Server-side modding 0.552 (r)
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Endless_Nameless | Date: Sunday, 2015-01-11, 5:19 PM | Message # 1 |
General
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| A Day of Zitadelle Prince Umeboshi ssm
Air Raid Alert Kure replaced Ise with Oyodo (Ise causes crash) removed japanese repair ship so the objective fleet units do not get repaired on their own any longer moved Allied airplanes closer to Japanese base (distance now roughly the same as pre-0.55) removed auto resupply of B29
Alpenfestung removed 20 landvehicles to reduce disconnects and lag moved 203 mm howitzer to Axis airfield killercage size reduced from 25 m to 5 m increased time to capture a flag
Arctic Convoy Mod removed 1 supply ship
Arnhem Removed: Panthers, JagdPanther, Panzer IV Ausf. H, StuG 3G, one of two Tigers Removed: Kubelwagen and Kettenkrad. Reason: decreasing the probability of the most northern flag back capping at the beginning of a game Added: SturmTiger - it doesn't get spawned immediately at the beginning of a round, you need to wait a few minutes for it to appear; it DOESN'T GET RESPAWNED once destroyed! Added: Brummbar and second Puma Added: One Sdkfz.251 and one SdKfz251/9 Stummel as the replacement of Kubelwagen and Kettenkrad Changed: Slightly increased respawn time of vehicles Changed: Initial spawn time of the Tiger was delayed by few minutes PIAT ammo changed from 2 to 4 all 6 pounders are mobile
Battle of Bougainville lowered objective HP of Allied airfields
Battle of Britain removed spawnpoints at Allied airfields
Battle of Gela North flag caged Beach flag cannot be recaptured by Axis team
Battle of Stalingrad replaced MG Stuka with bomb Stuka
Berlin Outskirts removed T-IV-100 (Russian Tiger) replaced Maus with Elephant
Battle of Angaur replaced Lion with Jenkins (Fletcher class destroyer) the additional Japanese spawn point in the woods (south of flag 5) gets removed when Allies take the last flag removed Japanese spawn APC Aircraft carrier immobilized replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags
Bombing the Reich lowered objective HP from 260.000 to 100.000
Desert Rose Ark Royal spawns at the start to lock it for the Germans
El Alamein replaced bugged Wellington VII with regular Wellington bomber removed 2 fighter spawns for each side increased plane respawn times South flag in German possession at round start
Falaise pocket Added: The southernmost flag was caged to avoid back-capping Changed: Reduced the quantity of tanks
Fall Weiss Added: Polish airfield flag was caged to avoid back-capping
FHT Hongkong ticket bleed altered: Japanese bleed as long GB holds 3 flags
FHT Pasir Panjang reduced pushcage size at rice field flag
Gazala replaced bugged Wellington VII with regular Wellington bomber
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 "Bloody Ridge" flag in US possession/"Village" flag in Japanese possession at round start
Ilomantsi moved flag 4 to its original (pre 0.55) position for balance reasons
Invasion of the Philippines Japanese airplanes don't respawn when US takes the last flag
Iwo Jima (vanilla) Removed: All air counter spawns
Kharkov Winter East flag in German possession at round start
Midway increased submarine respawn time
Omaha Beach Charlie Sector removed FT-17s
Operation Hailstone increased respawn time of Allied carrier aircraft removed repair ability of Japanese supply ships
Operation Kikusui Day 1 removed all Japanese ships except Yamato
Operation Kikusui Day 2 moved US ships and planes closer to Japanese base (distance now roughly the same as pre-0.55) replaced HMS Lion with a second USS South Dakota (Lion causes crash)
Operation Rattrap nerfed 50 lbs charge so it doesn't destroy all turrets of the Ratte with one blow
Operation Spring Awakening removed 1 flag replaced ISU 122 with SU-122P reduced ticket bleed
Ramelle Neuville Added: additional sandbag walls on the stone bridge to halt the German tanks. These go vanished as soon as both of "1st" flags get captured by Germans.
Reichsbahn removed T-IV-100 (Russian Tiger)
Road to Ramelle fixed a bug related to Radio B25 and Radio Stuka
Rheinubung Battleships, Carrier: 4:55 - 5:05 min respawn time Cruisers (Hood, Eugen): 3:50 - 4:00 min respawn time Repair ships: 3:50 - 4:10 min respawn time Destroyers: (Lance & Laforey) 1:30 min respawn time; U-bots: 0:45 min respawn time Removed Ju-88 He111-H-11 replaced with He111-Z Zwilling
Salerno north and south flag cannot be recapped
Seelow Heights reduced pushcage size
Spurning Fate Day replaced one SU-76 with ZSU 37
Stalingrad Red Square Prince Umeboshi ssm
The Forgotten Jungle Allies have to cap beach flag first, all others are caged
The Storm replaced T34 with T-34_1942
Tobruk removed one Stuka Stuka respawn time increased
Tulagi Island North flag removed
Warsaw Uprising Manholes no longer respawn removed Panther and 14TP
Old thread: http://fhsw-europ.ucoz.de/forum/35-44-13
My Youtube Channel aka eYe.ris
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crazygamelover | Date: Thursday, 2015-09-17, 9:34 PM | Message # 121 |
Colonel
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| I like Robert's suggestion for alpennoob. I'd also like to see the Fw190 with forward-firing Panzerschrecks, I don't think it's currently present on any map.
