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.
On the hill position the German artillery is pointing at the German main base which makes no sense, can we get those guns moved or rotated towards Russian lines
Quotemarduk ()
are you talking about the Nebelwerfers that spawn when russian artillery on that position gets destroyed and the flag is in German hands?
I think he also means Pak40s. The problem is that they and Nebelwerfers use the same spawners as Soviet artillery. I can create separate ones for German artillery, but where do I place them so they don't interfere with already present Soviet guns?
A Day of Zitadelle
Removed fly-by Stukas and Il2-s
Quotegecleprami ()
Stashuv area Allies have a *lot* of heavy arty in their main, but barely anything to spot with. The T34 have no radio, only the IS2 and ISU gunners (pos2) can give arty spots. (and as a spotter you need to be sneaky [not exactly the case for an IS2], since a spot expires as soon as the spotter dies).
There are no spawn kits with binoculars, and no kits to pickup which have them. *Axis* do get some officer pickup kits with binoculars, so allies can sneak into their flag and steal them, but this is obviously bad.
Maybe add some sniper/officer kits with binoculars to pickup in soviet main?
Quotemarduk ()
Stashuv area "Maybe add some sniper/officer kits with binoculars to pickup in soviet main?"
I also agree.
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)
Quotemarduk ()
I agree. I think a main problem of Allied defense is that their PAK's, especially at flag 1, are placed very obviously and hardly got any cover. Maybe move them (or add a few more) to better hidden spots where Allies can hold out longer?
Counterattack 1940 I feel like the vehicles have quite the large TimeToLive / TTL distance: I was driving a pz2 from axis main across half the map, then suicided to balance the teams, and when I came back to the spot, the tank was still there. (horses stay around for a long time, too).
Is this a SSM maybe? I just checked the spawntemplates in my local copy of the map and they look reasonable (time/distance both are 40-ish)
No SSMs are applied for Fall Gelb, as far as I'm aware.
Invasion of the Philipines Interesting - I also had the idea of giving Axis a counterspawn ship like on Iwo Jima yesterday smile I agree.
I'm rather against it. The map is clearly balanced unfavourably towards the Allies - just take a look at the stats. Allies won only 6 times during all this time after 0.61 was released, adding would make this even worse.
Quotegecleprami ()
If that can't be fixed, maybe do like vanilla Iwo Jima and give axis some ships with equipment to recapture?
That argument would be valid if there wasn't push mode on the map.
The PAK in C2 (near the tunnel flag) can't hit anything on the road below because the barrel can't tilt down. It just needs to be rotated some 5 degrees along its X-axis.
Eagles Nest 45
Slightly rotated Pak 40 near the tunnel flag so that it can fire on the road below
Message edited by RADIOSMERSH - Saturday, 2019-04-13, 4:53 PM
Reichsbahn Allieds should have their heavier tanks closer to the action. Move their big stuff (pershings, t29) to the (south) village maybe? The shermans there are useless, but allies usually take 1st flags easily with no need for tanks. Minnie
At the western flag 3 (Church) there is a car which spawns right in front of the church blocking the normal entrance to the flag capture area. When attackers destroy it in order to free the entrance they discover that it respawns very quickly after the old wreck disappears (wasn't there a previous SSM which increased the duration that wrecks stay before disappearing?). It leaves almost no time to get through safely. This is a significant problem/nuissance for the attacker which artificially slows down their attack, which in turn increases the probability that they get killed without succeeding. I suggest moving the car spawn by at least a few meters to free this entrance (defenders could move it back there if they wanted to, but it's just the fact that it currently respawns there that is just a little too silly) to alleviate this annoying problem on the attackers' side.
On the defenders' side there are issues too: I think that there used to be a soldier spawn location to the west of the church, where the AT rifle and the self-propelled AT gun spawn, but that doesn't seem to be the case currently. It seems obvious that they need to be able to spawn near these two resources. I suggest adding one or two soldier spawn locations there so that they can more easily and quickly find and use the stuff there.
QuoteStefan1990 ()
Add mine-kits and AT-Gun kits for the French or remove the SdKfz 222 of the Germans for better balance.
I'm almost certain that the French already have kits with machine gun/AT mines and Boys AT rifle (plus AT vehicles and artillery) around every flag, but the problem is that they are not always being utilized well. Simply having the soldiers spawn where these things spawn should be enough to achieve this. The French also have a Panhard armored car to counterbalance the 222, but it only starts spawning after they lose some flags, and it spawns in a corner of the map, so I guess some players don't even know where to get it. To further counterbalance the 222 another Panhard could be added from the start. If these changes are not enough (I think they will be), more of the same pick-up kits could be added, or perhaps make the Boys kit available to spawn with.
