Server-side modding 0.61 (m)
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marduk | Date: Friday, 2017-05-19, 10:47 AM | Message # 1 |
General
Group: Admins
Messages: 1681
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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
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Born-1942 | Date: Friday, 2017-05-19, 2:46 PM | Message # 2 |
Colonel
Group: Friends
Messages: 339
Status: Offline
| 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
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Robert_von_Eberhahn | Date: Friday, 2017-05-19, 10:57 PM | Message # 3 |
Lieutenant General
Group: Silver Donator
Messages: 969
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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
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xxpollenzxx | Date: Saturday, 2017-05-20, 3:55 PM | Message # 4 |
Sergeant
Group: Trusted
Messages: 32
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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.
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Robert_von_Eberhahn | Date: Saturday, 2017-05-20, 4:16 PM | Message # 5 |
Lieutenant General
Group: Silver Donator
Messages: 969
Status: Offline
| 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
Gameserver admin on our FHSW Europ server
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Born-1942 | Date: Saturday, 2017-05-20, 7:21 PM | Message # 6 |
Colonel
Group: Friends
Messages: 339
Status: Offline
| 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
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RADIOSMERSH | Date: Monday, 2017-05-22, 10:08 AM | Message # 7 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| Bombing the Reich Lower objective HP from 260.000 to 100.000Added (2017-05-22, 9:08 AM) --------------------------------------------- Fall Gelb Put pushcages connected to all other flags on allied main base or even make it uncapturable
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Xenanab | Date: Monday, 2017-05-22, 4:00 PM | Message # 8 |
Colonel
Group: Silver Donator
Messages: 465
Status: Offline
| 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 |
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RADIOSMERSH | Date: Wednesday, 2017-05-24, 7:40 PM | Message # 9 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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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RADIOSMERSH | Date: Friday, 2017-05-26, 3:11 PM | Message # 10 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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?
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marduk | Date: Friday, 2017-05-26, 3:27 PM | Message # 11 |
General
Group: Admins
Messages: 1681
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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
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Robert_von_Eberhahn | Date: Friday, 2017-05-26, 8:58 PM | Message # 12 |
Lieutenant General
Group: Silver Donator
Messages: 969
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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 ?!?
Gameserver admin on our FHSW Europ server
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marduk | Date: Friday, 2017-05-26, 9:15 PM | Message # 13 |
General
Group: Admins
Messages: 1681
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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
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Robert_von_Eberhahn | Date: Friday, 2017-05-26, 9:28 PM | Message # 14 |
Lieutenant General
Group: Silver Donator
Messages: 969
Status: Offline
| 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.
Gameserver admin on our FHSW Europ server
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marduk | Date: Saturday, 2017-05-27, 7:40 AM | Message # 15 |
General
Group: Admins
Messages: 1681
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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
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Robert_von_Eberhahn | Date: Saturday, 2017-05-27, 10:00 AM | Message # 16 |
Lieutenant General
Group: Silver Donator
Messages: 969
Status: Offline
| 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 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 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
Gameserver admin on our FHSW Europ server
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RADIOSMERSH | Date: Saturday, 2017-05-27, 11:49 AM | Message # 17 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
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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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Xenanab | Date: Saturday, 2017-05-27, 1:10 PM | Message # 18 |
Colonel
Group: Silver Donator
Messages: 465
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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?
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marduk | Date: Saturday, 2017-05-27, 1:31 PM | Message # 19 |
General
Group: Admins
Messages: 1681
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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
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RADIOSMERSH | Date: Saturday, 2017-05-27, 5:43 PM | Message # 20 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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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