Message edited by crazygamelover - Thursday, 2015-09-17, 9:34 PM |
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Manns | Date: Thursday, 2015-09-17, 10:31 PM | Message # 122 |
Colonel
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| FW with SG113 is much more cool
honor and duty Private [DPB]Styv signed up for military service on ranked battlefields at 19:04:56 30|07|2008 in ForgottenHope 1
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Robert_von_Eberhahn | Date: Thursday, 2015-09-17, 11:07 PM | Message # 123 |
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| Quote crazygamelover ( ) I'd also like to see the Fw190 with forward-firing Panzerschrecks, I don't think it's currently present on any map. Actually its on Seelow heights.
Quote Manns ( ) FW with SG113 is much more cool I would go fine with it. Allies have fighters to counter it anyway
Gameserver admin on our FHSW Europ server
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starking018 | Date: Friday, 2015-09-18, 0:33 AM | Message # 124 |
Colonel
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| I'm OK with most suggestions, except: Pick up kits with mines for the brits on Arnhem - that can be too imbalancing for this map. It's also inappropriate to have mines that sink into the terrain and are hard to see when it's an urban map. And there is already the expack kit that you can spawn with.
Also a reminder to check the SSMs from PrinceUmeboshi. They continue making new ones: ftp://princeumeboshi2.servegame.com/modfile....ide_map By the way, can someone ask someone from PrinceUmeboshi if there is some way to make Monster des Stahles playable (with no extreme lag)? That SSM there doesn't help.
Air Troll a.k.a. starking018
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Robert_von_Eberhahn | Date: Friday, 2015-09-18, 6:11 AM | Message # 125 |
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| Quote starking018 ( ) I'm OK with most suggestions, except:Pick up kits with mines for the brits on Arnhem - that can be too imbalancing for this map. It's also inappropriate to have mines that sink into the terrain and are hard to see when it's an urban map. And there is already the expack kit that you can spawn with. Well yes I´m a little in doubt with that too and had exact the same thoughts about the sinking under the asphalt
For those circumstances I would limit them to one kit per flag. But nevertheless, for my feelings the explosives are pretty underpowered. At a Tiger for example they do nearly no damage
Gameserver admin on our FHSW Europ server
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wewak | Date: Friday, 2015-09-18, 10:29 AM | Message # 126 |
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| Regarding MDS, ningen posted something about it a week or so ago.. https://twitter.com/ningenBF/status/639067249110724608 If I understand the tranlation right then it will be fixed for the next version?
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Robert_von_Eberhahn | Date: Friday, 2015-09-18, 2:24 PM | Message # 127 |
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| Quote wewak ( ) Regarding MDS, ningen posted something What mean MDS ?
Gameserver admin on our FHSW Europ server
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RADIOSMERSH | Date: Friday, 2015-09-18, 2:32 PM | Message # 128 |
FHSW Wikia Co-Admin
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| Quote Robert_von_Eberhahn ( ) What mean MDS ? Monster des Stahles
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Robert_von_Eberhahn | Date: Tuesday, 2015-09-22, 1:01 PM | Message # 129 |
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| Ah OK thx Added (2015-09-22, 12:01 PM) --------------------------------------------- anyone active to do these changes?
Gameserver admin on our FHSW Europ server
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marduk | Date: Friday, 2015-09-25, 4:00 PM | Message # 130 |
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| El Alamein
please increase the respawn-time of the planes from now (I guess 60 sec.) up to 3-5 mins and remove two Bf 109 and two Spitfire. Reasons: the current respawn-time means that one has no tactical advantage destroying the planes because they respawn so fast it doesnt make any difference. There are so many fighters/planes on the map that we quite often end up with like 4-6 players flying while only 2-4 players are fighting on the ground which makes it really one-sided.
Midway
Please increase the respawn-time of the submarine (it is only 1 min. atm) up to 3-5 mins. Reasons: more realism.
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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Robert_von_Eberhahn | Date: Friday, 2015-09-25, 6:44 PM | Message # 131 |
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| Quote Robert_von_Eberhahn ( ) El Alamein: limit the Fighters as 2, one BF 109 and one Veltro for axis / one Spit and a Hurricane for allies What about this in connection with ur suggestions? But I wouldn´t set the spawn time higher than 3 min, in no case!
Gameserver admin on our FHSW Europ server
Message edited by Robert_von_Eberhahn - Friday, 2015-09-25, 6:45 PM |
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marduk | Date: Friday, 2015-09-25, 11:06 PM | Message # 132 |
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| @Robert: Ok. But not less than 3 mins.!
