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Forum » Welcome to the [FHSW] Europ Community! » Mapping » Server-side modding 0.552
Server-side modding 0.552
Endless_NamelessDate: Sunday, 2015-01-11, 4:19 PM | Message # 1
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A Day of Zitadelle
  • Prince Umeboshi ssm

    Air Raid Alert Kure
  • replaced Ise with Oyodo (Ise causes crash)
  • removed japanese repair ship so the objective fleet units do not get repaired on their own any longer
  • moved Allied airplanes closer to Japanese base (distance now roughly the same as pre-0.55)
  • removed auto resupply of B29

    Alpenfestung
  • removed 20 landvehicles to reduce disconnects and lag
  • moved 203 mm howitzer to Axis airfield
  • killercage size reduced from 25 m to 5 m
  • increased time to capture a flag

    Arctic Convoy Mod
  • removed 1 supply ship

    Arnhem
  • Removed: Panthers, JagdPanther, Panzer IV Ausf. H, StuG 3G, one of two Tigers
  • Removed: Kubelwagen and Kettenkrad. Reason: decreasing the probability of the most northern flag back capping at the beginning of a game
  • Added: SturmTiger - it doesn't get spawned immediately at the beginning of a round, you need to wait a few minutes for it to appear; it DOESN'T GET RESPAWNED once destroyed!
  • Added: Brummbar and second Puma
  • Added: One Sdkfz.251 and one SdKfz251/9 Stummel as the replacement of Kubelwagen and Kettenkrad
  • Changed: Slightly increased respawn time of vehicles
  • Changed: Initial spawn time of the Tiger was delayed by few minutes
  • PIAT ammo changed from 2 to 4
  • all 6 pounders are mobile

    Battle of Bougainville
  • lowered objective HP of Allied airfields

    Battle of Britain
  • removed spawnpoints at Allied airfields

    Battle of Gela
  • North flag caged
  • Beach flag cannot be recaptured by Axis team

    Battle of Stalingrad
  • replaced MG Stuka with bomb Stuka

    Berlin Outskirts
  • removed T-IV-100 (Russian Tiger)
  • replaced Maus with Elephant

    Battle of Angaur
  • replaced Lion with Jenkins (Fletcher class destroyer)
  • the additional Japanese spawn point in the woods (south of flag 5) gets removed when Allies take the last flag
  • removed Japanese spawn APC
  • Aircraft carrier immobilized
  • replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags

    Bombing the Reich
  • lowered objective HP from 260.000 to 100.000

    Desert Rose
  • Ark Royal spawns at the start to lock it for the Germans

    El Alamein
  • replaced bugged Wellington VII with regular Wellington bomber
  • removed 2 fighter spawns for each side
  • increased plane respawn times
  • South flag in German possession at round start

    Falaise pocket
  • Added: The southernmost flag was caged to avoid back-capping
  • Changed: Reduced the quantity of tanks

    Fall Weiss
  • Added: Polish airfield flag was caged to avoid back-capping

    FHT Hongkong
  • ticket bleed altered: Japanese bleed as long GB holds 3 flags

    FHT Pasir Panjang
  • reduced pushcage size at rice field flag

    Gazala
  • replaced bugged Wellington VII with regular Wellington bomber

    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
  • "Bloody Ridge" flag in US possession/"Village" flag in Japanese possession at round start

    Ilomantsi
  • moved flag 4 to its original (pre 0.55) position for balance reasons

    Invasion of the Philippines
  • Japanese airplanes don't respawn when US takes the last flag

    Iwo Jima (vanilla)
  • Removed: All air counter spawns

    Kharkov Winter
  • East flag in German possession at round start

    Midway
  • increased submarine respawn time

    Omaha Beach Charlie Sector
  • removed FT-17s

    Operation Hailstone
  • increased respawn time of Allied carrier aircraft
  • removed repair ability of Japanese supply ships

    Operation Kikusui Day 1
  • removed all Japanese ships except Yamato

    Operation Kikusui Day 2
  • moved US ships and planes closer to Japanese base (distance now roughly the same as pre-0.55)
  • replaced HMS Lion with a second USS South Dakota (Lion causes crash)

    Operation Rattrap
  • nerfed 50 lbs charge so it doesn't destroy all turrets of the Ratte with one blow

    Operation Spring Awakening
  • removed 1 flag
  • replaced ISU 122 with SU-122P
  • reduced ticket bleed

    Ramelle Neuville
  • Added: additional sandbag walls on the stone bridge to halt the German tanks. These go vanished as soon as both of "1st" flags get captured by Germans.

