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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
  •  
    Robert_von_EberhahnDate: Tuesday, 2018-01-09, 0:20 AM | Message # 121
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    Quote bubu ()
    Yeah biggrin let's give it a try at least...we can always go back or keep two versions of the map lol :P


    Yes two versions! One vanilla and one quality pimped version in a mappack maybe biggrin

    Well I can only do suggestions. As mentioned before: I´m a noob in coding, developing etc

    So any other genius have to do the work

    Added (2018-01-08, 11:20 PM)
    ---------------------------------------------
    @ Radio: I´m not sure atm if we talked about that, but irc it is not possible to increase the range of sight via SSM ?!


    Gameserver admin on our FHSW Europ server
     
    RADIOSMERSHDate: Tuesday, 2018-01-09, 6:46 PM | Message # 122
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    Quote Robert_von_Eberhahn ()
    @ Radio: I´m not sure atm if we talked about that, but irc it is not possible to increase the range of sight via SSM ?!
    Yes, definitely possible.
    Quote bubu ()
    Well I have had full control for a month by now..we can try to spend hour by looking around together for clues because I checked every possible location that could be a source of problems.
    Oh, I didn't know that. Does that also mean you have an access to Hetzner control panel?
    Regarding disconnects, that's just my speculation, that's why I stated I have no solid evidence except my own observations. We can revert Kharkov Winter to its original state and see if it makes any difference (can't do that myself, unfortunately, as BF1942 server process puts locks on map files while running, thus someone need to stop it and remove SSM files manually).
     
    Robert_von_EberhahnDate: Tuesday, 2018-01-09, 8:07 PM | Message # 123
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    Quote RADIOSMERSH ()
    Yes, definitely possible.


    Oh great !!! That opens some nice possibilitys victory


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    bubuDate: Wednesday, 2018-01-10, 0:44 AM | Message # 124
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    Quote RADIOSMERSH ()
    Oh, I didn't know that. Does that also mean you have an access to Hetzner control panel?
    Regarding disconnects, that's just my speculation, that's why I stated I have no solid evidence except my own observations. We can revert Kharkov Winter to its original state and see if it makes any difference (can't do that myself, unfortunately, as BF1942 server process puts locks on map files while running, thus someone need to stop it and remove SSM files manually).

    I ll PM you :P
     
    mardukDate: Sunday, 2018-01-14, 10:29 AM | Message # 125
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    After all those are all ideas for El Alamein and Midway:

    El Alamein
    Allies: East flag from the start
    Axis: South flag from the start

    Additional flag in the North (at the buildings where it is on Op. Rattrap):
    -infantry strongpoint with all-round defense
    -secured with sandbags, so no tanks can take it
    -one stationary 88 mm gun (that also respawns when Allies take that flag), two stationary PAK (75 mm for Germans, 57 mm for Allies)
    -two MG-kits with mines
    -one 2 cm-/Bofors-Flak on the roof of the highest accessible buidling

    Additional flag in the North (small village North of axis main)
    -same features as for the other new flag

    -add sniper rifles to all three flags in the North

    Axis/Allies main
    -add one spawn halftruck, one halftruck with mines and one ordinary halftruck instead of three tanks to each main base
    -spawn of the axis fighter by chance 50/50 with Veltro

    -increase tickets
    -when Axis and Allies have two flags each both teams bleed so they are forced to take and hold three flags in order to win

    Midway
    Axis: North and South flag from the start

    -add tank landing ship (small Daihatsu w/ tanks) for Axis
    -add one halftruck for each flag on the island
    -AT-kits for Allies
    -increase the range of sight

    @Radio: Is it possible to do all this with SSM? or

    @all: do you want to add more changes (also things that can not be done by SSM) and put those the modded versions in a new mappack ("El Alamein Day 2", "Midway Day 2")?

    I suggest to put the vanilla versions back into the rotation when we have found a solution here.


    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, 2018-01-14, 11:01 AM | Message # 126
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    Quote marduk ()
    -spawn of the axis fighter by chance 50/50 with Veltro

    Actually, it's not possible to spawn different vehicles with random chance, but what I can do is to tie the spawn of Veltro to one of the flags, like if Allies hold eastern flag, for example, Germans get Veltro, otherwise BF109 spawns.

    Added (2018-01-14, 10:01 AM)
    ---------------------------------------------
    Hmm, my message got deleted for some reason, I'll repeat it then:

    Quote RADIOSMERSH ()
    @Radio: Is it possible to do all this with SSM? or

    Midway - definitely possible, not sure about El Alamein though, as I have only 10 spare spawn templates I can use. It's rather a tight fit, but I'll try to do it.


