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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
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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
  •  
    xxpollenzxxDate: Saturday, 2017-05-27, 7:55 PM | Message # 21
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    Quote Xenanab ()
    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.

    Thanks a lot for the explanation!

    And sorry if I continue about this subject, but. If we are small community, why don't we just simply put a new rule like "Don't use enemy vehicles?". Would be too hard to apply?

    Quote Robert_von_Eberhahn ()
    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

    Finally some love to my beloved Kharkov Winter smile

    ----------
    And about the map subjects:

    Bombing the Reich
  • German big ship (don't remember the name), should spawn only once.

  • Allied ship (also don't remember the name) should have more time on respawn (I enjoy the almost insta-respawn, but I know isn't fair)

    And now I know you can do some changes, I'll try to pay more attention so I can comment a lil more here.  tongue
  •  
    XenanabDate: Saturday, 2017-05-27, 9:59 PM | Message # 22
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    Quote xxpollenzxx ()
    Thanks a lot for the explanation!And sorry if I continue about this subject, but. If we are small community, why don't we just simply put a new rule like "Don't use enemy vehicles?". Would be too hard to apply?

    You're welcome.

    Anyway this new rule suggestion has some problems. One is the already by you aformentioned issue that it is incredibly hard to controll it in a heat of a battle.

    Another is the fact that on some maps it would heavily affect the gameplay and the dynamic.
    A good suggestion would be Supercharge where on every single flag base a decent amount of equipment spawns. Material like AA and transportation vehicles and even tanks.
    If you lock them all you give a great advantage to that team that captures the flags the first at the start of a map. Players who simply use a jeep would be more benefitial to the team than players who take their time to group up a huge tank battalion.
    It would heavily slow down the gameplay and makes faster movement for fallen soldiers who spawn on newly captured flags that still have enemy equipment impossible.

    Back to topic:

    Thank you very much for your work Radio!
    Any opinions on Forager though ?


    Message edited by Xenanab - Saturday, 2017-05-27, 9:59 PM
     
    Joni_KillerDate: Sunday, 2017-05-28, 12:12 PM | Message # 23
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    Quote xxpollenzxx ()
    German big ship (don't remember the name), should spawn only once.
    You mean Prince Evgen

    Added (2017-05-28, 11:12 AM)
    ---------------------------------------------
    Ship class: Light Frigate with torpedoes.


    Joni_Killer aka Infantry General Jon_Killer aka Major Jon_Killer

    Message edited by Joni_Killer - Sunday, 2017-05-28, 12:13 PM
     
    Robert_von_EberhahnDate: Sunday, 2017-05-28, 11:46 PM | Message # 24
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    Quote Joni_Killer ()
    Ship class: Light Frigate with torpedoes.


    No, its a heavy cruiser

    Added (2017-05-28, 10:46 PM)
    ---------------------------------------------
    Way to Paris needs very desperatly some balance. All that superheavy stuff on russian side is still in there, but french don´t have even a single Tortoise.
    I really can´t figure out what the sense of this map outlay should be ...
    additionaly the AMX 13 is iconed on minimap as a heavy tank wacko no idea why ...
    And ... really french have a 6 pounder as AT gun at the first flaggs, a 6 pounder!!!! They must really feel fooled to run with that against a IS3 or IS4 dry its a long barreled called canuk or anything like that but neverthess. With that tank outlay on russian side at least a 17 pounder is necessary, don´t think it will be much helpfull, but really ...


    Gameserver admin on our FHSW Europ server

    Message edited by Robert_von_Eberhahn - Sunday, 2017-05-28, 11:52 PM
     
    xxpollenzxxDate: Sunday, 2017-06-04, 1:53 AM | Message # 25
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    on Spring Awakening: There is a T-34-85 that for some reason is 20% health on the North East Soviet Base, can you fix it?
    and if you do, there is a similar bug on Supercharge with a PzIV on the German Base, near the North Bridge.
     
    mardukDate: Sunday, 2017-06-11, 7:39 AM | Message # 26
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    Eastern Blitz
    Add artillery battery to Polish main base so the blue team can prepare the counterattack better when all flags have been taken by the Germans.


    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
     
    crazygameloverDate: Saturday, 2017-06-17, 9:05 PM | Message # 27
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    Breakthrough
    Remove Centurions. The first prototypes weren't made until 1945

    El Alamein
    Remove Leopard

    Guadalcanal
    Add cruiser for Japanese. I assume it's supposed to spawn, but doesn't (like in v0.55)
     
    crazygameloverDate: Saturday, 2017-07-08, 0:27 AM | Message # 28
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    Naichi
    Remove all US spawn-vehicles. That would be the simplest solution to the bug in which the Japs can spawn in certain US vehicles

    Edit: Breakthrough remove ARL-44 as well, same reason as for Centurion. With all these heavies gone, maybe reduce the number of heavy tanks axis get a little?


