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Forum » Welcome to the [FHSW] Europ Community! » Mapping » Server-side modding 0.61
Server-side modding 0.61
mardukDate: Friday, 2017-05-19, 9:47 AM | Message # 1
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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

  • 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 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

  • Hafthohlladung pickup kits
  • Gebalte Ladung in Italian AT kit is replaced with Kampfpistole (40 mm HEAT ammunition)

  • 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.

    Eagles Nest 1945
  • Doubled the respawn time of Greyhound
  • Added 15 seconds to the spawn time of Sherman w/ sandbags

  • 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

  • French tanks in Germain main base replaced by Pz II/38 (t)

    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

    Fht Operation Dracula
  • Immobilized Allied carrier
  • Removed the British destroyer
  • Added Chi-Ha APC that spawns after Allies capture the docks flag

  • 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

    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)

    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.

  • Churchill Kangaroo in Russian main base does not respawn once the flag is capped by Germans.

  • 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

  • Removed Jagdtiger that spawns at 3rd flag
  • Replaced Maus with Jagdtiger

  • Tiger with autoloading cannon now counterspawns in Axis main base

  • 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 removed

    Stashuv Area
  • teamlocked ISU-152

    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.

  • 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

  • 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.
    FranktheEraserDate: Wednesday, 2019-01-30, 1:36 PM | Message # 301
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    Proposed SSM:

    Op.Spring Awakening:
    As said by Marduk this map needs SSM because Soviet tickets bleed plummeting down at the very beginning of the round.

    In my humble opinion, Finnish tickets bleed very slow, even when russians take all the flags.

    I feel very unfair that when Germans capture flag 4 (the last one), allied tickets bleed extremely fast, not giving much chance to allied survivors to recap it.

    In Soviet Russia, FHSW chooses you. Tkers must be purged. -FraNKVD-
    mardukDate: Wednesday, 2019-01-30, 1:48 PM | Message # 302
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    I agree for Ilomantsi, but for Spring Awakening and Kasserine the statistics show that both maps are quite balanced the way they are.

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

    Quid pro quo.
    geclepramiDate: Thursday, 2019-02-07, 4:17 PM | Message # 303
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    Desert Rose Add some AA (mobile AA on APC / Light Tank, and static AA) to the allied main base.

    A problem is that while allies still got air options (carrier) after losing the air field, I feel it's difficult for them to get out of the base with vehicles. The vehicles they have in main are mostly crusaders,  M3 + M4 tanks, which are alright but rather slow, and I feel they are too easily intercepted by axis planes (axis have both their main airfield and the south one).

    More importantly, allieds have only 1 light AA tank -- the one with the quadruple light MG -- and no static defenses except for the carrier AA. I propose, that if 1-2 bofors static AA could be added to the allied main to cover the tanks moving out that would help already. Maybe also add a second light AA tank in main? (Btw, axis have some 88s -- static + mobile -- as well as vierlings in their main)

    I also would like to have some light fast tanks like the daimler in main -- I think there is one available in the southern airfield already, and I feel it would be more helpful to have it in main, since it's better suited to rush an attack rather to defend IMHO. Also, a daimler has a good chance of running away from enemy planes which is vital since the approach to the south flags is open flat terrain.


    Message edited by gecleprami - Thursday, 2019-02-07, 4:42 PM
    starking018Date: Friday, 2019-02-08, 10:29 AM | Message # 304
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    I agree, although allies do have a superior fighter (the Spitfire V) when the larger carrier spawns. But when they don't have it and they don't have the airfield flag either, it would be good to have something more to go after axis planes, apart from more static AA (Bofors or some heavy AA) in main. The question is which vehicle. A second vehicle with quad .30 would add little to no value considering that the one already there is not being used often because it is not very useful (low firepower, limited elevation, not very useful against other targets). A M16 (quad .50) would be much better and, I think, sufficient. The APC with Bofors would be stronger still, and a Mark V AA (dual 15mm) would be perhaps too much if it is added as a second such vehicle after the one spawning on the airfield, but it may be acceptable if the one on the airfield is removed or changed to something else (e.g. to the quad .30 one or to a M16).

