Server-side modding 0.61 (m)
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marduk | Date: Friday, 2017-05-19, 10:47 AM | Message # 1 |
General
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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
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starking018 | Date: Wednesday, 2017-10-11, 6:27 AM | Message # 61 |
Colonel
Group: Friends
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| Quote xxpollenzxx ( ) Saipan Allieds shouldn't be able to get inside of the Chi Ha.
The issue there is not that Allies can get into the tank, it's that while Allies hold flag 5 only a Chi-Ha spawns there, instead of an American tank. I think that it would be proper to change it to an American tank for Allies if it is not a counterspawn. If it is a counterspawn then I guess a new American tank spawn can be added and the Chi-Ha spawn blocked to achieve the same effect.
Air Troll a.k.a. starking018
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xxpollenzxx | Date: Wednesday, 2017-10-11, 6:36 PM | Message # 62 |
Sergeant
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| But in that case, Japs should get another tank in last flag, cuz I don't remember if they had one there to hold it.
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starking018 | Date: Thursday, 2017-10-12, 6:23 AM | Message # 63 |
Colonel
Group: Friends
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| They do have some tanks and other vehicles in flag 6, only they are somewhat separated from the flag area, and not very apparent. They are located at the northern tip of the island.
Air Troll a.k.a. starking018
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marduk | Date: Saturday, 2017-11-18, 9:05 PM | Message # 64 |
General
Group: Admins
Messages: 1681
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| Pakfront When Axis team got all flags, Allies shouldnt be able to respawn. Please remove all Russian spawns that still remain, even when the last flag was taken by Germans. Germans can hardly win the way it is at the moment.
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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RADIOSMERSH | Date: Sunday, 2017-11-19, 11:19 AM | Message # 65 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| Quote marduk ( ) When Axis team got all flags, Allies shouldnt be able to respawn. Please remove all Russian spawns that still remain, even when the last flag was taken by Germans. Germans can hardly win the way it is at the moment. That's because Soviets get additional Churchill Kangaroo when they lose all flags to already spawning one, which is ridiculous indeed. I removed it.
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marduk | Date: Sunday, 2017-11-19, 1:14 PM | Message # 66 |
General
Group: Admins
Messages: 1681
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| Thanks! (+ it's not even fun for Russians getting raped in their main by German tanks...)
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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RADIOSMERSH | Date: Sunday, 2017-11-19, 2:39 PM | Message # 67 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| I decided to implement some SSM proposals made by Xenanab here, as I think they are still relevant for the current version:
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.
Operation Goodwood The double Tortoise spawner now releases only one tank
Operation Dracula Removed the British destroyer
Berlin Outskirts Changed Maus to Elephant
Message edited by RADIOSMERSH - Sunday, 2017-11-19, 3:01 PM |
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marduk | Date: Sunday, 2017-11-19, 3:20 PM | Message # 68 |
General
Group: Admins
Messages: 1681
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| Thank you, I added them to the list.
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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RADIOSMERSH | Date: Tuesday, 2017-11-28, 8:38 AM | Message # 69 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| Battle of Foy Allies now bleed until they capture the bridge flag Decreased Goliath spawn time from 5.5 to 2.5 minutes
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Robert_von_Eberhahn | Date: Tuesday, 2017-11-28, 2:05 PM | Message # 70 |
Lieutenant General
Group: Silver Donator
Messages: 969
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| Please increase the spawn time of the allied ships on bombing the reich. Actually there is a constant ship spam axis have to defend. That skipps the whole gameplay from airmap to navalbattle
Gameserver admin on our FHSW Europ server
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marduk | Date: Tuesday, 2017-11-28, 2:50 PM | Message # 71 |
General
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| @Radio: 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
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RADIOSMERSH | Date: Thursday, 2017-11-30, 11:12 PM | Message # 72 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
Status: Offline
| Here are the SSM proposals made in the ingame chat quite some time ago that I also want to implement:
Reichsbann Remove Jagdtiger that spawns when Allies take 2 left flag Remove T-VI-100
Battle of Angaur This is eYe's SSM for 0.552, basically, with some adjustments on my part:
Replace Lion with Jenkins (Fletcher class destroyer) or keep the Lion and replace one of the Axis PT-boats with a submarine The additional Japanese spawn point in the woods (south of flag 5) gets removed when Allies take the last flag Remove Japanese spawn APC (not sure if this is needed) Immobilize aircraft carrier Replace LST-1 with 2x LCT Mk 5 because it's bugged and causes lags
So, what do you think of it?
Message edited by RADIOSMERSH - Thursday, 2017-11-30, 11:13 PM |
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Robert_von_Eberhahn | Date: Thursday, 2017-11-30, 11:56 PM | Message # 73 |
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| Quote RADIOSMERSH ( ) 1. Replace Lion with Jenkins (Fletcher class destroyer) 2. or keep the Lion and replace one of the Axis PT-boats with a submarine 3. The additional Japanese spawn point in the woods (south of flag 5) gets removed when Allies take the last flag 4. Remove Japanese spawn APC (not sure if this is needed) 5. Immobilize aircraft carrier 6. Replace LST-1 with 2x LCT Mk 5 because it's bugged and causes lags
1. agree 2. not agree, because it´s too difficult to create a place for rearming the sub, I think the normal amount of torps is not enough to destroy the lion. 3. agree 4. don´t know 5. agree 6. agree! Today I experienced the laggs and the heavy issues to unload the tanks from LST!