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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Robert_von_Eberhahn | Date: Friday, 2015-09-25, 11:10 PM | Message # 133 |
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| we should tray out but I think its OK
Gameserver admin on our FHSW Europ server
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RADIOSMERSH | Date: Monday, 2015-09-28, 7:25 PM | Message # 134 |
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| Quote RADIOSMERSH ( ) One SU-152 on A Day of Zitadelle is unenterable. That's probably because of GER_SU152x2_Spawner assigned to German team. Could anybody fix that?
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crazygamelover | Date: Wednesday, 2015-09-30, 1:31 AM | Message # 135 |
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| Would anyone else be up for removing the fictional Leopards (Ausf F, Ausf G, Leo II) from most/all maps? IMO they're just unnecessary and don't add anything unique to the game that the non-fictional Leopard(s) don't.
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Xenanab | Date: Wednesday, 2015-09-30, 10:19 AM | Message # 136 |
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| In my opinion all experimantal Leos on Chartres, Remagen, Zitadelle, Sector318 and Reichsbahn can be removed since those maps are not meant to be crazy fictional maps. Keep them on Alpenfestung, Ural and Gazaps where they can be kind of unique.
The StuG Leo for example could be replaced by a Hetzer.
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Robert_von_Eberhahn | Date: Wednesday, 2015-09-30, 11:26 AM | Message # 137 |
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| Absolutly disagree with removing the Leopards. If we start this it´s logical way to remove ALL prototypes from maps where they didn´t fit in / to early / fictional maps etc. Atm it seems that you (crazy) are anyway angry or pissed of for any reason about this tanks? I can´t follow you in ur opinion to remove the special types of Leo "because they are unnecessary and don´t add uniqe" ?!?!
Come on guys, it´s the soul of FH SECRET WEAPONS that even secret weapons and prototypes give the game it´s unique and special taste and you want to remove it because of unnecessary ?!?! Can´t imagine more paradox atm ...
I´m disapointed at last that IS3 and Maus is removed from Stashuv because of exactly that reason posibilty to use them is rare enough given. If Maus appears too strong why not counter it with a remote bomber kit ?!
And no I don´t argue that because I´m mostly play as german. My opinion in this case is that the russians for example are overpowered with heavys and prototypes and the germans have mostly regular stuff to fight against them, and at the beginning I was disapointed because of release from these "pocket battletanks" but it´s just a challenge to master them and revelar a taktic to use them.
Otherwise we could go back to FH vanilla instead ...
Gameserver admin on our FHSW Europ server
Message edited by Robert_von_Eberhahn - Wednesday, 2015-09-30, 11:28 AM |
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crazygamelover | Date: Wednesday, 2015-09-30, 12:26 PM | Message # 138 |
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| Quote Robert_von_Eberhahn ( ) Come on guys, it´s the soul of FH SECRET WEAPONS that even secret weapons and prototypes give the game it´s unique and special taste and you want to remove it because of unnecessary ?!?! Can´t imagine more paradox atm ... Yes, secret weapons, not fictional weapons. What I'm saying is that we should remove the the fictional Leopards and keep the real prototypes/planned vehicles. Would you be willing to agree to that? The StuG Leo is pretty secret and was a real proposed design, so how about we meet halfway? ATM the fictional Leo's are just waaaay too common, I think the devs went really overboard with them. Perhaps we can keep the Ausf G, Ausf F, and II on maps like Alpen, Ural, and Gazaps? And remove/replace the ones on any historical map (Sector 318, Remagen) with the REAL prototypes?
Quote Robert_von_Eberhahn ( ) I´m disapointed at last that IS3 and Maus is removed from Stashuv because of exactly that reason posibilty to use them is rare enough given. If Maus appears too strong why not counter it with a remote bomber kit ?! afaik the Maus caused CTD and the IS3 would be OP without anything like the Maus to counter it, so that's why they were both removed.
I'm sorry I made you upset Robert. I'm not proposing we remove all prototypes from FHSW at all. I think we got off to a big misunderstanding.
Message edited by crazygamelover - Wednesday, 2015-09-30, 12:34 PM |
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Xenanab | Date: Wednesday, 2015-09-30, 12:48 PM | Message # 139 |
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| The StuG Leo is an invention by FHSWman. It was mentioned on documents concerning the Leopard project, but there was no drawing of it.
By comparison: The Flakpanzer V is not an invention by the devs since there are technical drawings of it.
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Endless_Nameless | Date: Wednesday, 2015-09-30, 4:33 PM | Message # 140 |
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| Yea I'm also not a fan of the fantasy Leopards, especially on historic maps.
For me every vehicle has to fit in the approximate time frame of the map to not kill the immersion. And immersion is one of the biggest factors for me to enjoy the game. That's why I find maps like Gazaps and Ural Mountains pretty boring. They are crammed with prototypes and have zero historic background, I don't "feel" anything on these maps.
IS-3 on Stashuv Area: afaik it wasn't even in development in Summer 1944! -> doesn't make sense -> kills immersion IS-3 on Berlin Outskirts: it wasn't used but in an alternate universe it could have happened because the first IS-3 rolled out of the factory in May 1945 -> makes sense -> proper "Secret Weapon feeling"
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