QuoteStefan1990 ()
Juno Beach: Add Tiger when german lost all flags
Tiger's armor is a bit too thick for many of the Allied tanks on the map. Another tank such as one more Panther might be OK, but Allies have not succeeded in taking the Axis main base in a very long time, so Axis usually win by tickets anyway: https://fhsw-stats.xyz/map.php?map=juno_beach So, if a tank is to be added the flag values would need to be adjusted too somehow to make it easier for Allies to cause the Axis team to bleed tickets. Air Troll a.k.a. starking018
Trois Points Quote Radio: "What about going further and making them mobile?"
Sure, make them mobile! But also put them in better spots from the beginning.
A Day of Zitadelle Quote: "I think he also means Pak40s. The problem is that they and Nebelwerfers use the same spawners as Soviet artillery. I can create separate ones for German artillery, but where do I place them so they don't interfere with already present Soviet guns?"
My suggestions: 1. Don't let the PAK's respawn when they got destroyed and the flag is in German hands. 2. Leave the Nebelwerfer's like they are because it is a minor effort to turn them towards the Russian positions in the South.
Operation Kikusi Day 1 Remove all US planes except the ones with torpedoes and 500 kg-bombs - no fighters on the map needed (they only split up US forces and weaken their already limited chances to win the map)
Midway -please increase respawn time of submarines to two mins -replace japanese halftracks by M3 halftracks as long as flags are in US hands -remove self-destroy timer for unused ships
Stalingrad redsquare please change bleeding system the way that no team bleeds when each is holding one flag.
Fall Gelb please increase the bleedrate by 30% (way too many tickets left at the end of a round)
Operation Forager please remove D4 flag (it is no spawn-point and prevents proper Inf fighting in the middle of the village) This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Luzon Decrease the respawntimes for the LVT and the other vehicles. If axis destroy them, allies have to sit in spawn with infantry and wait forever until they respawn, which is very dull. Vehicle strength is OK, and since the main is far away, respawntime won't alter the balance.
Stashuv Area IS2 inside soviet main is teamlocked -- soviet's can't use it.
Breakthrough Can we add a "can't recap" cage (killerCage_visible_25m_axis) to the two flags in the top right corner? there is no indication on the minimap/elsewhere that these flags can't be recapped. Minnie
Message edited by gecleprami - Sunday, 2019-05-19, 3:51 PM
Operation Kikusi Day 1 Remove all US planes except the ones with torpedoes and 500 kg-bombs - no fighters on the map needed (they only split up US forces and weaken their already limited chances to win the map)
Can't do that, unfortunately, as plane spawners are attached to the ships.
Quotemarduk ()
Midway -please increase respawn time of submarines to two mins -replace japanese halftracks by M3 halftracks as long as flags are in US hands -remove self-destroy timer for unused ships
Done.
Quotemarduk ()
Fall Gelb please increase the bleedrate by 30% (way too many tickets left at the end of a round)
Done.
Quotemarduk ()
Operation Forager please remove D4 flag (it is no spawn-point and prevents proper Inf fighting in the middle of the village)
Done.
Quotemarduk ()
Luzon Decrease the respawntimes for the LVT and the other vehicles. If axis destroy them, allies have to sit in spawn with infantry and wait forever until they respawn, which is very dull. Vehicle strength is OK, and since the main is far away, respawntime won't alter the balance.
Reduced spawn time by half.
Quotegecleprami ()
Stashuv Area IS2 inside soviet main is teamlocked -- soviet's can't use it.
Hmm, strange, the object spawner for it is teamlocked on Allied team:
I'll look at other proposals over the weekend.
Message edited by RADIOSMERSH - Friday, 2019-07-19, 6:56 PM
Midway: still japanese halftracks.. and character flaw: if u choose pilot u get Inf with Rifle with AT-grenade. This is a gaming community. People come here to relax. If you start an argument you will get kicked.
It seems you forgot (again) an important bugfix SSM the last time you reinstalled the game server and mods. Please put the attached standardmesh_001.rfa file in \Mods\FH\Archives (or recreate the same archive from eYe's files).
QuoteEndless_Nameless ()
Tree issue: I've send the files for the tree fix to bubu because he has to restart the server to be able to overwrite the existing files.
Here's what causes the issue: The collision mesh of the tree called finnstump3 (picture: https://u.to/zs3vFQ has value "1" which means it has the same properties as water. That's why vehicles take a lot of damage even when you only touch the tree. I've appended the fixed file.
btw. surprisingly this is a FH bug and not related to FHSW. Attachments: finnstump3_fix.zip(24.6 Kb)
Quotestarking018 ()
Thank you! I put the files into a new RFA archive. I tried a few things and it worked when I put the file in the server's Mods\FH\Archives\ dir under the name standardmesh_001.rfa. This is convenient because it's just a small file to deploy and it doesn't need to be done again when a new FHSW version is installed. I didn't even need to restart the server. I tried placing the file while the server was running and the fix was working once the server loaded the next map.