Quote RADIOSMERSH ( ) Reichsbann Remove Jagdtiger that spawns when Allies take 2 left flag Remove T-VI-100 Agree. In addition I will ask for a halftrack with 20mm FlakAdded (2017-11-30, 10:56 PM) --------------------------------------------- BTW: where the hell is the Elephant on day of Zitadelle ??? Russians have several prototypes and axis have only regular stuff that was common in service and a Leopard like MAN with 5cm gun and got the Elephant removed ?! Whats going on here???
Gameserver admin on our FHSW Europ server
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marduk | Date: Friday, 2017-12-01, 8:04 AM | Message # 74 |
General
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| @Radio: regarding Reichsbahn: ok! Plus I suggest to replace Maus by Jagdtiger.
regarding Angaur: same opinion as Robert. But where is the spawn-APC located?
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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E-3 | Date: Friday, 2017-12-01, 9:40 PM | Message # 75 |
Lieutenant Colonel
Group: Bronze Donator
Messages: 195
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| Reichsbahn: keep the Maus man
Battle of Angaur a sub is alot better as a pt boat it can fire 4 trop but a sub can fire up to 18 torps it can sink a battleship just play leyte day 2 also make spawn time longer for battleship lets say 7 min
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 - Saturday, 2017-12-02, 2:28 AM |
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starking018 | Date: Sunday, 2017-12-03, 10:16 AM | Message # 76 |
Colonel
Group: Friends
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| Quote Robert_von_Eberhahn ( ) 2. not agree, because it?s too difficult to create a place for rearming the sub, I think the normal amount of torps is not enough to destroy the lion.
If you are very efficient I think you can cause battleships to start flooding with just 4 hits on each side, at right angle. That's 8 out of 18 torpedoes, and then you have enough left to do the same to the carrier, too. However, the waters may be too shallow to maneuver the sub near the coast on that map.
Quote Robert_von_Eberhahn ( ) 6. agree! Today I experienced the laggs and the heavy issues to unload the tanks from LST!
I can't remember experiencing this myself. Could it be a S&T pack issue?
Air Troll a.k.a. starking018
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RADIOSMERSH | Date: Sunday, 2017-12-03, 1:25 PM | Message # 77 |
FHSW Wikia Co-Admin
Group: Bronze Donator
Messages: 664
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| Quote marduk ( ) regarding Angaur: same opinion as Robert. But where is the spawn-APC located? It spawns in the woods south of flag 5 after it gets captured by Allies. However, you can't really spawn in it since its spawn group isn't assigned to any team ( though can be fixed by SSM).
Regarding additional Japanese spawnpoints, I've just discovered there are actually two spawnpoints disguised as radios, and Americans have to destroy them to prevent Japs from spawning. In my opinion, this is just counterintuitive. What I suggest is to remove those altogether and just keep the spawn APC.
Quote starking018 ( ) I can't remember experiencing this myself. Could it be a S&T pack issue? Very unlikely. I used to have lags too while playing on my crappy laptop even before I updated S&T for 0.6. Moreover, I just ran Angaur on my newer PC with and without S&T enabled and there is no visual difference in framerare.
Message edited by RADIOSMERSH - Sunday, 2017-12-03, 2:02 PM |
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Robert_von_Eberhahn | Date: Sunday, 2017-12-03, 11:53 PM | Message # 78 |
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| Quote starking018 ( ) Quote Robert_von_Eberhahn () 6. agree! Today I experienced the laggs and the heavy issues to unload the tanks from LST!
I can't remember experiencing this myself. Could it be a S&T pack issue?
Don´t have the S&T packAdded (2017-12-03, 10:53 PM) ---------------------------------------------
Quote starking018 ( ) Quote Robert_von_Eberhahn () 2. not agree, because it?s too difficult to create a place for rearming the sub, I think the normal amount of torps is not enough to destroy the lion.
If you are very efficient I think you can cause battleships to start flooding with just 4 hits on each side, at right angle. That's 8 out of 18 torpedoes, and then you have enough left to do the same to the carrier, too. However, the waters may be too shallow to maneuver the sub near the coast on that map.
Ah didn´t know that it have so much torps, well that may work, but nevertheless I will prefere the destroyer
Gameserver admin on our FHSW Europ server
Message edited by Robert_von_Eberhahn - Sunday, 2017-12-03, 11:51 PM |
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marduk | Date: Monday, 2017-12-04, 7:49 AM | Message # 79 |
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| Quote Robert: "...but nevertheless I will prefere the destroyer."
I agree.
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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marduk | Date: Saturday, 2017-12-16, 5:29 PM | Message # 80 |
General
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| Westminster 1942 Since Allies always get raped on this map I suggest to add a Bristol Blenheim-Bomberkit in the British main base that spawns when Axis have taken all flags (except the last one at the bridge). With this kit Allies can stop the German advance on the bridge.
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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