    Message edited by RADIOSMERSH - Sunday, 2018-01-14, 10:59 AM
     
    mardukDate: Sunday, 2018-01-14, 11:05 AM | Message # 127
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    Quote Radio: "Midway - definitely possible, not sure about El Alamein though, as I have only 10 spare spawn templates I can use. It's rather a tight fit, but I'll try to do it."

    Great, thank you. Just do as much as possible, post the things you did and then we do the next step.

    Regarding the additional flags on El Alamein: if it is not possible to put those there I suggest the following:
    -when Axis/Allies take North flag a halftruck with permanent spawn spawns at the buildings where the additional flag on Op. Rattrap is + additional equipment:
    -one stationary 88 mm gun (that also respawns when Allies take that flag)
    -two stationary PAK (75 mm for Germans, 57 mm for Allies)
    -two MG-kits with mines
    -one sniper rifle
    -one 2 cm-/Bofors-Flak on the roof of the highest accessible buidling

    In this case I think it is better not to make the village North of Axis main another strongpoint because the spawning of another load of equipment there at the same time could cause trouble I reckon.

    "what I can do is to tie the spawn of Veltro to one of the flags, like if Allies hold eastern flag, for example, Germans get Veltro, otherwise BF109 spawns."

    Sounds good.


    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
     
    NIMMYDate: Wednesday, 2018-01-17, 9:41 PM | Message # 128
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    Hey gang,

    Long time since I've posted here. Nice to pop by every now and again.

    First of all, a great big THANKS for all the continued dedication that you guys show for this great game. It's very appreciated smile

    Secondly, it was brought to my attention that Midway and El Al were taken out of rotation. I think that's a crime. These are great maps, and valuable as well: the former because of the presence of subs (a rarity in this game) and the later because of the classic desert combat aspect.

    I'm more than happy to welcome new SSM's for these maps. The suggestions are great, really.

    The question is, how long before they are back in rotation?

    Thanks in advance
     
    mardukDate: Thursday, 2018-01-18, 6:46 PM | Message # 129
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    Quote Marduk: "I suggest to put the vanilla versions back into the rotation when we have found a solution here."

    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: Thursday, 2018-01-18, 8:25 PM | Message # 130
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    Quote marduk ()
    "I suggest to put the vanilla versions back into the rotation when we have found a solution here."
    Roger that biggrin
     
    RADIOSMERSHDate: Friday, 2018-01-19, 5:30 PM | Message # 131
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    Alright, SSM on Midway is done, uploading it to server right now.

    Midway
  • Replaced usual Daihatsu boats on Tsurumi oiler with ones with tanks and field guns (that was the most easiest way to accomplish that)
  • 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

    I'll get to El Alamein next.

    Message edited by RADIOSMERSH - Friday, 2018-01-19, 5:37 PM
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    mardukDate: Friday, 2018-01-19, 5:37 PM | Message # 132
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    Cool, thank you!

    Quote: "Replaced usual Daihatsu boats on Tsurumi oiler with ones with tanks and field guns (that was the most easiest way to accomplish that)"

    Of course, that is also a good solution! 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
     
    Robert_von_EberhahnDate: Friday, 2018-01-19, 5:52 PM | Message # 133
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    great !!! Looking really forward to try that increased range of sight out !!! Many thx Radio up

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    Endless_NamelessDate: Friday, 2018-01-19, 7:14 PM | Message # 134
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    You're doing a lot of work here, good job. smile

    Quote RADIOSMERSH ()
    Increased the range of sight from 500 to 1000m

    Hmm you have to test but I kinda doubt that this will work.


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    XenanabDate: Saturday, 2018-01-20, 2:34 PM | Message # 135
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    As always, thanks for the contribution Radio !

    I'd have a suggestion to make Operation Varsity more viable for our server polulation:

    either:
    - remove the Maus with Flammenwerfer

    or:
    - remove all (King-) Tigers

    Advancing to the big building with the flag on top is a pain in the ass for allies because thy have almost nothing to beat heavy tanks. It's as always a total 1945 camp fest for axis.
     
    mardukDate: Saturday, 2018-01-20, 3:00 PM | Message # 136
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    @Xenanab: I agree to remove Maus. I think it is on too many maps anyway.

    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, 2018-01-20, 4:39 PM | Message # 137
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    Quote
    either: - remove the Maus with Flammenwerfer
    agreed


    Message edited by crazygamelover - Saturday, 2018-01-20, 4:39 PM
     
    Robert_von_EberhahnDate: Tuesday, 2018-01-23, 3:25 PM | Message # 138
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    I strictly refuse to remove the maus or any other german heavys from that map. Sunday shows that it is absolut no obstacle for allies to capture the building. Not even that but they get a victory at all.

