[ Updated threads · New messages · Members · Forum rules · Search · RSS ]
Forum » Welcome to the [FHSW] Europe Community! » Mapping » Server-side modding 0.61 (m)
Server-side modding 0.61 (m)
mardukDate: Friday, 2017-05-19, 10:47 AM | Message # 1
General
Group: Admins
Messages: 1681
Awards: 45
Reputation: 13
Status: Offline
For everybody: Please feel free to post suggestions for serverside modding.
For modders: Please explicitly post the intended changes in this thread before applying them.

Applied SSMs:

A Day of Zitadelle
  • Reinstated Ferdinand; spawn is attached to the hut flag, so once Germans cap it, it won't respawn anymore
  • Removed Bergetiger
  • Removed fly-by Stukas and Il2-s

    Alaska
  • replaced B29 kit with 2 P51 kits, with 40 second respawn instead of 100 seconds
  • increased maxnumberspawn of T29 to 2

    Battle at River Don
  • Increased respawn time of 88 by 100 seconds, captured T-34's - by 30 seconds, Sd.Kfz.251 with Pak 40 - by 30 second

    Battle of Angaur
  • Replaced Lion with Jenkins (Fletcher class destroyer)
  • Removed one of the additional Japanese spawn points in the woods (south of flag 5)
  • Removed Japanese spawn APC
  • Immobilized aircraft carrier
  • Replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags

    Battle of Foy
  • Allies now bleed until they capture flag 3
  • Decreased Goliath spawn time from 5.5 to 2.5 minutes
  • Increased minimal amount of players and time needed to capture last flag

    Battle of Luzon
  • decreased respawn time of US vehicles

    Battle over Hokkaido
  • Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket
  • Two additional Tiger spawn

    Berlin Outskirts
  • Changed Maus to Elephant

    Bizerte
  • Hafthohlladung pickup kits
  • Gebalte Ladung in Italian AT kit is replaced with Kampfpistole (40 mm HEAT ammunition)

    Breakthrough
  • Vehicle layout restored to pre-v0.6 state.

    Bombing the Reich
  • lowered objective HP from 260.000 to 100.000
  • Ships' respawn time increased to 6 minutes.

    Desert Rose
  • Replaced Bf 109G-2s with Bf 109G-6

    Eagles Nest 1945
  • Doubled the respawn time of Greyhound
  • Added 15 seconds to the spawn time of Sherman w/ sandbags

    Crete
  • Restored tickets to default FH0.7 values (25% more than in FHSW)
  • Changed flag values from to 40 to 25 (default in FH), so now Germans will have to capture only 2 flags instead of 3 to stop the bleed

    Counterattack
  • French tanks in Germain main base replaced by Pz II/38 (t)

    Eagles Nest 45
  • Slightly rotated Pak 40 near the tunnel flag so that it can fire on the road below

    Eastern Blitz
  • Replaced one Pz. II with Pz. IV Ausf.
  • Decreased the total amount of spawnable Pz. IIIs at the same time from 2 to 1

    El Alamein
  • replaced Leopard with Pz III Ausf. J
  • replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming
  • When Axis/Allies take North flag at the buildings in F1 spawns:
    -halftruck with permanent spawn
    -one stationary 88 mm gun (that also respawns when Allies take that flag)
    -two stationary PAKs (50 mm for Germans (with APCR rounds), 57 mm for Allies)
    -two MG-kits with mines
    -one sniper rifle
    -one 2 cm-/Bofors-Flak on the roof

    Fall Gelb-1940
  • added killer cage around French which dissapears after Germans capture all other flags
  • fixed mobile Flak 18 and Stug double spawn
  • Char B1's spawn time decreased by 45 seconds
  • One of the R35 tanks replaced with a Somua S-35
  • Removed one remote Stuka kit, also they don't respawn anymore
  • increased (30%) bleedrate for both teams

    Fall Weiß
  • Replaced Pz. III Ausf. E with Pz. IV Ausf. D

    Fht Operation Dracula
  • Immobilized Allied carrier
  • Removed the British destroyer
  • Added Chi-Ha APC that spawns after Allies capture the docks flag

    Guadalcanal
  • fixed a bug which made the Japanese cruiser Agano not spawn, now spawns when Allies take the village flag because the Allied cruiser also only spawns when the Japanese take that flag

    Hungary Forest
  • Increased ticket ratio by 75%

    Ilomantsi
  • Teamlocked ISU-152

    In the Hell of Bocage
  • Decreased Firefly respawn time from 150 to 100 seconds

    Kasserine Pass
  • Removed death zones at Allied base.

