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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, 2017-12-18, 5:23 PM | Message # 81
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    Seems I have to go on with be a little more importunity:

    WHERE

    Quote Robert_von_Eberhahn ()
    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???

    Added (2017-12-18, 4:23 PM)
    ---------------------------------------------
    Karkhov Winter

    After playing that map for several times during the last days I want to make some suggestions and notes:

    The map is very ... special in it´s actually outlay. Every time it comes to the constellation that one team holds the hill and step forward with their tanks to lock the bridge, it´s a bloody heavily job to get access for the attacking team to the middle part of the map again.
    Actually I see some things that could be better balanced.

    - add one or two Sniperkits for each team. one in mainbase and maybe only one other on any hidden place on the map. So three at all. The reason of that is that in this case the map is a bit in favor for russians because the building and some trees give them better places to ambush with anti tank rifles the route of incoming german tanks.

    - Add 2 Schwimmwagen for axis. Russians have that small amphibian tank to cross the water axis have nothing.

    - For my oppinion its a complete nonsense to have 2 Fighters every team on that map. I can´t see any sense in that. So my suggestion is to leave 1 Fighter for every team and add a Stuka with 250 kg bomb and a IL2 with 250 kg bomb (don´t know if IL is available with that bomb load)

    - Add a towed artillerie gun (105) for each team.

    - Add a bofors spawning on the hill for allies (actually only axis have a 2cm Flak there)

    - get rid of these ridicioulus itallian tanks (sry Lampo) but they are so weak and underpowered ... And russians have still damned strong tanks.

    - Axis have the remote kit which summons a Heinkel 111 which lays carpet. We can leave it in allthough its not effectiv against tanks. So please add something similar for the russians if available

    - Add a Hanomag with 2cm Flak for axis and another mobile AA for the russians (towed bofors?)

    - At last maybe remove the obstacles from the north bridge because the actually bottle necks of the other 2 only bridges make the map very ... brainless and give not so much space for tactical movement

    - add or change the remote kit to the V-formation Stuka levelbomber or one Stuka divebomber with 250 kg bomb and similar for the russians.

    The reason I suggest such a lot off things is that I am no friend of only 1 vs 1 counter. It should be more like stone, paper, cutter. Hope u understand that analogy.

    Please give a feedback and share ur thoughts.

    Robert


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    LampoDate: Monday, 2017-12-18, 8:42 PM | Message # 82
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    weep

     
    bubuDate: Monday, 2017-12-18, 9:58 PM | Message # 83
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    Quote Lampo ()
    - For my oppinion its a complete nonsense to have 2 Fighters every team on that map. I can´t see any sense in that. So my suggestion is to leave 1 Fighter for every team and add a Stuka with 250 kg bomb and a IL2 with 250 kg bomb (don´t know if IL is available with that bomb load)
    I second this.

    Quote Robert_von_Eberhahn ()
    - get rid of these ridicioulus itallian tanks (sry Lampo) but they are so weak and underpowered ... And russians have still damned strong tanks.
    Except for Semovente 75/xx. It is in fact tank destroyer and can destroy most of the Russian tanks on K.Winter smile  And besides that... Lampi shouldn't be left unhappy biggrin
     
    Robert_von_EberhahnDate: Tuesday, 2017-12-19, 4:37 PM | Message # 84
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    Well it is more an assault gun ... but OK

    really sry Lampo console

    Added (2017-12-19, 3:37 PM)
    ---------------------------------------------
    I suggest to put in the map Nordwind 2 towed 17 pounder AT guns (don´t know actually if available) maybe it´s possible before this weekend.

    Any comments apreciated.

    Regards, Robert


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    LampoDate: Tuesday, 2017-12-19, 4:39 PM | Message # 85
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    hands 
    now I'm happy... 

    old original pic of a powerful italian tanki


     
    Robert_von_EberhahnDate: Tuesday, 2017-12-19, 4:42 PM | Message # 86
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    great pic of Lego happy up

    So bad the italian tanks are even more I like the Veltro


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    E-3Date: Saturday, 2017-12-23, 8:40 PM | Message # 87
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    Battle of Foy
    

    stop the bleed when allies have flag 3 its unfair now they bleed out to fast


    I'm an old bf1942 player I go far back all the way to 2002
    and I also play cnc generals.
     
    RADIOSMERSHDate: Sunday, 2017-12-24, 4:16 PM | Message # 88
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    Quote E-3 ()
    Battle of Foy
    

    stop the bleed when allies have flag 3 its unfair now they bleed out to fast

    Done.

    Added (2017-12-24, 3:07 PM)
    ---------------------------------------------

    Quote marduk ()
    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.

    There is no Blenheim bomber in FHSW as far as I am aware, but I added Typhoon w/ rockets kit, which spawns near a pile of barrels at British main base.

