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Server-side modding 0.61 (m)
mardukDate: Friday, 2017-05-19, 10:47 AM | Message # 1
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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
  •  
    Born-1942Date: Friday, 2017-05-19, 2:46 PM | Message # 2
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    I agree to remove the flags on the border but the train I think it's cool to stay and remove it would not be cool I guess.

    Nicknames BornDarkness and Soldado da Wehrmacht
     
    Robert_von_EberhahnDate: Friday, 2017-05-19, 10:57 PM | Message # 3
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    so lock it for russians, because its really nonsense that they can use it to bloch the german main ...

    Gameserver admin on our FHSW Europ server
     
    xxpollenzxxDate: Saturday, 2017-05-20, 3:55 PM | Message # 4
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    I thought you couldn't touch those things. But if you can, you could fix the tank lock on the maps where one side can take enemy tanks and the other can't, like Caen for example.
    And about the train, I think it's ok, since looks like the german's back flag allows soviet to spawn there, when german only have the train to spawn and nothing else besides main.
     
    Robert_von_EberhahnDate: Saturday, 2017-05-20, 4:16 PM | Message # 5
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    Quote xxpollenzxx ()
    I thought you couldn't touch those things. But if you can, you could fix the tank lock on the maps where one side can take enemy tanks and the other can't, like Caen for example.


    Unfortunatly it´s not possible (situation at the moment) to teamlock vehicles that counterspawn. FSHW team rocks many miracles so far, so lets hope they manage it to handle that situation in anyway


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    Born-1942Date: Saturday, 2017-05-20, 7:21 PM | Message # 6
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    Quote xxpollenzxx ()
    I thought you couldn't touch those things. But if you can, you could fix the tank lock on the maps where one side can take enemy tanks and the other can't, like Caen for example.And about the train, I think it's ok, since looks like the german's back flag allows soviet to spawn there, when german only have the train to spawn and nothing else besides main.
    Great idea.


    Nicknames BornDarkness and Soldado da Wehrmacht
     
    RADIOSMERSHDate: Monday, 2017-05-22, 10:08 AM | Message # 7
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    Bombing the Reich
    Lower objective HP from 260.000 to 100.000

    Added (2017-05-22, 9:08 AM)
    ---------------------------------------------
    Fall Gelb
    Put pushcages connected to all other flags on allied main base or even make it uncapturable

     
    XenanabDate: Monday, 2017-05-22, 4:00 PM | Message # 8
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    Quote RADIOSMERSH ()
    Fall GelbPut pushcages connected to all other flags on allied main base or even make it uncapturable

    Was going to suggest that. Thank you Radio!

    Concerning counterspawn vehicles and lock:

    I will explain here why this is an issue and how the counterspawns work. Let's take Zveroboy for example where axis get 1 Panther, 1 StuG and 1 Luchs as counterspawns.
    The counterspawns appear the moment allies take the 2nd flag. No special magic is happening. For ALLIED team spawn the tanks mentioned above on the 3rd flag when they capture the 2nd. Technically what axis team is always doing is STEALING the tanks of allies which happen to spawn in an axis base. And exactly this is the reason why you can't teamlock counterspawn vehicles; if you do the defending team can't enter the reinforcement equipment.

    Is there another solution for that? Yes there actually is... a very inconvenient one. The  reinforcement vehicles spawn from the beginning but are surrounded by a Pushcage in order to prevent players from entering them. This cage disappeares the moment allies capture a certain flag and axis are free to enter their tanks. That way you can of course turn the teamlock on on these spawns.
    However there is something odd about it: Players will be very confused by this technique if they aren't familiar with it and spam the chat full with bug reports (just look how new players react on the closed hangars of el alamein).
    Another problem is that once you jump into a tank and axis mange to recapture the flag at that moment the cage will appear again and immediately kills you without any chance to use it. In this process the tank can also be lost completely. Cages cover an area and not a single spot. And so on some maps like Caen there isn't much free space to actually implement them in a comfortable way.
    Another problem is that the attacking team can preventively destroy the counterspawn with an airbomb even with a cage around it so the defenders may stand there without any reinforcements when allies push to the next flag at all. Also not a very comfortable scenario.