    Reichsbahn
  • removed T-IV-100 (Russian Tiger)

    Road to Ramelle
  • fixed a bug related to Radio B25 and Radio Stuka

    Rheinubung
  • Battleships, Carrier: 4:55 - 5:05 min respawn time
  • Cruisers (Hood, Eugen): 3:50 - 4:00 min respawn time
  • Repair ships: 3:50 - 4:10 min respawn time
  • Destroyers: (Lance & Laforey) 1:30 min respawn time;
  • U-bots: 0:45 min respawn time
  • Removed Ju-88
  • He111-H-11 replaced with He111-Z Zwilling

    Salerno
  • north and south flag cannot be recapped

    Seelow Heights
  • reduced pushcage size

    Spurning Fate Day
  • replaced one SU-76 with ZSU 37

    Stalingrad Red Square
  • Prince Umeboshi ssm

    The Forgotten Jungle
  • Allies have to cap beach flag first, all others are caged

    The Storm
  • replaced T34 with T-34_1942

    Tobruk
  • removed one Stuka
  • Stuka respawn time increased

    Tulagi Island
  • North flag removed

    Warsaw Uprising
  • Manholes no longer respawn
  • removed Panther and 14TP

    Old thread: http://fhsw-europ.ucoz.de/forum/35-44-13

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    mardukDate: Sunday, 2015-12-27, 12:57 PM | Message # 201
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    @Endless: Ok, sounds reasonable.

    Quid pro quo!
     
    Endless_NamelessDate: Sunday, 2016-01-03, 9:34 PM | Message # 202
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    Gazala
  • replaced bugged Wellington VII with regular Wellington bomber

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    mardukDate: Wednesday, 2016-01-06, 4:05 PM | Message # 203
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    Quote
    Marduk: "Pegasus
    After the 88-Flak and the 5 cm-Pak have been destroyed they permanently respawn even when Allies have capped the flag on that side of the river.
    It's unrealistic that they respawn because those guns are German. I think they shouldnt respawn."
    

    Is it possible that one 90 mm Flak and one 57 mm Pak respawn for Allies after they have capped the first flag and the 88-Flak and the 5 cm-Pak have been destroyed?


    Quid pro quo!
     
    Endless_NamelessDate: Wednesday, 2016-01-06, 6:02 PM | Message # 204
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    Hmm they're Paratroopers, where would they suddenly get a 57 mm gun from let alone a 90 mm AA emplacement? The German guns they could have captured. They have to respawn because it's often the only way to take out the German tanks but I could increase the respawn time a bit.

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    Robert_von_EberhahnDate: Wednesday, 2016-01-06, 6:07 PM | Message # 205
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    Quote marduk ()
    Is it possible that one 90 mm Flak and one 57 mm Pak respawn for Allies after they have capped the first flag and the 88-Flak and the 5 cm-Pak have been destroyed?

    hm I doubt that they had a 90mm AA that was able to throw out of a plane with parachute?! I mean that was a para operation to capture important brigdes behind the german lines and they didn´t had any heavy equipment. In Arnheim they have 6 pounder, don´t know if historically correct, but I think so. A 6 pounder instead of the Kwk 50mm would be a nice idea. Mobile please happy


     
    mardukDate: Wednesday, 2016-01-06, 8:36 PM | Message # 206
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    @Endless, Robert: It's so dumb that they get supported by respawning 88 cm-Flak and 5 cm-Pak. Don't take me wrong -I want a balanced map. But the way it is, is just stupid. Maybe give the Germans only one Pz IV and one Halftruck instead of 2 tanks and one StuG?!

    Quid pro quo!
     
    (HH)BenjaminDate: Wednesday, 2016-01-06, 9:37 PM | Message # 207
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    I personally have always thought that just a Stug and the Marder on the map would be enough for the Germans when trying to recapture the flag. I really think that the tank is unnecessary altogether.
     
    Robert_von_EberhahnDate: Wednesday, 2016-01-06, 10:30 PM | Message # 208
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    I know what u mean Marduk. So maybe that french Sumoa and a Marder? And for allies that 6 ponder mobile and Piats and bazookas are already there ... Any scoped rifle for allies in addition would be nice btw ... sleep

     
    mardukDate: Thursday, 2016-01-07, 2:45 PM | Message # 209
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    @Robert: I agree to all of your ideas!

    Quid pro quo!
     
    Endless_NamelessDate: Thursday, 2016-01-07, 3:41 PM | Message # 210
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    Sorry to be the critic again but the map is currently 15:6 in favor of Allies and imo the problem is that the Germans have a very hard time to recap the village when it has been taken. If we remove more tanks it might be even more imbalanced, especially the Marder is completely useless in this situation. My suggestion is to increase the respawn time of the AT guns from 1 minute to 3 or more to give the tanks more time to clear the flag area.

    On Arnhem the 6 pounder is historically correct because it was the first airborne operation where they transported these guns on gliders into action.

    Quote marduk ()
    It's so dumb that they get supported by respawning 88 cm-Flak and 5 cm-Pak. Don't take me wrong -I want a balanced map. But the way it is, is just stupid.

