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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
  •  
    starking018Date: Wednesday, 2017-10-11, 6:27 AM | Message # 61
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    Quote xxpollenzxx ()
    Saipan
    Allieds shouldn't be able to get inside of the Chi Ha.


    The issue there is not that Allies can get into the tank, it's that while Allies hold flag 5 only a Chi-Ha spawns there, instead of an American tank. I think that it would be proper to change it to an American tank for Allies if it is not a counterspawn. If it is a counterspawn then I guess a new American tank spawn can be added and the Chi-Ha spawn blocked to achieve the same effect.


    Air Troll a.k.a. starking018
     
    xxpollenzxxDate: Wednesday, 2017-10-11, 6:36 PM | Message # 62
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    But in that case, Japs should get another tank in last flag, cuz I don't remember if they had one there to hold it.
     
    starking018Date: Thursday, 2017-10-12, 6:23 AM | Message # 63
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    They do have some tanks and other vehicles in flag 6, only they are somewhat separated from the flag area, and not very apparent. They are located at the northern tip of the island.

    Air Troll a.k.a. starking018
     
    mardukDate: Saturday, 2017-11-18, 9:05 PM | Message # 64
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    Pakfront
    When Axis team got all flags, Allies shouldnt be able to respawn. Please remove all Russian spawns that still remain, even when the last flag was taken by Germans. Germans can hardly win the way it is at the moment.


    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: Sunday, 2017-11-19, 11:19 AM | Message # 65
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    Quote marduk ()
    When Axis team got all flags, Allies shouldnt be able to respawn. Please remove all Russian spawns that still remain, even when the last flag was taken by Germans. Germans can hardly win the way it is at the moment.

    That's because Soviets get additional Churchill Kangaroo when they lose all flags to already spawning one, which is ridiculous indeed. I removed it.
     
    mardukDate: Sunday, 2017-11-19, 1:14 PM | Message # 66
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    Thanks!
    (+ it's not even fun for Russians getting raped in their main by German tanks...)


    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: Sunday, 2017-11-19, 2:39 PM | Message # 67
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    I decided to implement some SSM proposals made by Xenanab here, as I think they are still relevant for the current version:

    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.

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

    Operation Dracula
  • Removed the British destroyer

    Berlin Outskirts
  • Changed Maus to Elephant

    Message edited by RADIOSMERSH - Sunday, 2017-11-19, 3:01 PM
  •  
    mardukDate: Sunday, 2017-11-19, 3:20 PM | Message # 68
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    Thank you, I added them to the list.

    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, 2017-11-28, 8:38 AM | Message # 69
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    Battle of Foy
  • Allies now bleed until they capture the bridge flag
  • Decreased Goliath spawn time from 5.5 to 2.5 minutes
  •  
    Robert_von_EberhahnDate: Tuesday, 2017-11-28, 2:05 PM | Message # 70
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    Please increase the spawn time of the allied ships on bombing the reich. Actually there is a constant ship spam axis have to defend. That skipps the whole gameplay from airmap to navalbattle

    Gameserver admin on our FHSW Europ server
     
    mardukDate: Tuesday, 2017-11-28, 2:50 PM | Message # 71
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    @Radio: thank you smile

    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: Thursday, 2017-11-30, 11:12 PM | Message # 72
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    Here are the SSM proposals made in the ingame chat quite some time ago that I also want to implement:

    Reichsbann
  • Remove Jagdtiger that spawns when Allies take 2 left flag
  • Remove T-VI-100

    Battle of Angaur
    This is eYe's SSM for 0.552, basically, with some adjustments on my part:

  • Replace Lion with Jenkins (Fletcher class destroyer)
  • or keep the Lion and replace one of the Axis PT-boats with a submarine
  • The additional Japanese spawn point in the woods (south of flag 5) gets removed when Allies take the last flag
  • Remove Japanese spawn APC (not sure if this is needed)
  • Immobilize aircraft carrier
  • Replace LST-1 with 2x LCT Mk 5 because it's bugged and causes lags

    So, what do you think of it?

    Message edited by RADIOSMERSH - Thursday, 2017-11-30, 11:13 PM
  •  
    Robert_von_EberhahnDate: Thursday, 2017-11-30, 11:56 PM | Message # 73
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    Quote RADIOSMERSH ()

    1. Replace Lion with Jenkins (Fletcher class destroyer)
    2. or keep the Lion and replace one of the Axis PT-boats with a submarine
    3. The additional Japanese spawn point in the woods (south of flag 5) gets removed when Allies take the last flag
    4. Remove Japanese spawn APC (not sure if this is needed)
    5. Immobilize aircraft carrier
    6. Replace LST-1 with 2x LCT Mk 5 because it's bugged and causes lags


    1. agree
    2. not agree, because it´s too difficult to create a place for rearming the sub, I think the normal amount of torps is not enough to destroy the lion.
    3. agree
    4. don´t know
    5. agree
    6. agree! Today I experienced the laggs and the heavy issues to unload the tanks from LST!