    Message edited by crazygamelover - Sunday, 2017-07-09, 3:57 PM
     
    mardukDate: Sunday, 2017-07-09, 7:31 PM | Message # 29
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    Breakthrough
    Please remove A39 Tortoise tank. Axis havent got assets to stop it. It really imbalances the map even more.


    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: Monday, 2017-07-10, 7:14 PM | Message # 30
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    Here are some SSM's I've uploaded to server so far:

    El Alamein
  • Replaced Leopard with Pz III Ausf. J

    Guadalcanal
    Basically same as eYe's SSM for 0.552:
  • 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

    Naichi
  • I've found out that all spawn groups were assigned to Japanese team (probably by mistake), that's why they were able to spawn in US spawn vehicles. I hope I've succesfully fixed it, thus there is no need to remove them.
  •  
    crazygameloverDate: Monday, 2017-07-10, 9:05 PM | Message # 31
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    You are an angel Radio!  respect
     
    mardukDate: Tuesday, 2017-07-11, 8:55 AM | Message # 32
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    Regarding Breakthrough

    Quote crazy: "Edit: Breakthrough remove ARL-44 as well, same reason as for Centurion. With all these heavies gone, maybe reduce the number of heavy tanks axis get a little?"
    +
    Quote Marduk: "Please remove A39 Tortoise tank. Axis havent got assets to stop it. It really imbalances the map even more."
    =
    Lets just remove A39 Tortoise and keep the rest as it is? (my "personal" problem with Tortoise is that literally dozens of 75 or 88 mm shells just bounce off, which I think is just dumb)


    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
     
    bubuDate: Tuesday, 2017-07-11, 11:59 AM | Message # 33
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    The only thing that can kill Tortoise is 12,9cm gun. Or couple of JT's. And that, imho, is really ridiculous x)

    Message edited by bubu - Tuesday, 2017-07-11, 12:00 PM
     
    crazygameloverDate: Tuesday, 2017-07-11, 1:15 PM | Message # 34
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    @marduk my problems with the centurion etc. are they are suuuuuper late-war tanks, too late to be found on a summer 1944 map. I realize it may give Brits a big disadvantage, so maybe remove 1 or 2 heavy German tanks too?

    Message edited by crazygamelover - Tuesday, 2017-07-11, 1:17 PM
     
    RADIOSMERSHDate: Tuesday, 2017-07-11, 1:17 PM | Message # 35
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    Quote bubu ()
    The only thing that can kill Tortoise is 12,9cm gun. Or couple of JT's. And that, imho, is really ridiculous x)

    Actually, you can take it out easily even with KwK 40 if you manage to outflank it from the rear.

    Quote marduk ()
    Regarding Breakthrough

    Quote crazy: "Edit: Breakthrough remove ARL-44 as well, same reason as for Centurion. With all these heavies gone, maybe reduce the number of heavy tanks axis get a little?"
    +
    Quote Marduk: "Please remove A39 Tortoise tank. Axis havent got assets to stop it. It really imbalances the map even more."
    =
    Lets just remove A39 Tortoise and keep the rest as it is? (my "personal" problem with Tortoise is that literally dozens of 75 or 88 mm shells just bounce off, which I think is just dumb)

    Alright, I'll just remove Tortoise then.
     
    mardukDate: Tuesday, 2017-07-11, 1:31 PM | Message # 36
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    @crazy: I agree. I think Jagdtiger and Sturmtiger shouldnt be on this map.

    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: Tuesday, 2017-07-11, 1:50 PM | Message # 37
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    Quote marduk ()
    @crazy: I agree. I think Jagdtiger and Sturmtiger shouldnt be on this map.
    What about restoring the vehicle layout back to pre-0.6 state then?

    Also, devs put death zones at Allied base on Kasserine Pass. Though I can see the reasoning behind it (mostly like to prevent stealing American planes and vehicles) but this is so frustrating as they are even not marked on the map. Therefore I suggest to remove them at all.
     
    mardukDate: Tuesday, 2017-07-11, 1:58 PM | Message # 38
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    @Radio: I agree to both of your suggestions.

    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: Tuesday, 2017-07-11, 4:17 PM | Message # 39
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    Alright, I have uploaded both SSM's to server.

    Btw, I think it's better to put all implemented changes in the first post and make it sticky:

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

    Bombing the Reich
  • lowered objective HP from 260.000 to 100.000

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

    El Alamein
  • replaced Leopard with Pz III Ausf. J
  • replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming

    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 15 seconds

    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

    Kasserine Pass
  • Removed death zones at Allied base.

    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)

    Naichi
  • I've found out that all spawn groups were assigned to Japanese team (probably
    by mistake), that's why they were able to spawn in US spawn vehicles. I
    hope I've succesfully fixed it, thus there is no need to remove them.

    Message edited by RADIOSMERSH - Tuesday, 2017-07-11, 4:17 PM
  •  
    mardukDate: Tuesday, 2017-07-11, 4:53 PM | Message # 40
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    Done.
    Thank you very much!


    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
     
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