    Kharkov Winter
  • added 2 Schwimmwagens to German main base
  • 37 mm AA gun now spawns when Soviets take hill flag
  • added SdKfz 10/5 instead of Kettenkrad with Flak 30
  • added M3A1 with towable Bofors for Soviets
  • removed obstacles at the north bridge
  • Changed Axis spotter kit to Ju 88 with bombload of 6x250kg and 28x50kg
  • added one sniper kit to each main base
  • peplaced Carro Armato M13/40 and Semovente da 47/32 with Panzer IV
  • peplaced one of the fighters on both sides with Ju87D and IL2 respectively
  • added Flak 18 on Sd.Kfz. 8 chassis as countermeasure Soviet heavy tanks (spawns when they capture eastern flag)
  • Replaced Bf 109G-6 with Bf 109E

    Khota Bharu
  • Bleed ratio increased by the 20% percent for both teams

    Operation Forager
  •  D4 flag removed

    Operation Goodwood
  • The double Tortoise spawner now releases only one tank

    Op. Kikusui Day 1
  • Removed wrenches from Japanese kits
  • Lowered Yamato HP from 108k to 98k (the lowest option availible in map files)

    Op. Kikusui Day 2
  • Moved American fleet and spawnrotator planes closer to the Japanese base.

    Pakfront
  • Churchill Kangaroo in Russian main base does not respawn once the flag is capped by Germans.

    Midway
  • Replaced usual Daihatsu boats on Tsurumi oiler with tanks and field guns
  • Added one halftruck to each flag on the island
  • Added spawnable AT kit for Allies
  • Increased the range of sight from 500 to 1000m
  • Axis are in poccession of sea flags from the start
  • respawn time of submarines increased to 2 mins
  • self-destroy timer for unused ships removed

    Raseiniai
  • Made flags marked by number 4 on the minimap recappable

    Reichsbahn
  • Removed Jagdtiger that spawns at 3rd flag
  • Replaced Maus with Jagdtiger

    Sandstorm
  • Tiger with autoloading cannon now counterspawns in Axis main base

    Saipan
  • Moved plane spawnpoints at the last flag, so they don't explode immediately after spawning.
  • Increased time needed to capture flags from 10 to 15 seconds.

    Seelow Heights
  • Axis reinforcements (spawn-PZ IV + 2 * Panther and 2 * Stug) spawn on the road leading from the southeastern border of the map when Axis main gets taken

    Stalingrad Redsquare
  • four flags removed
  • train remove

    Stashuv Area
  • Changed Soviet assault kit with PPSh to officer's kit w/ binoculars
  • Added sniper kit to the Soviet main base (in one of the tents)
  • teamlocked ISU-152

    The Merville Battery
  • Increased the bleedrate by 30%

    The Nebelwerfer Hunt
  • Removed "Giesskanne"

    Trois Points
  • Replaced usual 6pdr's with longer barrel version

    Tulagi Island
  • Increased tickets amount by 100%

    Westminster 1942
  • Additional Typhoon w/ rockets kit, which spawns near a pile of barrels at British main base.

    Westwall
  • Lowered insane Axis bleed from 100 to 8 tickets per min (twice as much as Allied)
  • Removed two SP Tortoises which spawn at the second flag
  • Slightly raised position of the static MG42 overlooking the wooden bridge at flag 2

    Zveroboy
  • Restored missing knife in German AT kit

    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.

