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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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  •  
    crazygameloverDate: Thursday, 2015-09-17, 8:34 PM | Message # 121
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    I like Robert's suggestion for alpennoob. I'd also like to see the Fw190 with forward-firing Panzerschrecks, I don't think it's currently present on any map.

    Message edited by crazygamelover - Thursday, 2015-09-17, 8:34 PM
     
    MannsDate: Thursday, 2015-09-17, 9:31 PM | Message # 122
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    FW with SG113 is much more cool

    honor and duty

    Private [DPB]Styv signed up for military service on ranked battlefields at 19:04:56 30|07|2008 in ForgottenHope 1
     
    Robert_von_EberhahnDate: Thursday, 2015-09-17, 10:07 PM | Message # 123
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    Quote crazygamelover ()
    I'd also like to see the Fw190 with forward-firing Panzerschrecks, I don't think it's currently present on any map.

    Actually its on Seelow heights.

     
    Quote Manns ()
    FW with SG113 is much more cool

    I would go fine with it. Allies have fighters to counter it anyway


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    starking018Date: Thursday, 2015-09-17, 11:33 PM | Message # 124
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    I'm OK with most suggestions, except:
    Pick up kits with mines for the brits on Arnhem - that can be too imbalancing for this map. It's also inappropriate to have mines that sink into the terrain and are hard to see when it's an urban map. And there is already the expack kit that you can spawn with.

    Also a reminder to check the SSMs from PrinceUmeboshi. They continue making new ones:
    ftp://princeumeboshi2.servegame.com/modfile....ide_map
    By the way, can someone ask someone from PrinceUmeboshi if there is some way to make Monster des Stahles playable (with no extreme lag)? That SSM there doesn't help.


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    Robert_von_EberhahnDate: Friday, 2015-09-18, 5:11 AM | Message # 125
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    Quote starking018 ()
    I'm OK with most suggestions, except:Pick up kits with mines for the brits on Arnhem - that can be too imbalancing for this map. It's also inappropriate to have mines that sink into the terrain and are hard to see when it's an urban map. And there is already the expack kit that you can spawn with.

    Well yes I´m a little in doubt with that too  cry and had exact the same thoughts about the sinking under the asphalt dry

    For those circumstances I would limit them to one kit per flag. But nevertheless, for my feelings the explosives are pretty underpowered. At a Tiger for example they do nearly no damage


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    wewakDate: Friday, 2015-09-18, 9:29 AM | Message # 126
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    Regarding MDS, ningen posted something about it a week or so ago.. https://twitter.com/ningenBF/status/639067249110724608 If I understand the tranlation right then it will be fixed for the next version?
     
    Robert_von_EberhahnDate: Friday, 2015-09-18, 1:24 PM | Message # 127
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    Quote wewak ()
    Regarding MDS, ningen posted something

    What mean MDS ?


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    RADIOSMERSHDate: Friday, 2015-09-18, 1:32 PM | Message # 128
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    Quote Robert_von_Eberhahn ()
    What mean MDS ?
    Monster des Stahles


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    Robert_von_EberhahnDate: Tuesday, 2015-09-22, 12:01 PM | Message # 129
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    Ah OK thx

    Added (2015-09-22, 12:01 PM)
    ---------------------------------------------
    anyone active to do these changes?


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    mardukDate: Friday, 2015-09-25, 3:00 PM | Message # 130
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    El Alamein

    please increase the respawn-time of the planes from now (I guess 60 sec.) up to 3-5 mins and remove two Bf 109 and two Spitfire.
    Reasons: the current respawn-time means that one has no tactical advantage destroying the planes because they respawn so fast it doesnt make any difference.
    There are so many fighters/planes on the map that we quite often end up with like 4-6 players flying while only 2-4 players are fighting on the ground which makes it really one-sided.

    Midway

    Please increase the respawn-time of the submarine (it is only 1 min. atm) up to 3-5 mins.
    Reasons: more realism.


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    Robert_von_EberhahnDate: Friday, 2015-09-25, 5:44 PM | Message # 131
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    Quote Robert_von_Eberhahn ()
    El Alamein: limit the Fighters as 2, one BF 109 and one Veltro for axis / one Spit and a Hurricane for allies

    What about this in connection with ur suggestions? But I wouldn´t set the spawn time higher than 3 min, in no case!


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    Message edited by Robert_von_Eberhahn - Friday, 2015-09-25, 5:45 PM
     
    mardukDate: Friday, 2015-09-25, 10:06 PM | Message # 132
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    @Robert: Ok. But not less than 3 mins.!

    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    Robert_von_EberhahnDate: Friday, 2015-09-25, 10:10 PM | Message # 133
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    we should tray out but I think its OK

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    RADIOSMERSHDate: Monday, 2015-09-28, 6:25 PM | Message # 134
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    Quote RADIOSMERSH ()
    One SU-152 on A Day of Zitadelle is unenterable. That's probably because of GER_SU152x2_Spawner assigned to German team.

