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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: Saturday, 2018-02-10, 4:22 AM | Message # 161
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    before this it was ssmed too ... but now much better

    Gameserver admin on our FHSW Europ server
     
    crazygameloverDate: Sunday, 2018-02-11, 3:38 PM | Message # 162
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    just FYI the Japanese server played The Forgotten Jungle today for about 20 minutes until the game ended. Seems to work now.
     
    mardukDate: Sunday, 2018-02-11, 10:51 PM | Message # 163
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    El Alamein
    The 88 mm gun in F1 is bugged. I couldnt leave it.


    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
     
    waldhurzakDate: Thursday, 2018-02-15, 3:03 AM | Message # 164
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    Kharkov Winter is a early tank battle, please remove from kharkov w bombers, and radio bombers

    Best Bf1942 version for FHSW:
    http://www.mediafire.com/file/818jqqez94ka80h/BF1942-HD.rar

    rafal
     
    RADIOSMERSHDate: Friday, 2018-02-16, 5:34 PM | Message # 165
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    Quote marduk ()
    The 88 mm gun in F1 is bugged. I couldnt leave it.

    Fixed, also removed Ma-202 and additional Spitfire, as three fighters are indeed too much.
     
    xxpollenzxxDate: Monday, 2018-02-19, 2:32 PM | Message # 166
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    Pakfront
    I don't know you guys, but I've never seen Axis win or cap last Soviet Flag, even when the team organizes the attacks and conquer all, always some sneaky infantry takes back one of the five #1 Flags. Even when I think that is not fun that infantries have a place to hide from tanks while hold flags, I think that is correct. BUT I do think that capturing and HOLDING 5 flags taking in mind those sneaky infantries is a little bit too much even for an organized team.
    So, my suggestion was to set those two #1 Flags that are closer to Soviet Main into #2, leaving three 1#, two 2# and Main. AND if we see that doing that Axis starts to win easily we can increase the time of greying the flags or something, but at least we stop with this capture the flag race from North to South to North again and so on.
     
    mardukDate: Monday, 2018-02-19, 3:22 PM | Message # 167
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    Quote xxpollenzxx: "So, my suggestion was to set those two #1 Flags that are closer to Soviet Main into #2, leaving three 1#, two 2# and Main."

    I think that is a good idea.

    Two more suggestions from me:

    Counterattack
    please remove captured French tanks in German main base (it doesn't make sense, does it?!) and replace them by Pz II or 38 (t)

    Seelow Heights
    German spawn vehicles shouldn't respawn once their main base it taken


    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: Tuesday, 2018-02-20, 0:17 AM | Message # 168
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    Quote RADIOSMERSH ()
    Fixed, also removed Ma-202 and additional Spitfire, as three fighters are indeed too much

    Aww, I think that was the only map the Ma 202 was found on sad No more spaghetti fighters
     
    Robert_von_EberhahnDate: Tuesday, 2018-02-20, 6:34 PM | Message # 169
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    MA 202 is on Operation Husky too ...

    Gameserver admin on our FHSW Europ server
     
    E-3Date: Monday, 2018-02-26, 1:17 AM | Message # 170
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    i do like that there are now tanks on midway  but the allied have no way of killing the axis tanks.
    all we got now is a rifle and bad language. sad
    so give allied anti tank weapons please smile


    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 - Monday, 2018-02-26, 4:19 AM
     
    waldhurzakDate: Tuesday, 2018-02-27, 1:26 AM | Message # 171
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    yes, please remove axis tanks from Midway,

    and please remove bombers from Kharkov Winter (Stuka and Sturmovik), radio bombers are really enough


    Best Bf1942 version for FHSW:
    http://www.mediafire.com/file/818jqqez94ka80h/BF1942-HD.rar

    rafal
     
    mardukDate: Tuesday, 2018-02-27, 8:18 AM | Message # 172
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    @E-3, rafal: there are anti-tank-kits on the island. Also you can destroy those sloppy Japanese tanks easily with the flaks or the heavy machine guns of the planes.

