Server-side modding 0.61 (m)
|
|
marduk | Date: Friday, 2017-05-19, 10:47 AM | Message # 1 |
General
Group: Admins
Messages: 1681
Status: Offline
| 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_Eberhahn | Date: Monday, 2018-06-04, 10:39 PM | Message # 221 |
Lieutenant General
Group: Silver Donator
Messages: 969
Status: Offline
| 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 that could have be such an elegant solution
Gameserver admin on our FHSW Europ server
|
|
| |
Gameplayer | Date: Tuesday, 2018-06-05, 9:48 AM | Message # 222 |
Silver Donator
Group: Gold Donator
Messages: 122
Status: Offline
| Ok can we fix Battle over Hokkaido and Kushira maps?
Hates too quick judgement.
aka Gameplayer or Gameplayer500
|
|
| |
crazygamelover | Date: Tuesday, 2018-06-05, 11:56 PM | Message # 223 |
Colonel
Group: Trusted
Messages: 308
Status: Offline
| 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 |
|
| |
RADIOSMERSH | Date: Monday, 2018-06-11, 11:14 AM | Message # 224 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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
|
|
| |
Xenanab | Date: Monday, 2018-06-11, 4:03 PM | Message # 225 |
Colonel
Group: Silver Donator
Messages: 465
Status: Offline
| Thank you very much Radio !
|
|
| |
RADIOSMERSH | Date: Tuesday, 2018-06-26, 9:02 PM | Message # 226 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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_Eberhahn | Date: Friday, 2018-06-29, 8:50 AM | Message # 227 |
Lieutenant General
Group: Silver Donator
Messages: 969
Status: Offline
| Axis as attacker have less tickets!? Well thats bad. Needs of course some SSM
Gameserver admin on our FHSW Europ server
|
|
| |
E-3 | Date: Tuesday, 2018-07-03, 7:14 PM | Message # 228 |
Lieutenant Colonel
Group: Bronze Donator
Messages: 195
Status: Offline
| 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.
|
|
| |
marduk | Date: Monday, 2018-07-30, 12:24 PM | Message # 229 |
General
Group: Admins
Messages: 1681
Status: Offline
| 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
|
|
| |
Gameplayer | Date: Tuesday, 2018-07-31, 8:44 PM | Message # 230 |
Silver Donator
Group: Gold Donator
Messages: 122
Status: Offline
| Is there a chance to also lower yamato health little bit? 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
|
|
| |
RADIOSMERSH | Date: Tuesday, 2018-08-07, 8:39 PM | Message # 231 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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 |
|
| |
marduk | Date: Tuesday, 2018-08-07, 9:02 PM | Message # 232 |
General
Group: Admins
Messages: 1681
Status: Offline
| Thank you
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
|
|
| |
chamochoch | Date: Sunday, 2018-08-12, 1:14 PM | Message # 233 |
Private
Group: Trusted
Messages: 2
Status: Offline
| 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_Eberhahn | Date: Monday, 2018-08-13, 1:02 AM | Message # 234 |
Lieutenant General
Group: Silver Donator
Messages: 969
Status: Offline
| Welcome to the Forum !
Good idea, maybe Radiosmersh can do something about itAdded (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-3 | Date: Sunday, 2018-08-19, 0:46 AM | Message # 235 |
Lieutenant Colonel
Group: Bronze Donator
Messages: 195
Status: Offline
| 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.
|
|
| |
RADIOSMERSH | Date: Sunday, 2018-08-19, 1:27 PM | Message # 236 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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.
|
|
| |
marduk | Date: Friday, 2018-08-24, 11:51 AM | Message # 237 |
General
Group: Admins
Messages: 1681
Status: Offline
| 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
|
|
| |
RADIOSMERSH | Date: Friday, 2018-08-24, 1:13 PM | Message # 238 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| 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_Eberhahn | Date: Friday, 2018-08-24, 1:35 PM | Message # 239 |
Lieutenant General
Group: Silver Donator
Messages: 969
Status: Offline
| 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
Gameserver admin on our FHSW Europ server
Message edited by Robert_von_Eberhahn - Friday, 2018-08-24, 1:37 PM |
|
| |
marduk | Date: Friday, 2018-08-24, 3:52 PM | Message # 240 |
General
Group: Admins
Messages: 1681
Status: Offline
| Quote Robert: "even Marduk, imagine that"
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
|
|
| |