    Could anybody fix that?


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    crazygameloverDate: Wednesday, 2015-09-30, 0:31 AM | Message # 135
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    Would anyone else be up for removing the fictional Leopards (Ausf F, Ausf G, Leo II) from most/all maps? IMO they're just unnecessary and don't add anything unique to the game that the non-fictional Leopard(s) don't.
     
    XenanabDate: Wednesday, 2015-09-30, 9:19 AM | Message # 136
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    In my opinion all experimantal Leos on Chartres, Remagen, Zitadelle, Sector318 and Reichsbahn can be removed since those maps are not meant to be crazy fictional maps. Keep them on Alpenfestung, Ural and Gazaps where they can be kind of unique.

    The StuG Leo for example could be replaced by a Hetzer.
     
    Robert_von_EberhahnDate: Wednesday, 2015-09-30, 10:26 AM | Message # 137
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    Absolutly disagree with removing the Leopards. If we start this it´s logical way to remove ALL prototypes from maps where they didn´t fit in / to early / fictional maps etc.
    Atm it seems that you (crazy) are anyway angry or pissed of for any reason about this tanks? I can´t follow you in ur opinion to remove the special types of Leo "because they are unnecessary and don´t add uniqe" ?!?!

    Come on guys, it´s the soul of FH SECRET WEAPONS  that even secret weapons and prototypes give the game it´s unique and special taste and you want to remove it because of unnecessary wacko ?!?! Can´t imagine more paradox atm ...

    I´m disapointed at last that IS3 and Maus is removed from Stashuv because of exactly that reason sad posibilty to use them is rare enough given. If Maus appears too strong why not counter it with a remote bomber kit ?!

    And no I don´t argue that because I´m mostly play as german. My opinion in this case is that the russians for example are overpowered with heavys and prototypes and the germans have mostly regular stuff to fight against them, and at the beginning I was disapointed because of release from these "pocket battletanks" but it´s just a challenge to master them and revelar a taktic to use them.

    Otherwise we could go back to FH vanilla instead ... dry


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    Message edited by Robert_von_Eberhahn - Wednesday, 2015-09-30, 10:28 AM
     
    crazygameloverDate: Wednesday, 2015-09-30, 11:26 AM | Message # 138
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    Quote Robert_von_Eberhahn ()
    Come on guys, it´s the soul of FH SECRET WEAPONS  that even secret weapons and prototypes give the game it´s unique and special taste and you want to remove it because of unnecessary ?!?! Can´t imagine more paradox atm ...

    Yes, secret weapons, not fictional weapons. What I'm saying is that we should remove the the fictional Leopards and keep the real prototypes/planned vehicles. Would you be willing to agree to that? The StuG Leo is pretty secret and was a real proposed design, so how about we meet halfway? ATM the fictional Leo's are just waaaay too common, I think the devs went really overboard with them. Perhaps we can keep the Ausf G, Ausf F, and II on maps like Alpen, Ural, and Gazaps? And remove/replace the ones on any historical map (Sector 318, Remagen) with the REAL prototypes?

    Quote Robert_von_Eberhahn ()
    I´m disapointed at last that IS3 and Maus is removed from Stashuv because of exactly that reason posibilty to use them is rare enough given. If Maus appears too strong why not counter it with a remote bomber kit ?!

    afaik the Maus caused CTD and the IS3 would be OP without anything like the Maus to counter it, so that's why they were both removed.

    I'm sorry I made you upset Robert. I'm not proposing we remove all prototypes from FHSW at all. I think we got off to a big misunderstanding.


    Message edited by crazygamelover - Wednesday, 2015-09-30, 11:34 AM
     
    XenanabDate: Wednesday, 2015-09-30, 11:48 AM | Message # 139
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    The StuG Leo is an invention by FHSWman.
    It was mentioned on documents concerning the Leopard project, but there was no drawing of it.

    By comparison: The Flakpanzer V is not an invention by the devs since there are technical drawings of it.
     
    Endless_NamelessDate: Wednesday, 2015-09-30, 3:33 PM | Message # 140
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    Yea I'm also not a fan of the fantasy Leopards, especially on historic maps.

    For me every vehicle has to fit in the approximate time frame of the map to not kill the immersion. And immersion is one of the biggest factors for me to enjoy the game. That's why I find maps like Gazaps and Ural Mountains pretty boring. They are crammed with prototypes and have zero historic background, I don't "feel" anything on these maps.

    IS-3 on Stashuv Area: afaik it wasn't even in development in Summer 1944! -> doesn't make sense -> kills immersion
    IS-3 on Berlin Outskirts: it wasn't used but in an alternate universe it could have happened because the first IS-3 rolled out of the factory in May 1945 -> makes sense -> proper "Secret Weapon feeling"


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