I know that I'm giving too much advice without being asked for it, but this is why it's a good idea to either keep track of all the files that get installed somewhere, or else replace only the files that need to be replaced, rather than deleting everything and then starting from scratch.
Thanks in advance.
Edit: Attaching files doesn't work for me (no rights I guess) but someone can recreate the standardmesh_001.rfa archive as I mentioned. Air Troll a.k.a. starking018
Message edited by starking018 - Friday, 2019-07-26, 8:14 PM
I have to say thanks to hirogaba (Kabu.server player) for making a SSM fix for the bug of axis spawning in allied main on Desert Rose, and for publishing it in the Japanese discord server and allowing us to use it. We had already tested it and then RADIOSMERSH uploaded it to the FHSW-Europe server.
Thank RADIOSMERSH also for making a SSM which fixes a disconnection bug on Adak Race.
I need to ask noobman or LUKE for the SSM they have on Kabu.server for Midway-1942.
Quotebubu ()
Also fix the Peleliu map push system once you have some time please? smile
We have to replace the whole map with the newer version in a new mappack release. This way all our maps can be compatible with Kabu.server again.
Added (2020-03-11, 3:31 PM) --------------------------------------------- Thanks LUKE for sending me the Midway-1942 SSM files they use. The 002 file seems to be the one we need to fix the carrier aircraft. There is this text about the 001 file (auto-translated):
Quote
Aircraft carrier durability adjustment Number of US-Japan aircraft carriers increased quonset machine number adjustment Erase map icon of aircraft carrier (easy to find when unmanned such as reinforcements) killer range adjustment Pushcage appearance erased?
Edit: I can't attach non-image files here, and I think I better not publish other people's Google drive links, so I sent them directly to RADIOSMERSH. Air Troll a.k.a. starking018
Message edited by starking018 - Wednesday, 2020-03-11, 3:39 PM
Juno beach I discovered a thing that I never noticed before: there is hardly any (in fact I found none) ammo boxes on that map. Could you add ammo boxes at some (not all) flags, or, if not possible, trucks with ammo crates please?
Eastern Blitz/Fall Weiss https://www.youtube.com/watch?v....ndex=67 As the numbers show (min 2:10) there were nearly 200 Pz IV used in 1939, but there is none on our maps. Please add one Pz IV Ausf. E each to "Eastern Blitz" and "Fall Weiss".
The Nebenwerfer Hunt Please remove Giesskanne!!
Fall of Berlin/Battle of the Bulge (not urgent) Please remove V1 launching pad (it was never used in the Battle of Berlin) and put it on "Battle of the Bulge" and maybe on "Siegfried Line" as well where it historically fits better. This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Anything happening here or should I close this thread? This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Yesterday I saw in Kushira map, a mortar position next to Eastern flag 3 that was floating on the air. God save this thread! In Soviet Russia, FHSW chooses you. Tkers must be purged. -FraNKVD-
Anything happening here or should I close this thread?
Not yet, I'm finally awoke from hibernation Jokes aside, I was too busy with RL stuff and other hobbies for the past half year, now with that corona outbreak I've finally got some free time on my hands.
Quotemarduk ()
Juno beachI discovered a thing that I never noticed before: there is hardly any (in fact I found none) ammo boxes on that map. Could you add ammo boxes at some (not all) flags, or, if not possible, trucks with ammo crates please?
Eastern Blitz/Fall Weisshttps://www.youtube.com/watch?v....ndex=67 As the numbers show (min 2:10) there were nearly 200 Pz IV used in 1939, but there is none on our maps. Please add one Pz IV Ausf. E each to "Eastern Blitz" and "Fall Weiss".
I'd swap the Pz. IV with Pz. III on Fall Weiss, tbh, since the latter was twice as less numerous and Germans already prevail on it slightly (according to the stats, at least). As for the Eastern Blitz, I can replace one of the Pz IIs, perhaps.
Quote marduk () Juno beachI discovered a thing that I never noticed before: there is hardly any (in fact I found none) ammo boxes on that map. Could you add ammo boxes at some (not all) flags, or, if not possible, trucks with ammo crates please?
"Not possible via SSM, I'm afraid."
Not even trucks?
"I'd swap the Pz. IV with Pz. III on Fall Weiss, tbh, since the latter was twice as less numerous and Germans already prevail on it slightly (according to the stats, at least). As for the Eastern Blitz, I can replace one of the Pz IIs, perhaps."
Sounds good to me. This is a gaming community. People come here to relax. If you start an argument you will get kicked.