    Marduk aka Postduk
  •  
    RADIOSMERSHDate: Friday, 2018-05-11, 1:24 PM | Message # 201
    FHSW Wikia Co-Admin
    Group: Bronze Donator
    Messages: 664
    Awards: 27
    Reputation: 13
    Status: Offline
    Quote crazygamelover ()

    Stashuv Area
    -fix teamlock of rus_ger_is2_spawn. It shouldn't be teamlocked at all, as it's a counterspawn that respawns until Russians capture Zarez. Alternatively, repalce rus_ger_is2_spawn with normal teamlocked IS2? Russians seem to be having a hard time, so I suggest the second option
    -teamlock all other (non-counterspawn) tanks that spawn at start for Russians

    Done. I had to teamlock only ISU-152.
     
    crazygameloverDate: Friday, 2018-05-11, 9:30 PM | Message # 202
    Colonel
    Group: Trusted
    Messages: 308
    Awards: 13
    Reputation: 5
    Status: Offline
    Quote RADIOSMERSH ()
    Done. I had to teamlock only ISU-152.
    Thanks. However, I already added an SSM with the help of bubu, in case you didn't notice. I prefer if you didn't overwrite my SSM, because I fixed some minor bugs with it


    Message edited by crazygamelover - Friday, 2018-05-11, 9:40 PM
     
    bubuDate: Saturday, 2018-05-12, 11:14 PM | Message # 203
    Colonel
    Group: Admins
    Messages: 428
    Awards: 31
    Reputation: 12
    Status: Offline
    Pakfront: T-28-95s that respawn in Allied main base are teamlocked, soviets can't enter. (Crazy already noted this down :D)

    Alaska: Can we open a discussion for balancing that map just a bit? Maybe add that nice Jumbo tank with 76,2mm gun I posted above for allies or one more normal jumbo tank, or pershing and remove e.g. 2 T20E4s that cannot penetrate OTIS4 or IS3 from anywhere? :S
     
    crazygameloverDate: Saturday, 2018-05-12, 11:50 PM | Message # 204
    Colonel
    Group: Trusted
    Messages: 308
    Awards: 13
    Reputation: 5
    Status: Offline
    Quote bubu ()
    Pakfront: T-28-95s that respawn in Allied main base are teamlocked, soviets can't enter. (Crazy already noted this down :D)Alaska: Can we open a discussion for balancing that map just a bit? Maybe add that nice Jumbo tank with 76,2mm gun I posted above for allies or one more normal jumbo tank, or pershing and remove e.g. 2 T20E4s that cannot penetrate OTIS4 or IS3 from anywhere? :S

    Check your PM, I sent the SSM

    Regarding Alaska, maybe just remove some of the super heavy Russian tanks? (OTIS-4, IS-3, idk)
     
    OPTIMUSDate: Sunday, 2018-05-13, 12:01 PM | Message # 205
    Sergeant
    Group: Gold Donator
    Messages: 30
    Awards: 5
    Reputation: 1
    Status: Offline
    Alaska suggestion

    Please change the B29 bomber kit to two P51 dive bomber kit.

    Why ? The B29 flies above the clouds, almost impossible to precision bomb enemy tanks. Soviet team has access to many aircraft throughout the entire round, but USA lose access to a low altitude bomber as soon as they lose airfield. Adding two P51 dive bomber kit will help balance the map.


    Message edited by OPTIMUS - Sunday, 2018-05-13, 12:01 PM
     
    bubuDate: Sunday, 2018-05-13, 1:25 PM | Message # 206
    Colonel
    Group: Admins
    Messages: 428
    Awards: 31
    Reputation: 12
    Status: Offline
    Quote crazygamelover ()
    Regarding Alaska, maybe just remove some of the super heavy Russian tanks? (OTIS-4, IS-3, idk)
    Well, I wouldn't like removing the stuff from that map, because there isn't many maps where you can find OTIS4, IS-3.
    I'd like to see absolutely useless stuff in US base replaced by more useful stuff. Opti's suggestion isn't bad imo. Even 1 P51 could make a difference unsure
     
    GameplayerDate: Sunday, 2018-05-13, 3:05 PM | Message # 207
    Silver Donator
    Group: Gold Donator
    Messages: 122
    Awards: 12
    Reputation: 6
    Status: Offline
    My suggestion.