    Quote RADIOSMERSH ()
    Reichsbann
    Remove Jagdtiger that spawns when Allies take 2 left flag
    Remove T-VI-100

    Agree. In addition I will ask for a halftrack with 20mm Flak

    Added (2017-11-30, 10:56 PM)
    ---------------------------------------------
    BTW: where the hell is the Elephant on day of Zitadelle ??? Russians have several prototypes and axis have only regular stuff that was common in service and a Leopard like MAN with 5cm gun and got the Elephant removed ?! Whats going on here???


    Gameserver admin on our FHSW Europ server
     
    mardukDate: Friday, 2017-12-01, 8:04 AM | Message # 74
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    @Radio: regarding Reichsbahn: ok! Plus I suggest to replace Maus by Jagdtiger.

    regarding Angaur: same opinion as Robert. But where is the spawn-APC located?


    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
     
    E-3Date: Friday, 2017-12-01, 9:40 PM | Message # 75
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    Reichsbahn: keep the Maus man

    Battle of Angaur
    a sub is alot better as a pt boat  it can fire 4 trop but a sub  can fire up to 18 torps it can sink a battleship  just play leyte day 2
    also make spawn time longer for battleship lets say 7 min


    I'm an old bf1942 player I go far back all the way to 2002
    and I also play cnc generals.


    Message edited by E-3 - Saturday, 2017-12-02, 2:28 AM
     
    starking018Date: Sunday, 2017-12-03, 10:16 AM | Message # 76
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    Quote Robert_von_Eberhahn ()
    2. not agree, because it?s too difficult to create a place for rearming the sub, I think the normal amount of torps is not enough to destroy the lion.


    If you are very efficient I think you can cause battleships to start flooding with just 4 hits on each side, at right angle. That's 8 out of 18 torpedoes, and then you have enough left to do the same to the carrier, too. However, the waters may be too shallow to maneuver the sub near the coast on that map.

    Quote Robert_von_Eberhahn ()
    6. agree! Today I experienced the laggs and the heavy issues to unload the tanks from LST!


    I can't remember experiencing this myself. Could it be a S&T pack issue?


    Air Troll a.k.a. starking018
     
    RADIOSMERSHDate: Sunday, 2017-12-03, 1:25 PM | Message # 77
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    Quote marduk ()
    regarding Angaur: same opinion as Robert. But where is the spawn-APC located?
    It spawns in the woods south of flag 5 after it gets captured by Allies. However, you can't really spawn in it since its spawn group isn't assigned to any team ( though can be fixed by SSM).

    Regarding additional Japanese spawnpoints, I've just discovered there are actually two spawnpoints disguised as radios, and Americans have to destroy them to prevent Japs from spawning. In my opinion, this is just counterintuitive. What I suggest is to remove those altogether and just keep the spawn APC.

    Quote starking018 ()
    I can't remember experiencing this myself. Could it be a S&T pack issue?
    Very unlikely. I used to have lags too while playing on my crappy laptop even before I updated S&T for 0.6. Moreover, I just ran Angaur on my newer PC with and without S&T enabled and there is no visual difference in framerare.


    Message edited by RADIOSMERSH - Sunday, 2017-12-03, 2:02 PM
     
    Robert_von_EberhahnDate: Sunday, 2017-12-03, 11:53 PM | Message # 78
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    Quote starking018 ()
    Quote Robert_von_Eberhahn ()
    6. agree! Today I experienced the laggs and the heavy issues to unload the tanks from LST!

    I can't remember experiencing this myself. Could it be a S&T pack issue?


    Don´t have the S&T pack

    Added (2017-12-03, 10:53 PM)
    ---------------------------------------------

    Quote starking018 ()
    Quote Robert_von_Eberhahn ()
    2. not agree, because it?s too difficult to create a place for rearming the sub, I think the normal amount of torps is not enough to destroy the lion.

    If you are very efficient I think you can cause battleships to start flooding with just 4 hits on each side, at right angle. That's 8 out of 18 torpedoes, and then you have enough left to do the same to the carrier, too. However, the waters may be too shallow to maneuver the sub near the coast on that map.


    Ah didn´t know that it have so much torps, well that may work, but nevertheless I will prefere the destroyer


    Gameserver admin on our FHSW Europ server

    Message edited by Robert_von_Eberhahn - Sunday, 2017-12-03, 11:51 PM
     
    mardukDate: Monday, 2017-12-04, 7:49 AM | Message # 79
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    Quote Robert: "...but nevertheless I will prefere the destroyer."

    I agree.


    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
     
    mardukDate: Saturday, 2017-12-16, 5:29 PM | Message # 80
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    Westminster 1942
    Since Allies always get raped on this map I suggest to add a Bristol Blenheim-Bomberkit in the British main base that spawns when Axis have taken all flags (except the last one at the bridge). With this kit Allies can stop the German advance on the bridge.


    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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