    Counterspawn vehicles havn't been issued by DICE back then, and that's the reason why all solutions have a bunch of disadvantages. But keep in mind that in vanilla - besides naval vessels - ALL equipment was free to enter for everyone. Counterspawns were an invention by modders and mappers.

    Back to topic

    Fall Gelb-1940:

    I have some things to add:

    - The mobile Flak 88 spawners seem to spawn twice, that is totally not intended and should be reduced to only once
    - StuG A spawners also spawn twice. They should also only spawn once
    - French Char B1's respawn time should be a decreased by 15 seconds I suggest

    Eagles Nest-1945:
    I seem to forgot to increase a few respawn times of allied equipment:

    - Greyhound: double the respawn time of these
    - Sherman w/ sandbags: add 15 seconds on their spawn time

    This should make it easier for Germans to strike back when they lost the flags in the valley.

    Naichi-1945:
    Tough job but this map is currently messed up in a way that I strongly suggest to remove it from the rotation. Crashes à la Alpenfestung were fixed it seems but axis team share some soldierspawn group IDs with American spawn APCs and Spawnrotator planes! This is totally silly at the moment.

    Operation Forager:
    Sadly this map is still unbalanced in a way that axis don't stand a chance against the American tanks + a totally overpowered enginner class that gives soldiers rnd Winchester / M1Carbine + 2 satchels. Rarely spawnkit balance is so one sided looking on a single team than somewhere else on an infantry map.
    Allied engineer class should just be Springfield + Satchels + wrench.


    Message edited by Xenanab - Monday, 2017-05-22, 4:01 PM
     
    RADIOSMERSHDate: Wednesday, 2017-05-24, 7:40 PM | Message # 9
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    Battle over Hokkaido:

    I just saw following SSM balance on Japanese forum and thought we could apply it too, as Japanese always struggle to win on this map.

  • Decrease japanese Tiger spawn time from 6 to 2 minutes
  • New vehicle balance:
    IS-3 → IS-1
    IS-2 → T-35E-95
    SU-85 → SU-122P
    KV-85 → KV122
    T-34/85 → T-34-85(43)x2
    PTRS Carriers → Valentine II\

    Message edited by RADIOSMERSH - Wednesday, 2017-05-24, 7:53 PM
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    RADIOSMERSHDate: Friday, 2017-05-26, 3:11 PM | Message # 10
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    Quote marduk ()
    Remove East flag and block the bridge with obstacles so no vehicles can pass. This way the fights will focuss on the center of the map and it will be suitable for a lower number of players.

    You mean Northen flag probably?
     
    mardukDate: Friday, 2017-05-26, 3:27 PM | Message # 11
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    @Radio, Xenanab: Yea, E3/North flag. You were right. Somehow the map rotated in my head when I posted that. I am getting old... What do you think about the suggestion?

    Kharkow Winter
    Remove North flag and block the bridge with obstacles so no vehicles can pass. This way the fights will focuss on the center of the map and it will be suitable for a lower number of players.


    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
     
    Robert_von_EberhahnDate: Friday, 2017-05-26, 8:58 PM | Message # 12
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    hmmm, I hardly disagree with closing the north bridge at Kharkov winter. That will limit the count of tactical movement quite hard. Actually ist possible to maneuvre over that bridge in the back of each other.
    About removing the flagg at orth bridge ... hm wacko ?!?


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    mardukDate: Friday, 2017-05-26, 9:15 PM | Message # 13
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    @Robert: Thats what I am talking about: enemies keep avoiding the fights and keep circumventing the enemy. It is a bit lame and the gameplay is pretty vanilla-ish this way. Please be open to something new.