    Added (2017-12-24, 3:16 PM)
    ---------------------------------------------
    Reichsbahn

  • Removed Jagdtiger that spawns at 3rd flag
  •  
    mardukDate: Monday, 2017-12-25, 0:53 AM | Message # 89
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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
     
    RADIOSMERSHDate: Friday, 2017-12-29, 2:32 PM | Message # 90
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    I have finally managed to get hand on this map. Here are my comments:

    Quote Robert_von_Eberhahn ()
    - add one or two Sniperkits for each team. one in mainbase and maybe only one other on any hidden place on the map. So three at all. The reason of that is that in this case the map is a bit in favor for russians because the building and some trees give them better places to ambush with anti tank rifles the route of incoming german tanks.

    I've found out that actually there are sniper kits supposed to spawn near the most northern flag, but I have deleted it as a result of previous SSM. I've also added sniper kits to Axis and Allied main base (on the upper floor of the barn, where bomber kits spawn).
    Quote Robert_von_Eberhahn ()
    - Add 2 Schwimmwagen for axis. Russians have that small amphibian tank to cross the water axis have nothing.

    Done.
    Quote Robert_von_Eberhahn ()
    - For my oppinion its a complete nonsense to have 2 Fighters every team on that map. I can´t see any sense in that. So my suggestion is to leave 1 Fighter for every team and add a Stuka with 250 kg bomb and a IL2 with 250 kg bomb (don´t know if IL is available with that bomb load)

    Well, bomber version of Il-2 has 2 100 kg bombs ingame, which is not on par with 3x250kg bombload of Stuka. I propose either to put an Il-2 with rockets, or add bomb to one of the fighters (250kg for Bf109 and 150kg for Mig3 respectively).

    Quote Robert_von_Eberhahn ()
    - Add a towed artillerie gun (105) for each team.

    The problem is, Russians don't have light howitzers (I wish they did), and 122mm A-19 is incomparable to LeFH18: more clumsy to use and way too more powerful. So, I suggest to left it as it is, especially since both teams already have portable rocket artillery.
    Quote Robert_von_Eberhahn ()
    - get rid of these ridicioulus itallian tanks (sry Lampo) but they are so weak and underpowered ... And russians have still damned strong tanks.

    I agree to toss M13/40 out, but Semovente is damn good, especially against T-35.
    Quote Robert_von_Eberhahn ()
    - Add a bofors spawning on the hill for allies (actually only axis have a 2cm Flak there)

    Done.

    Quote Robert_von_Eberhahn ()
    - Axis have the remote kit which summons a Heinkel 111 which lays carpet. We can leave it in allthough its not effectiv against tanks. So please add something similar for the russians if available

    They already have one, with TB-3's, which spawns at the same exact spot as in the German base (in the barn at the upper floor). Probably they just don't use it. The thing is, its spawner is attached to the hill flag, so when one team holds the flag, the opposite gets the kit.
    Quote Robert_von_Eberhahn ()
    - add or change the remote kit to the V-formation Stuka levelbomber or one Stuka divebomber with 250 kg bomb and similar for the russians.

    Won't that be too much? I mean, there will already be a dive bomber.

    Quote Robert_von_Eberhahn ()
    - Add a Hanomag with 2cm Flak for axis and another mobile AA for the russians (towed bofors?)

    I guess you meant SdKfz 10/5. I've put it instead of Kettenkrad with useless Flak 30 and added M3A1 with towable Bofors for Russians as well.

    Quote Robert_von_Eberhahn ()
    - At last maybe remove the obstacles from the north bridge because the actually bottle necks of the other 2 only bridges make the map very ... brainless and give not so much space for tactical movement

    Yeah, probably that was not the most successful experiment, removed it.

    So, we need to find a balance, and I'll upload SSM to the server.

    Added (2017-12-29, 1:32 PM)
    ---------------------------------------------
    Zveroboy
  • Restored missing knife in German AT kit

    Message edited by RADIOSMERSH - Friday, 2017-12-29, 3:29 PM
  •  
    mardukDate: Friday, 2017-12-29, 3:20 PM | Message # 91
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    I agree not to add a remote kit with Ju 87. Only one Stuka with one 250 or 500 kg bomb should replace one of the fighters in order to keep the map balanced!

    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: Friday, 2017-12-29, 8:56 PM | Message # 92
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    @ Radiosmesh Ah really great that you found some time to do the changes! Many thx for that!

    Of course I don´t expect that all of my suggestions will be done

    Quote Robert_von_Eberhahn ()
    The reason I suggest such a lot off things is that I am no friend of only 1 vs 1 counter. It should be more like stone, paper, cutter. Hope u understand that analogy.

    Please give a feedback and share ur thoughts.


    As I suggested Stuka (player controlled) I had the one with 250 kg bomb in mind because of the small map and most time small amount of players and a proper counterpart, so the IL with 2x100 kg bombs. I´m OK with that to try it out on the server.

    @ Marduk thx for ur feedback and thoughts, thats what I wanted to see. Right now it comes to my mind that maybe there are remote kits with one Stuka divebomber and 250kg or 500kg and similar on russian side ? Well we can have that in memory and decide later.

    Everything other I go fine with so far. Lets try it out! Thanks and well done thumbup


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    mardukDate: Saturday, 2017-12-30, 7:03 PM | Message # 93
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    @Radio: when you have finished the changes for K-Winter, would you please post those again so I can add them to the first post?