    I get really sick about all time anyone want to remove german secret weapons or prototypes from maps because its too difficult for allies blahblah

    Leopard removed from El Ala, MAN with 75mm removed from Zitadelle and at the top anyone removed the Ferdinand, a regular Panzerjaeger that was historically proved there on duty.
    And for comparison: there are 3 yes THREE Tortoise on Westwall and in addition all yes ALL as mobile spawnpoints. This is INSANE !!! And axis have no planes to counter on that map. and to top that the tickets run down like hell as allies get last flagg. Germans don´t have enough time that way to setup one or two proper counterattacks till they run out of tickets, damn thats so stupid ...
    If u want to castrate FHSW then go ahaed, or switch to FH vanilla. I really cant follow ur mind and what goal u want to achieve with these actions ...


    Gameserver admin on our FHSW Europ server

    Message edited by Robert_von_Eberhahn - Tuesday, 2018-01-23, 7:34 PM
     
    xxpollenzxxDate: Tuesday, 2018-01-23, 6:19 PM | Message # 139
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    Let only one Tortoise on Westwall, or add the German reinforcements after allieds taking flag 3, not 4. When they take 4 is almost always game over in less than 1 min, and so, that reinforcement is nearly pointless (besides flag 4 is an infantry flag)
     
    XenanabDate: Tuesday, 2018-01-23, 9:23 PM | Message # 140
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    Quote Robert_von_Eberhahn ()
    I get really sick about all time anyone want to remove german secret weapons or prototypes from maps because its too difficult for allies blahblah

    Not to be offensive but I find this kind of amusing since it's an undeniable fact that most of the time you prefer to play on axis site on these kind of maps. So how exactly do you know how it is to fight against these sometimes really overpowered tanks? Sure, they are not invincible but still...

    Let's take Berlin Outskits-1945 for instance. Do you know how absolutely aweful that Maus tank was on this fucking map? There is nothing more frustrating than going over that hill with a IS2 and getting oneshot by some campy fatass somewhere in the background that only dies if you hit it multiple times with high caliber canons because on this narrow map you can't for fuck sake make use of some kind of strategic flanking. Meanwhile it gets repaired all the time by a lovely Bergetiger. The best is that when you complain about this, guys who mostly play axis then tell you that you need to do teamplay in order to win. Laughable! As if axis would do any awesome teamplay to win this map. For them it's just camping.

    This is what annoys me the most about lots of late war maps: They just don't feel like maps where stratigic teamplay is required at all for the defenders, which is a shame because on maps like Sector-318 or Kharkov Outskirts both teams have the possibility to make use of smart movement and not only brute force; they are more dynamic and exciting than any late war level in FHSW and show how actually fun and intriguing some matches can be. Personally you will often find me on allied team on late war maps because I prefer attacking more than just defending.
    Last time playing axis on Eagles-Nest-46 was just akwardly boring, so me and Bubu decided to switch to the attacking team. That map just doesnt offer any possibility for axis to do a valiant counterattack or some sort. It is just boring camping somewhere in the back. Players who want to play these maps often switch to axis site after the game starts....

    Nuenen is a Attacker vs. Defender map done right: Both teams must make use of scouting, communication and actual movement options the mapper provided for you. Axis get rewarded for not just sitting in the back but counterattacking and pushing allies back !

    Experimental tanks and weapons of any kind no matter what team use them are completely okay as long as beforementioned balance of attacking - defending - counterattacking isn't damaged.

    Concerning Op. Varsity:

    To be fair allies indeed won this round on Varsity and I would admit not to remove everything axis have. But still the Maus is displayed on so many other maps and I hardly see what justifies its existence in this townfight while it appeares on so many other levels.

    Now I would suggest to just replace it with something else.
    OR:
    Somehow replace these Tiger tanks.

    Concerning Westwall:

    Westwall last time was really weird. I must say I much more prefered the first version of this map where allies have to climb up way further to another flag. As I remember correctly allies have from the beginning 1 normal tortoise + 1 flame tortoise (and that's fucking okay. The flame tank cant kill any tiger from distance!).
    But after flag 3 gets captured suddenly allies receive another pair of tortoise which I think is really too much. They serve as infantry spawn points aswell as the first pair of tortoises.

    Concerning A day of Zitadelle:

    Since when is the Ferdinand removed from axis spawn? Since update 0.61 ? I think the Japanese mappers did this change because on a few occasions my experience was that the map ends with an unbreakable front of heavy tanks that allies just couln't break at all. Actually this has never been the case on our server with our player numbers. So maybe switch the new panther spawner back to Ferdinand (as long as respawn time is adjusted to the old value).
     
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