    Be more creative and deal with new situations instead of asking for changes immediately.


    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, 2018-02-27, 5:56 PM | Message # 173
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    Quote xxpollenzxx ()
    PakfrontI don't know you guys, but I've never seen Axis win or cap last Soviet Flag, even when the team organizes the attacks and conquer all, always some sneaky infantry takes back one of the five #1 Flags. Even when I think that is not fun that infantries have a place to hide from tanks while hold flags, I think that is correct. BUT I do think that capturing and HOLDING 5 flags taking in mind those sneaky infantries is a little bit too much even for an organized team.
    So, my suggestion was to set those two #1 Flags that are closer to Soviet Main into #2, leaving three 1#, two 2# and Main. AND if we see that doing that Axis starts to win easily we can increase the time of greying the flags or something, but at least we stop with this capture the flag race from North to South to North again and so on.
    I second this idea too. happy

    (Or give axis maus muhahahaha!
    )

    Added (2018-02-27, 4:54 PM)
    ---------------------------------------------

    Quote waldhurzak ()
    please remove bombers from Kharkov Winter (Stuka and Sturmovik)

    I like them there. When allies get KV1, its impossible to kill it without stuka. When axis get Char B1, the sturmovik makes up for lack of allied firepower. Imo, it is somewhat balanced now unsure

    Added (2018-02-27, 4:56 PM)
    ---------------------------------------------

    Quote crazygamelover ()
    just FYI the Japanese server played The Forgotten Jungle today for about 20 minutes until the game ended. Seems to work now.
    Should I add it back or add it to test server for testing?


    Message edited by bubu - Tuesday, 2018-02-27, 5:53 PM
     
    RADIOSMERSHDate: Tuesday, 2018-02-27, 7:53 PM | Message # 174
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    Quote marduk ()
    @E-3, rafal: there are anti-tank-kits on the island. Also you can destroy those sloppy Japanese tanks easily with the flaks or the heavy machine guns of the planes.

    Yes, Americans have HEAT grenades in rifleman kit, and I think even one might be enough to take out Ha-Go.

    Quote marduk ()
    Counterattack
    please remove captured French tanks in German main base (it doesn't make sense, does it?!) and replace them by Pz II or 38 (t)

    Done.

    Quote marduk ()
    Seelow Heights
    German spawn vehicles shouldn't respawn once their main base it taken

    Well, the thing is, they are intended to spawn only when German base is captured, because their spawns are attached to it. I can remove one of the Munitions Panzers and/or increase their spawn time, or even make them spawn only once. Which options would you prefer?

    Added (2018-02-27, 6:53 PM)
    ---------------------------------------------
    Oh, and I have finally uploaded SSMs made by E3, namely:

    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 spawns

    Bizerte:
  • Reinforcement in the form of 2 Pz IV F2, which are unlocked when Allies get Churchill
  • Hafthohlladung pickup kits
  • Gebalte Ladung in Italian AT kit is replaced with Kampfpistole (40 mm HEAT ammunition)

    Message edited by RADIOSMERSH - Tuesday, 2018-02-27, 7:53 PM
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    mardukDate: Tuesday, 2018-02-27, 8:13 PM | Message # 175
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    @Radio: thank you! I added the changes to the list.

    Regarding Seelow: when Russians are in the German main base and Germans keep respawning it turns into a bloody carnage since German tanks can get used by Russians -it is pretty pointless when Germans can respawn but Russians are waiting for them in Kingtiger etc.

    Maybe give Axis team a spawn-PZ IV + a few tanks (2 * Panther and 2 * Stug for example) once. Those vehicles spawn together as a cluster at some spot you chose 150-200 m away from Axis main. This would simulate a limited German counterattack and avoid a useless carnage in the main.

    Regarding Bizerte: I do not get the point of adding two more Pz IV. Axis is on the retreat defending a harbour. Where should additional tanks come from suddenly? My opinion: keep the stronger anti-tanks-assets for the infantry but leave the Pz IVs out. Those could also affect the balance of the map too strong.

