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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: Monday, 2018-06-04, 10:39 PM | Message # 221
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    Quote RADIOSMERSH ()
    Quote Robert_von_Eberhahn ()What about that system with covering spawned vehicles with boxes. The vehicles spawn from the beginning but boxes only disapear if flags switch to a special constellation ?
    So they could be teamlocked

    Unfortunately, this can't be implemented via SSM, as it requires client side modifications.

    Ah very sad  dry  that could have be such an elegant solution


    Gameserver admin on our FHSW Europ server
     
    GameplayerDate: Tuesday, 2018-06-05, 9:48 AM | Message # 222
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    Ok can we fix Battle over Hokkaido and Kushira maps?

    Hates too quick judgement.

    aka Gameplayer or Gameplayer500
     
    crazygameloverDate: Tuesday, 2018-06-05, 11:56 PM | Message # 223
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    Quote onnipatrika54 ()
    Ok can we fix Battle over Hokkaido and Kushira maps?

    Kushira
    -reduced US ticket loss rate by 50%

    @bubu check PM.


    Message edited by crazygamelover - Tuesday, 2018-06-05, 11:56 PM
     
    RADIOSMERSHDate: Monday, 2018-06-11, 11:14 AM | Message # 224
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    Quote Xenanab ()

    Fall Gelb-1940

    - It would be the best to reduce the respawn time of the char B1 for another 30 seconds I think
    - One of the Renault tanks at allies main should be a Somua tank
    - axis remote Stuka kits should NEVER respawn (9999 seconds). Maybe also remove one of the 3 kits.

    Done.

    Fall Gelb
  • Char B1 respawn time decreased by another 30 seconds
  • One of the R35 tanks replaced with a Somua S-35
  • Removed one remote Stuka kit, also they don't respawn anymore
  •  
    XenanabDate: Monday, 2018-06-11, 4:03 PM | Message # 225
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    Thank you very much Radio !
     
    RADIOSMERSHDate: Tuesday, 2018-06-26, 9:02 PM | Message # 226
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    Rounds on Crete end rather quickly (last time it was like 11 minutes), so I suggest to increase number of tickets for Axis. Besides, it seems odd to me that the attacking team has fewer tickets than the defenders. What do you think about it?
     
    Robert_von_EberhahnDate: Friday, 2018-06-29, 8:50 AM | Message # 227
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    Axis as attacker have less tickets!? Well thats bad. Needs of course some SSM

    Gameserver admin on our FHSW Europ server
     
    E-3Date: Tuesday, 2018-07-03, 7:14 PM | Message # 228
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    Crete 1941 needs ssm for sure give axis more tickets  and make the countdown go little slower

    I'm an old bf1942 player I go far back all the way to 2002
    and I also play cnc generals.
     
    mardukDate: Monday, 2018-07-30, 12:24 PM | Message # 229
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    Op. Kikusi Day 1
    Please remove wrenches from Japanese kits to decrease the imbalance of this map at least a bit.


    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
     
    GameplayerDate: Tuesday, 2018-07-31, 8:44 PM | Message # 230
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    Is there a chance to also lower yamato health little bit? sad  It takes very much time to destroy it and I saw how yamato just drived almost on fully health to their target.

    Hates too quick judgement.

    aka Gameplayer or Gameplayer500
     
    RADIOSMERSHDate: Tuesday, 2018-08-07, 8:39 PM | Message # 231
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    Quote marduk ()
    Please remove wrenches from Japanese kits to decrease the imbalance of this map at least a bit.

    Quote onnipatrika54 ()
    Is there a chance to also lower yamato health little bit? sad It takes very much time to destroy it and I saw how yamato just drived almost on fully health to their target.

    Done.