    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
     
    Robert_von_EberhahnDate: Friday, 2017-05-26, 9:28 PM | Message # 14
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    Well I know what u mean. But actually its quite hard if russians close the (in future?) only bridge with KV1 and other big tanks in addition with superior position from the hilltop!
    Only thing that can counter is actually the Hanomag halftrag with rockets (heulende Kuh / Stuka zu Fuß) and thats quite tricky to handle.
    At least gemans don´t have an amphybious vehicle to cross the river, but russians have that small tank.
    At last my oppinion is to leave it all as it is. Maybe other players could leave their comment here.


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    mardukDate: Saturday, 2017-05-27, 7:40 AM | Message # 15
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    Yes, the map is pretty imbalanced in the newest version. No Stuka and no 8,8 cm Flak 18 on Selbstfahrlafette. If the 88 and a Stuka-Bomberkit (a plane makes no sense because it will get shot down if russians have all flags) would counterspawn in the case that russians have all flags it would be balanced I think.

    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
     
    Robert_von_EberhahnDate: Saturday, 2017-05-27, 10:00 AM | Message # 16
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    Yes exactly! Actually we have a remote Bomberkit HE 111 if I remember right?! But it does carpet bombing so not very usefull against heavys dry
    Maybe ad a remote kit single Stuka with one bomb (don´t know if it even exist at all?) The 88 on halftrack or the towed one ? "Sturer Emil" would be awesome and perfectly fit in this map sad
    Towed lFh 18 is also out ...
    But at last I like this map in current outlay because it forces to use light and relativly unknown units and get used to it, learn all strenghts and weaknesses to make best use of them. Sometimes I was quite surprised about some engagements. It´s a quite ... different map to the rest of FHSW


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    RADIOSMERSHDate: Saturday, 2017-05-27, 11:49 AM | Message # 17
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    Ok, so what will the final propositions be, so I can implement them and upload to server together with SSM's for Fall Gelb, Bombing the Reich and Eagles Nest? (eYe gave me an FTP access to map folder recently).
  • Add Stuka remote kit (maybe instead of one with He-111)?
  • Add Flak 18 on SdKfz 8 chassis?

    Btw, I have a proposal for El Alamein:
  • Replace towable Flak 18 with one on SdFkz 8 to avoid AA spamming

    and Bastogne:
  • Replace M24 with T24E1, because due to the bug vehicles killers in the sounthern forest doesn't work on them and thus allied tankers can rush through the forest to get quick access to allied main.

    Message edited by RADIOSMERSH - Saturday, 2017-05-27, 12:05 PM
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    XenanabDate: Saturday, 2017-05-27, 1:10 PM | Message # 18
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    I think a 88 works better and is more consistent than a remote Stuka on Kharkov.

    Changes on El Alamein would be great! This spam of 88 guns has always been weird.

    Quote RADIOSMERSH ()
    and Bastogne:Replace M24 with T24E1, because due to the bug vehicles killers in the sounthern forest doesn't work on them and thus allied tankers can rush through the forest to get quick access to allied main.

    Is it really possible to rush over the sandbag barricades in the south woods?
     
    mardukDate: Saturday, 2017-05-27, 1:31 PM | Message # 19
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    @Radio: I agree on all changes. Regarding Kharkow Winter: Please also remove North flag and block the bridge with obstacles. Just give it a go. To balance out the heavy Russian tanks Germans at least need a mobile flak 88.

    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: Saturday, 2017-05-27, 5:43 PM | Message # 20
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    I've uploaded SSM's for Bombing the Reich, El Alamein, Eagles Nest-1945, Kharkov Winter and Fall Gelb to the server.

    Bombing the Reich
  • lowered objective HP from 260.000 to 100.000

    El Alamein:
  • replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming

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

    Kharkov Winter
  • removed North flag and blocked the bridge with obstacles so no vehicles can pass
  • added Flak 18 on Sd.Kfz. 8 chassis as countermeasure Soviet heavy tanks (spawns when they capture eastern flag)

    Fall Gelb-1940:
    I have some things to add:
  • 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 15 seconds

    Message edited by RADIOSMERSH - Saturday, 2017-05-27, 5:50 PM
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