    Alaska: Don't remove anything from soviet forces, but add second T29 tank for US and change avenger to use tiny tim rocket. And lower spawn time for railgun kit to 1 min.


    Hates too quick judgement.

    aka Gameplayer or Gameplayer500


    Message edited by onnipatrika54 - Sunday, 2018-05-13, 3:06 PM
     
    crazygameloverDate: Sunday, 2018-05-13, 6:16 PM | Message # 208
    Colonel
    Group: Trusted
    Messages: 308
    Awards: 13
    Reputation: 5
    Status: Offline
    Quote OPTIMUS ()
    Please change the B29 bomber kit to two P51 dive bomber kit.Why ? The B29 flies above the clouds, almost impossible to precision bomb enemy tanks. Soviet team has access to many aircraft throughout the entire round, but USA lose access to a low altitude bomber as soon as they lose airfield. Adding two P51 dive bomber kit will help balance the map.
     
    Quote onnipatrika54 ()
    Alaska: Don't remove anything from soviet forces, but add second T29 tank for US and change avenger to use tiny tim rocket. And lower spawn time for railgun kit to 1 min.

    Alaska
    -replaced B29 kit with 2 P51 kits, with 40 second respawn instead of 100 seconds
    -increased maxnumberspawn of T29 to 2

    bubu check PM
     
    bubuDate: Sunday, 2018-05-13, 6:26 PM | Message # 209
    Colonel
    Group: Admins
    Messages: 428
    Awards: 31
    Reputation: 12
    Status: Offline
    Yay! Thank you! smile

    SSM Uploaded.
     
    Endless_NamelessDate: Saturday, 2018-05-26, 4:06 PM | Message # 210
    General
    Group: Admins
    Messages: 1237
    Awards: 38
    Reputation: 19
    Status: Offline
    I've prepared a small ssm for Prokhorovka: I'd like to test an idea to lower the bad side effects of the "angled armor effect". As you know if you hit a tank at a low angle the armor is much stronger which is realistic and good. It has some problems however as sometimes shots do no or way less damage than they should. If the ssm doesn't work or makes it worse we can always remove it.

    My Youtube Channel
    aka eYe.ris
     
    crazygameloverDate: Sunday, 2018-05-27, 4:53 PM | Message # 211
    Colonel
    Group: Trusted
    Messages: 308
    Awards: 13
    Reputation: 5
    Status: Offline
    Quote Endless_Nameless ()
    I've prepared a small ssm for Prokhorovka: I'd like to test an idea to lower the bad side effects of the "angled armor effect". As you know if you hit a tank at a low angle the armor is much stronger which is realistic and good. It has some problems however as sometimes shots do no or way less damage than they should. If the ssm doesn't work or makes it worse we can always remove it.
    How did you manage to implement this through SSM alone?
     
    Endless_NamelessDate: Sunday, 2018-05-27, 9:18 PM | Message # 212
    General
    Group: Admins
    Messages: 1237
    Awards: 38
    Reputation: 19
    Status: Offline
    I've only added one line of code to each vehicle to reduce the effect, it's just a light fix, the "bugs" can still occur.

    My Youtube Channel
    aka eYe.ris
     
    bubuDate: Saturday, 2018-06-02, 6:58 AM | Message # 213
    Colonel
    Group: Admins
    Messages: 428
    Awards: 31
    Reputation: 12
    Status: Offline
    Is it possible to team lock the Tiger tank on Ramelle Neuville?