    As for the Daimler, I agree again about having one spawning in main. If this is done it may be good to do similarly for axis by having a 222 spawn in their main. These can be added on top of or as a replacement to the Daimler/222 that spawn on the airfield. But allies do need something to oppose tanks attacking the airfield (so maybe replace the airfield Daimler with a tank).

    Air Troll a.k.a. starking018
    XenanabDate: Friday, 2019-02-08, 12:27 PM | Message # 305
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    I have been catching up a bit about the Eagles Nest 1945 ssm discussion.

    So, the gerneral sentiment now is that axis are too strong in their defences and allies need a buff ? That's really strange considering that I always had the impression that axis struggle to hold their lines at the tunnel flag already.

    The thing how this map works is like I mentioned many times before: On almost any other late war attacker vs defender map the beginning is easier for the attackers. Counterspawns later will make it harder for the attackers to pull through however, making it actually easier for the defenders.
    With Eagles 45 I tried to set it in an opposite direction: The attckers struggle in the beginning. But when the path to the Nest is open, the defenders have a tougher job. In my opinion, defending is more exciting when there is always this kind of struggle and something is on the line.

    The thing is, I always thought axis need better counterspawn equipment to win. What I always see is, that most players on axis dont know, that axis can only win by recapping flag 1 (axis military camp) and the settlement. When allies reach the tunnel, and they hold all previous flags the bleed will immediately stop and put axis in a situation where a counterattack is needed. And I always thought axis could need a bit more counterspawn material. Not too much, but a bit. The settlement is always open, so axis can try to backcap it while allies are pushing the tunnel. Imo this can lead to more tactics than just spawning on a trapped position (the Nest itself). I remember some people suggesting to block all the different pathways to the top of the mountain but the tunnel path. I think that would be terrible for both axis and allies, making the map extremely linear and like a meatgrinder (remember the aweful mountain passes at Reichsbahn ? Fun just evaporates).

    So changing the pushmap system is definitely not intended. I made these decisions with a clear idea about mixing up the typical late war pushmap concept.

    I would still say, axis counterspawns should come out faster, or are a bit stronger. (But please no heavy tanks for either side. For that 1946 exists).

    And I don't think allies need the old respawn time of the Greyhound back. 2 Greyhounds spawn: 1 at the main, 1 at the checkpoint when the settlement or the camp got captured (cant remember which). Allies always have fast vehicles at their disposal to push the mountain; the respawn times of most tanks are extremely fast.
    luiscarlosredDate: Wednesday, 2019-02-13, 7:26 AM | Message # 306
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      Battle of Iwo Jima - 1945 well I think the iwo jima map needs a discussion to apply an SSMs.I think that the spawn time of the vehicles on the beach when the allies take the first flag is very fast, this makes the allies do not have a more exhausting battle because the armored vehicles begin to appear quickly and the Japanese can not hold the Mount Suribachi for longer. for the sake of even realism I think it is necessary to do with these vehicles in "Bridgehead" begin to spawn for a longer time, not for just capturing the flag.
    this is not to leave the allies without tanks just to make the battle more exhausting and also the allies have an amphibious ship with armored vehicles inside. so I guess it's enough until the armored are spawned!


    Message edited by luiscarlosred - Thursday, 2019-02-14, 10:23 PM
    mardukDate: Friday, 2019-02-15, 9:13 PM | Message # 307
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    The Merville Battery
    As discussed yesterday increase bleed or decrease ticket ratio by 35% (what is the better solution?).

    Liberation of Caen
    Since Caen was heavily attacked from the air I think it would be a good
    feature to add a Lancaster Bomber-kit for Allies. Maybe one with 2
    strikes only but that respawns after 5 mins?

    Hundary Forest
    Incease ticket ratio by 75% - map is mostly over after 15 mins because tickets of Russian team run out.

    Regarding Battle of Iwo Jima
    Leave the tank layout as it is. The map is already hard enough for the US.

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

    Quid pro quo.
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