    Op. Kikusui Day 1
  • Removed wrenches from Japanese kits
  • Lowered Yamato HP from 108k to 98k (the lowest option availible in map files)

    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

    Message edited by RADIOSMERSH - Tuesday, 2018-08-07, 8:40 PM
  •  
    mardukDate: Tuesday, 2018-08-07, 9:02 PM | Message # 232
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    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
     
    chamochochDate: Sunday, 2018-08-12, 1:14 PM | Message # 233
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    On Rheinubung, there are 2 rows of Fairey Swordfish planes; the 2 planes in the first row both carry torpedoes, while one in the back row carries depth charges. Now, the two planes in the front row block the 2nd row from taking off. And they respawn so quickly that even if you move the first-row planes out of the way, immediately another torpedo-loaded plane starts before you have a chance to get the one with deptch charges into the air.

    Which means allies effectively can't use their depth charge-dropping planes, unless the server is full or something.

    So, can either the first row of planes be changed to have 1 torpedo plane and 1 deptch charge plane (instead of both having torpedos); or the respawn time for the planes be slightly slowed down so that you can maneuver the first row of planes out of the way and still have enough tie to get the 2nd row plane off the ground without another torpedo plane spawning immeidately in front of you?


    Amoeba
     
    Robert_von_EberhahnDate: Monday, 2018-08-13, 1:02 AM | Message # 234
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    Welcome to the Forum ! 

    Good idea, maybe Radiosmersh can do something about it

    Added (2018-08-13, 0:03 AM)
    ---------------------------------------------
    If u want to introduce urself take a look at here klick


    Gameserver admin on our FHSW Europ server
     
    E-3Date: Sunday, 2018-08-19, 0:46 AM | Message # 235
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    way to paris 1946 allied need better tanks at flag 1 and more tanks at flag 5 and 6

    i like to see 1 amx 50 at flag 1 and 3 or 4 amx 50 tanks at the last flag


    I'm an old bf1942 player I go far back all the way to 2002
    and I also play cnc generals.
     
    RADIOSMERSHDate: Sunday, 2018-08-19, 1:27 PM | Message # 236
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    Quote chamochoch ()
    So, can either the first row of planes be changed to have 1 torpedo plane and 1 deptch charge plane (instead of both having torpedos); or the respawn time for the planes be slightly slowed down so that you can maneuver the first row of planes out of the way and still have enough tie to get the 2nd row plane off the ground without another torpedo plane spawning immeidately in front of you?

    This can't be implemented, unfortunately, as Swordfish spawners are defined in Ark Royal object file, change of which requires a client-side modification.
     
    mardukDate: Friday, 2018-08-24, 11:51 AM | Message # 237
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    https://www.youtube.com/watch?v=PTO3JagV8gE

    Is there any way of reducing the effectiveness of ship-mounted heavy AA-guns?


    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: Friday, 2018-08-24, 1:13 PM | Message # 238
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    Quote marduk ()
    Is there any way of reducing the effectiveness of ship-mounted heavy AA-guns?

    You can't directly edit damage properties (like explosion radius and splash damage), but this can be achieved by replacing the projectile assigned to the cannon with a lighter one, though this needs to be done for each heavy cannon type, presented on the map. E-3 modded Battle of Hokkaido in the same way as banzai kit there has a Sturmtiger rocket projectile.


    Message edited by RADIOSMERSH - Friday, 2018-08-24, 1:20 PM
     
    Robert_von_EberhahnDate: Friday, 2018-08-24, 1:35 PM | Message # 239
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    Most thing I wish is to deactivate the nose cam on planes to decrease the Airsuperiority on so many maps ... In addition after one and a half decade there are so many people who can fly planes quite properly (even Marduk, imagine that). So this way without nosecam it would demand more skill to get good results in planes. And give ground units more fun because of better chance to survive a plane attack.

    To the topic: heavy AA on ships is devastating yes, but it also depends on the skill of the pilot to avoid hits and damage. The tactical route u choose to attack a ship and the defencive movement after the attack and so on.
    Personally I think it´s ok to nerve the AA guns but allways keep in mind that it could take a lot of testing and finetuning to get a proper result. And in addition keep in mind that FHSW is at last arcade  unsure


    Gameserver admin on our FHSW Europ server

    Message edited by Robert_von_Eberhahn - Friday, 2018-08-24, 1:37 PM
     
    mardukDate: Friday, 2018-08-24, 3:52 PM | Message # 240
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    Quote Robert: "even Marduk, imagine that" lol

    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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