    Btw, Russians have one amphibious tank, why should Germans have two Schwimmwagen then?!


    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: Sunday, 2017-12-31, 1:51 AM | Message # 94
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    Quote marduk ()
    Btw, Russians have one amphibious tank, why should Germans have two Schwimmwagen then?!


    Because a tank is a tank and a car is a car ?

    and by the way in the tank can one or two passengers drive with shelter, in the Schwimmwagen not.

    But I think its not so important anymore because north bridge will be open again.


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    mardukDate: Sunday, 2017-12-31, 8:38 AM | Message # 95
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    Quote Robert: "Because a tank is a tank and a car is a car ?"

    Oh wow, really?!

    Two Schwimmwagen have eight seats and the amphibious tank only one or two so please remove one Schwimmwagen.


    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: Sunday, 2017-12-31, 8:27 PM | Message # 96
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    "Smartpoop mode on" biggrin : in the tank one passenger is safe in comanders cupola seat, two others can jump on the engine roof and sitt there on regular places, so 4 seats too, similar to the Schwimmwagen, in addition the armor of the tank and the 23mm "main gun" and the coax MG. Thats a far better "fight worth" than a Schwimmwagen, even it have an MG too but with quite limited angle off fire. The only advantage of the Schwimmwagen is its speed. btw I don´t know how much seats a Schwimmwagen have, my last knowledge is from FH vanilla and there it was 3 "Smartpoop mode off" but never mind all these splinting hairs, its not important anymore I think because the north bridge is open now.
    So add another amphibious russian tank or leave one Schwimmwagen out, as you wish.

    Another comparison: the Heinkel lays a carpet off 50 kg bombs the TB 3 comes with quite powerfull heavy bombs that drobs in a line. Thats an advantage in very high posibility to hit german tanks wich are most times weaker then their russian counterparts. Any ideas if it´s necessary to change something of that?

    Also the russians have some quite unique vehicles on that map like T28 and T35 but germans only the regular stuff that was commonly in service. Any idea maybe how to implement a Leopard or MAN with 5cm on that map?

    Please share ur thoughts! Regards Robert


    Gameserver admin on our FHSW Europ server

    Message edited by Robert_von_Eberhahn - Sunday, 2017-12-31, 8:40 PM
     
    RADIOSMERSHDate: Monday, 2018-01-01, 2:34 PM | Message # 97
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    Quote marduk ()
    Btw, Russians have one amphibious tank, why should Germans have two Schwimmwagen then?!

    Actually, Soviets have two T-40s.

    Quote Robert_von_Eberhahn ()
    Also the russians have some quite unique vehicles on that map like T28 and T35 but germans only the regular stuff that was commonly in service. Any idea maybe how to implement a Leopard or MAN with 5cm on that map?

    T-28 was the main medium Soviet tank prior to 1941. Besides, I wouldn't say that Germans don't get any "unique" vehicles. For example, only 12 PzIIGs were built and there is no record of it being issued to combat units. And don't forget about the Char B2, which spawns as a reinforcement.

    Quote Robert_von_Eberhahn ()
    Another comparison: the Heinkel lays a carpet off 50 kg bombs the TB 3 comes with quite powerfull heavy bombs that drobs in a line. Thats an advantage in very high posibility to hit german tanks wich are most times weaker then their russian counterparts. Any ideas if it´s necessary to change something of that?

    Sounds reasonable. What about Ju88 kit, which has a bombload of 6x250kg and 28x50kg?
    Quote Robert_von_Eberhahn ()
    - get rid of these ridicioulus itallian tanks (sry Lampo) but they are so weak and underpowered ... And russians have still damned strong tanks.

    I rethought that and decided to replace M13/40 and Semovente da 47/32 with Panzer IV.

    I've uploaded SSM to the server, let's see how it plays out. I'll post a full list of changes later.


    Message edited by RADIOSMERSH - Monday, 2018-01-01, 2:36 PM
     
    mardukDate: Monday, 2018-01-01, 3:57 PM | Message # 98
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    @Radio: Regarding the Northern bridge: Robert and me agreed that it is better not to add the flag that used to be there. Just remove the obstacles and post the list so I can add it to the first post. Thanks!

    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: Monday, 2018-01-01, 7:35 PM | Message # 99
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    Quote marduk ()
    @Radio: Regarding the Northern bridge: Robert and me agreed that it is better not to add the flag that used to be there. Just remove the obstacles and post the list so I can add it to the first post. Thanks!

    Alright:

    Kharkov Winter:
  • Added 2 Schwimmwagens to German main base
  • 37 mm AA gun now spawns
  • 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
  • Replaced Carro Armato M13/40 and Semovente da 47/32 with Panzer IV
  • Replaced one of the fighters on both sides with Ju87D and IL2 respectively
  •  
    mardukDate: Monday, 2018-01-01, 9:41 PM | Message # 100
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    @Radio: great, thank you!

    @Robert: thanks for your initiative!

    Battle of Saipan
    please remove battleship or replace it by a destroyer


    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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