    Allies captured it yesterday and axis haven't got much to do after allies have their tiger x)
     
    Robert_von_EberhahnDate: Sunday, 2018-06-03, 1:08 AM | Message # 214
    Lieutenant General
    Group: Silver Donator
    Messages: 969
    Awards: 19
    Reputation: 8
    Status: Offline
    Well if there is any stupid idiot who bailed his Panzer he have to pay for it. Sometimes I agree to teamlock but in this case not. Or maybe ...  wacko  ?! Not sure at all

    Gameserver admin on our FHSW Europ server
     
    crazygameloverDate: Sunday, 2018-06-03, 3:25 AM | Message # 215
    Colonel
    Group: Trusted
    Messages: 308
    Awards: 13
    Reputation: 5
    Status: Offline
    Quote bubu ()
    Is it possible to team lock the Tiger tank on Ramelle Neuville? Allies captured it yesterday and axis haven't got much to do after allies have their tiger x)

    How it works atm is the Tiger respawns so long as Allies hold the church. I could teamlock the Tiger, but it would be able to respawn no matter what. It's up to you, I don't mind leaving or changing it.


    Message edited by crazygamelover - Sunday, 2018-06-03, 3:25 AM
     
    bubuDate: Sunday, 2018-06-03, 5:19 PM | Message # 216
    Colonel
    Group: Admins
    Messages: 428
    Awards: 31
    Reputation: 12
    Status: Offline
    Hmm.... I guess, let's wait for more opinions
     
    Robert_von_EberhahnDate: Sunday, 2018-06-03, 9:56 PM | Message # 217
    Lieutenant General
    Group: Silver Donator
    Messages: 969
    Awards: 19
    Reputation: 8
    Status: Offline
    What about that system with covering spawned vehicles with boxes. The vehicles spawn from the beginning but boxes only disapear if flags switch to a special constellation ?
    So they could be teamlocked


    Gameserver admin on our FHSW Europ server

    Message edited by Robert_von_Eberhahn - Sunday, 2018-06-03, 9:56 PM
     
    XenanabDate: Sunday, 2018-06-03, 10:19 PM | Message # 218
    Colonel
    Group: Silver Donator
    Messages: 465
    Awards: 19
    Reputation: 5
    Status: Offline
    Quote crazygamelover ()
    How it works atm is the Tiger respawns so long as Allies hold the church. I could teamlock the Tiger, but it would be able to respawn no matter what. It's up to you, I don't mind leaving or changing it.

    Let's not change that. Ramelle is a balanced map as it is. If axis always get a Tiger this would make a huge difference.

    Fall Gelb-1940

    - It would be the best to reduce the respawn time of the char B1 for another 30 seconds I think
    - One of the Renault tanks at allies main should be a Somua tank
    - axis remote Stuka kits should NEVER respawn (9999 seconds). Maybe also remove one of the 3 kits.

    The map is okay but I think allies really have poor comeback equipment. And the Stuka attacks can cause massive damage to the main base.
    So I suggest to do these changes :-)
     
    Endless_NamelessDate: Monday, 2018-06-04, 6:34 PM | Message # 219
    General
    Group: Admins
    Messages: 1237
    Awards: 38
    Reputation: 19
    Status: Offline
    @crazy: Sadly it's not possible to edit the B29 on Kure (seperating the turrets). :/

    My Youtube Channel
    aka eYe.ris
     
    RADIOSMERSHDate: Monday, 2018-06-04, 10:30 PM | Message # 220
    FHSW Wikia Co-Admin
    Group: Bronze Donator
    Messages: 664
    Awards: 27
    Reputation: 13
    Status: Offline
    Quote Xenanab ()
    Let's not change that. Ramelle is a balanced map as it is. If axis always get a Tiger this would make a huge difference.

    This. I agree that Axis should pay for bailing their most important asset.

    Quote Robert_von_Eberhahn ()
    What about that system with covering spawned vehicles with boxes. The vehicles spawn from the beginning but boxes only disapear if flags switch to a special constellation ?
    So they could be teamlocked

    Unfortunately, this can't be implemented via SSM, as it requires client side modifications.


    Message edited by RADIOSMERSH - Monday, 2018-06-04, 10:31 PM
     
    Forum » Welcome to the [FHSW] Europe Community! » Mapping » Server-side modding 0.61 (m)
    Search: