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Posts posted by Cathrynn
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Backup your dropbox folder and contents, then delete the '.h2hh' files. Reboot. Now try chatting in the CM helper chat box.
If that fails then all I can suggest is creating a normal text file in the dropbox folder so you can chat without using CM helper.
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Is there a 'chat_long number.h2hh' file in your dropbox game folder?
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Did you find a fix? What op sys and graphics card are you using?
Maybe you could contact the help desk, or do a search there.
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Thanks for the updated rules Bil, I'll be using them in future games.
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On 4/12/2020 at 8:16 PM, MOS:96B2P said:
You are able to assign units to keys 1 through 9. IMO it is only practical for single player and if you think you're going to have a long play session. This is because if you close the game you have to re-assign the units all over again. So every time you open a PBEM game or restart an ongoing game you have to reassign the keys. I think the 1-9 keys might work with voice commands. The VC would take you to the unit on the map like when you hit the assigned key. But again probably only practical for a single player game when you think you've got a few hours of CM time.
Maybe in the next engine the Alt 1 through 9 keys will stick between saves, I hope so.
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Voice commands work well in game and I'd love to see keyboard shortcut keys that could be assigned to the unit and formation report panels orbat lists: so that instead of mouse clicking on one of the team names in the list to get to that team, a radio voice command could be given which would jump to the team in question.
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On 1/7/2020 at 3:40 PM, IanL said:
I would love the camera positions that you can assign to short cut keys be persisted with the game saves and email files. I would love to use this features but the fact that it does not persist means I never do.
+1
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On 1/6/2020 at 10:03 AM, Anxel Torrente said:
Good idea but the black areas in the UI are only visible at the higher resolutions. Anyone who uses the lower resolutions would have the green UI going across the whole of the bottom part of the screen, the black areas wouldn't be there. Maybe the compass and the white text could go on a second monitor?
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I've found that scouts used with the hunt and slow command work well; moving slowly to contact with plenty of pauses between waypoints has it's advantages.
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14 hours ago, Warts 'n' all said:
1. You get that in the UI you click a unit anyway.
2. Why? The info we are given is historically accurate.
When you've got multiple teams in front of you all with the same floating icons, it's more intuitive to either have the names of each team under the floating icon's or to be able to move the mouse pointer over each team, without clicking, so a team name tool tip appears. This could be togglable in the options menu.
I often split my squads into small teams and it would be great to be able to give them a name that's more descriptive. eg. 1st. squad / scout team, 2nd. squad / AT team, etc.
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I'd like a tool tip to appear when you hover the mouse over a unit, saying which team the unit is, and which platoon it is from.
I'd also like to be able to edit the team name in game to whatever I want; so in the center bottom unit tab (one white flag), I could change '1st squad / A' or '1st squad / B' to whatever name I want. eg. 1-1 or 1-2 etc. or maybe something more descriptive.
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I'd also like the option to vary the length of time for a turn, in a turn based game. Something along the lines of 45 seconds, 1 minute, 1 minute 30 seconds, and 2 minutes in the options menu.
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On 9/21/2019 at 2:06 AM, IanL said:
Yea, absolutely.
They must have something in the works, even if it's just a plan for the future; a concept or an idea.
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On 9/19/2019 at 4:50 PM, IanL said:
If BFC wants to move to a server with clients architecture then it would be a requirement but if they don't they can still design things in a single process that gain the same benefits as having multiple processors.
I'm not a programmer so to get a better understanding are you saying that the single process (the CMgame.exe) would run with multiple threads and these threads could run on different cores, as opposed to having multiple processes (an AIheadlessclient.exe and a CMgame.exe) running on different cores?
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Which wood line are you trying to approach? Do you have a few screenshots of the battlefield and wood line, one in plan view?
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I'm glad you found the issue.
On 9/18/2019 at 4:45 AM, lsailer said:A misfeature, I would say.
The target arc is ok but when using it with the hunt command I wish the hunting unit would stop even if the spotted enemy contact is outside the arc, not just within it.
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Ah, thankyou, that's brilliant. I'll probably try that at the weekend.
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Use smoke if you have it and fire superiority to suppress any likely enemy positions during an attack.
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Sorry about all the questions but was this a vanilla install of CMBN, ie. no mods? If you've got mods installed I'd remove them to a safe place and try again.
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Thanks, I'll have a look.
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I was wondering if anyone knows how to repack a campaign once it's been unpacked into it's individual missions. I'd like to unzip CMBN 'The road to Montebourg', increase all the mission duration times, then repack it into a working campaign again. I've managed to unpack everything but I don't know how to put it back together again. I'm also relatively new to modding CM so a detailed 'how to' would be appreciated.
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Were you able to use the face command on some units and not others? Were the affected units infantry or vehicles or both?
Did you try other scenarios or did it only happen in that one? Which battle was it and was it singleplayer or multiplayer?
Was the game in realtime or turn based?
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I'd like CM3 with the option to have the ingame floating icons automatically switch themselves off when the player has the camera at ground level (1) and then switch themselves back on automatically when the camera is above ground level (2 and above).
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On 9/11/2019 at 3:09 PM, IanL said:
Agreed that a new engine that was able to take advantage of multiple cores would be useful and desirable. I don't see running additional processes on a different computer over some kind of network connection as being worth the effort though. Supporting multi threading and making good use of other cores does make sense for many things in newly designed game.
What with the military contracts and the need to evolve the business into the future, developing a multicore architecture would be the way forward.
I can just see the adverts on PC Gamer now...
Do you like good food?
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combat mission: 64bit multicore
Battle for Normandy EXE not launching
in Combat Mission Battle for Normandy
Posted · Edited by 2Dog
Go to the helpdesk and raise a ticket, explaining what's happened.
http://www.battlefront.mojohelpdesk.com/