    Btw, it is not ok to apply ssms that have not been discussed on the forum before, especially not ideas from junior admins who push ideas in their own favour ("Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket" ...and we all know E-3 likes suicide kits...).


    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, 2018-02-27, 8:56 PM | Message # 176
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    Not really related to the topic above: Isn´t it possible to let the tanks spawn from the beginning so they can be teamlocked and cover them with boxes that disapear at some flag changes so own team get access to them ?! I mean on any maps this is done so. I think it´s one way to avoid capturing powerfull tanks by enemy team, for example Alpenfestung.

    Gameserver admin on our FHSW Europ server
     
    E-3Date: Thursday, 2018-03-01, 8:03 PM | Message # 177
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    Quote marduk ()
    Regarding Bizerte: I do not get the point of adding two more Pz IV. Axis is on the retreat defending a harbour. Where should additional tanks come from suddenly? My opinion: keep the stronger anti-tanks-assets for the infantry but leave the Pz IVs out. Those could also affect the balance of the map too strong.Btw, it is not ok to apply ssms that have not been discussed on the forum before, especially not ideas from junior admins who push ideas in their own favour ("Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket" ...and we all know E-3 likes suicide kits...).
    bizerte is one sided match when axis don't get better tanks the 1943 infantry anti tank weapons you to have get up close and personal to deal with enemy tanks a very hard job even for  a good player at this game.
    the tanks axis now has cant even take down the M4 Sherman.
    allies have the
    m3 grant late war M4 Sherman churchill na 75 and even the M10 Wolverine.
    axis have the
    carro armato l6/40 little cute tank smile carro armato m13/40 aaa how cute and the useless semovente 75/18 where you can fire all day  at my churchill and do nothing smile i think 2 panzer 4 will even this out.

    and the Battle over Hokkaido axis have junk tanks vs allied russian heavy tanks its very hard to get close to a tank on this map with banzai kit and even when you get that close the normal kit cant even kill the kv1 and yes love to die for the emperor .


    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 - Thursday, 2018-03-01, 8:10 PM
     
    mardukDate: Thursday, 2018-03-01, 11:54 PM | Message # 178
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    I know you think that those were good ideas, otherwise you wouldnt have suggested them. But you do not get the point at all and completely ignore what I said and what this is about:
    "it is not ok to apply ssms that have not been discussed on the forum" (or make Radiosmersh apply them) and especially not when they include changes for weapons you prefer yourself!!

    You can not fucking come here and push your stuff without discussing it with us first. Do you get that?! This is no bullshit one-man-show like PFC here!

    And by the way: Axis have four 8,8 Flak, several 5 cm Pak and two Tiger on Bizerte + MG-kits with mines, but mostly people dont use that stuff which is a different story... But we are not going to turn the map into a tank map because of that. This map is about Axis on the retreat, of couse they are inferior.


    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: Friday, 2018-03-02, 1:28 AM | Message # 179
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    Quote marduk ()
    Regarding Bizerte: I do not get the point of adding two more Pz IV. Axis is on the retreat defending a harbour. Where should additional tanks come from suddenly? My opinion: keep the stronger anti-tanks-assets for the infantry but leave the Pz IVs out. Those could also affect the balance of the map too strong.

    Btw, it is not ok to apply ssms that have not been discussed on the forum before, especially not ideas from junior admins who push ideas in their own favour ("Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket" ...and we all know E-3 likes suicide kits...).
    I agree, changes should be discussed in the forum first and foremost before implementation. I think the changes to Hokkaido are fair, but perhaps Bizerte should be left as is.
     
    E-3Date: Friday, 2018-03-02, 7:09 PM | Message # 180
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    Quote marduk ()
    You can not fucking come here and push your stuff without discussing it with us first. Do you get that?! This is no bullshit one-man-show like PFC here!

    i was not trying to push my own ideas here man players just hate to be axis  on Bizerte or Battle over Hokkaido 
    i was trying to help out your only guy that does ssm but with this backlesh i think it best i dont do ssm in the future


    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 - Friday, 2018-03-02, 7:11 PM
     
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