    Realistically no tanks, guns and soldiers should be able to respawn but it's a game and somewhere you have to draw the line between balance/fun and realism.


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    mardukDate: Thursday, 2016-01-07, 3:57 PM | Message # 211
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    So if the map is 15:6 in favor of Allies why should the 88 cm-Flak respawn anyway?
    Suggestion: dont let the 88 cm-Flak respawn, let a mobile 6 Pounder respawn (which is ok because FHSW is not historically correct anyway) once the 5 cm-Pak has been destroyed and leave the German tanks as they are right now. Then it should be balanced.


    Quid pro quo!
     
    Robert_von_EberhahnDate: Thursday, 2016-01-07, 5:53 PM | Message # 212
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    15 : 6 for allies unsure oups ! OK, I think I would be quite surprised if changes would be implemented and germans get pounded even harder tomato    haha

    Well Ok, but regarded from the fun angle of view, I nevertheless would suggest to switch the german guns to the 6 pounder (respawn time as usual because of less punch then 88?), add a scoped rifle for the brits and set the axis tanks to P IV J, P III N and a Stug late or Hetzer ?! or even that Sumoa ... Paper like Marder is really displaced there I agree

    Added (2016-01-07, 5:53 PM)
    ---------------------------------------------
    add: always in mind that u have limited time to do SSM eye. I will clarify that I don´t insist in anything cool !


     
    mardukDate: Monday, 2016-02-08, 10:46 AM | Message # 213
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    The Forgotten Jungle

    Can we cage all the flags as long as the beach flag is not capped by the U.S. (U.S. have to cap beach flag first, which is actually written on the map: "Hey G.J. Joe, you have to cap the beach flag first!")?
    That would be great in order to make the map playable for a small number of players (action would be concentrated on the beach first).


    Quid pro quo!
     
    (HH)BenjaminDate: Wednesday, 2016-02-10, 0:06 AM | Message # 214
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    I wholeheartedly agree with Marduk on this one.
     
    Endless_NamelessDate: Wednesday, 2016-02-10, 6:08 PM | Message # 215
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    Done. I also had to reduce cap size to 5 m. But the flag capture icon still appears when you are within the original radius, so if a flag doesn't go grey move a bit closer to the flag.

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    starking018Date: Wednesday, 2016-02-10, 9:50 PM | Message # 216
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    Quote Endless_Nameless ()
    But the flag capture icon still appears when you are within the original radius,

    That's bad.

    Thanks, but I though this map was fixed with a server side mod from PrinceUmeboshi (see http://fhsw-europ.ucoz.de/forum/3-41-10574-16-1442531634). What was wrong with that patch? You couldn't cross the bridge while axis hold all flags? I don't think this was as bad.


    Message edited by starking018 - Wednesday, 2016-02-10, 9:51 PM
     
    mardukDate: Thursday, 2016-02-11, 10:40 AM | Message # 217
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    @Endless: Thank you!

    @Starking: We will try out the map soon again!


    Quid pro quo!
     
    Endless_NamelessDate: Saturday, 2016-02-13, 8:48 AM | Message # 218
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    Quote starking018 ()
    Thanks, but I though this map was fixed with a server side mod from PrinceUmeboshi (see http://fhsw-europ.ucoz.de/forum/3-41-10574-16-1442531634). What was wrong with that patch? You couldn't cross the bridge while axis hold all flags? I don't think this was as bad.

    Oh I totally forgot about this, maybe I can combine both.


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    starking018Date: Saturday, 2016-02-13, 5:51 PM | Message # 219
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    Here's the situation with the SSM from PrinceUmeboshi.jpn:
    Flag 1 (beach) is OK;
    Flag 2 has no cage;
    Flag 3 has a 'collision' cage that blocks motorcycles from crossing, but it needs a slightly larger cage. You can capture the flag from certain places around the cage;
    Flag 4 has a very large killer cage and a small collision cage.

    I think for this map any cages that properly block flags 2 and 3 will be OK. There are very few vehicles to cause problems (only the motorcycles).

    When we played the version with reduced flag radii most players were confused and kept waiting for the flag to go neutral outside the proper radius.

    Also, there are some bugs which probably need to be fixed for the next version of FHSW. The Japanese spawn classes all have pictures of Arisakas instead of what the kits actually contain. The BMW R75 motorcycles explode instantly when they touch water.


    Message edited by starking018 - Saturday, 2016-02-13, 5:57 PM
     
    mardukDate: Sunday, 2016-02-28, 1:33 PM | Message # 220
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    Battle of Stalingrad
    Please exchange the stuka kit (with MG's) with a stuka kit (with a 250 kg bomb) because the MG-version is useless on this map. The MG-version is also pretty often used as an unmanned kamikaze and exchanging it with a bomber-version would prevent this.


    Quid pro quo!
     
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