infantry accompanying the M10, popped up, and took two shots. The second one killed the M10. I liked the perspective shot here, shooter close to the "camera" and the target in view in the distance.
  21. On a Mac you'd have to go to Applications>CM Battle for Normandy>Game Files>Incoming Email and out the file you got from your friend there. When you take your turn and save it it will then be in ....>...>Outgoing Email. You'll have to send them the file from there. The game usually automatically increments the file number so it will not have the same number as what you received.
  22. Moon, Thank you for taking the time to reply to my post. I DO appreciate it. I look forward to seeing what is coming in the near future. Best of the holiday season to you (and everyone, really).
  23. Actually, I don't mind the forums at all. It's the activation system I was talking about.
  24. It seems you're part way there along the CMBN path with what you have. If you like it, I'd say complete the CMBN line. I'd not pass up on either CW or MG. Both gave unique features. I got the vehicle pack as well because the units it adds make the whole game a great representation of the later war. If you then want Italy after that then of course go for it. I feel it's better to have a whole of one than parts of two. In any event, you'll have fun.
×
×
  • Create New...