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Server-side modding 0.61 (m)
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
  • 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

    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

    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%

    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%

    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

    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.
  •  
    RADIOSMERSHDate: Saturday, 2019-04-13, 3:43 PM | Message # 321
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    Quote CanukAttak ()
    On the hill position the German artillery is pointing at the German main base which makes no sense, can we get those guns moved or rotated towards Russian lines


    Quote marduk ()
    are you talking about the Nebelwerfers that spawn when russian artillery on that position gets destroyed and the flag is in German hands?


    I think he also means Pak40s. The problem is that they and Nebelwerfers use the same spawners as Soviet artillery. I can create separate ones for German artillery, but where do I place them so they don't interfere with already present Soviet guns?

    A Day of Zitadelle
  • Removed fly-by Stukas and Il2-s

    Quote gecleprami ()
    Stashuv area
    Allies have a *lot* of heavy arty in their main, but barely anything to spot with.
    The T34 have no radio, only the IS2 and ISU gunners (pos2) can give arty spots.
    (and as a spotter you need to be sneaky [not exactly the case for an IS2], since a spot expires as soon as the spotter dies).

    There are no spawn kits with binoculars, and no kits to pickup which have them.
    *Axis* do get some officer pickup kits with binoculars, so allies can sneak into their flag and steal them, but this is obviously bad.

    Maybe add some sniper/officer kits with binoculars to pickup in soviet main?


    Quote marduk ()
    Stashuv area
    "Maybe add some sniper/officer kits with binoculars to pickup in soviet main?"

    I also agree.


    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)

    Quote marduk ()
    I agree. I think a main problem of Allied defense is that their PAK's, especially at flag 1, are placed very obviously and hardly got any cover. Maybe move them (or add a few more) to better hidden spots where Allies can hold out longer?


    What about going further and making them mobile?

    Added (2019-04-13, 3:49 PM)
    ---------------------------------------------
    Quote gecleprami ()
    Counterattack 1940
    I feel like the vehicles have quite the large TimeToLive / TTL distance:
    I was driving a pz2 from axis main across half the map, then suicided to balance the teams, and when I came back to the spot, the tank was still there.
    (horses stay around for a long time, too).

    Is this a SSM maybe? I just checked the spawntemplates in my local copy of the map and they look reasonable (time/distance both are 40-ish)


    No SSMs are applied for Fall Gelb, as far as I'm aware.

    Added (2019-04-13, 4:06 PM)
    ---------------------------------------------

    Quote marduk ()
    Invasion of the Philipines
    Interesting - I also had the idea of giving Axis a counterspawn ship like on Iwo Jima yesterday smile I agree.

    I'm rather against it. The map is clearly balanced unfavourably towards the Allies - just take a look at the stats.
    Allies won only 6 times during all this time after 0.61 was released, adding would make this even worse.
    Quote gecleprami ()
    If that can't be fixed, maybe do like vanilla Iwo Jima and give axis some ships with equipment to recapture?

    That argument would be valid if there wasn't push mode on the map.

    Added (2019-04-13, 4:35 PM)
    ---------------------------------------------

    Quote gecleprami ()
    The PAK in C2 (near the tunnel flag) can't hit anything on the road below because the barrel can't tilt down. It just needs to be rotated some 5 degrees along its X-axis.

    Eagles Nest 45
  • Slightly rotated Pak 40 near the tunnel flag so that it can fire on the road below

    Message edited by RADIOSMERSH - Saturday, 2019-04-13, 3:53 PM
  •  
    mardukDate: Saturday, 2019-04-13, 5:22 PM | Message # 322
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    @Radio: thanks for the modding!

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

    Quid pro quo.
     
    geclepramiDate: Monday, 2019-04-22, 9:29 PM | Message # 323
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    Reichsbahn
    Allieds should have their heavier tanks closer to the action. Move their big stuff (pershings, t29) to the (south) village maybe? The shermans there are useless, but allies usually take 1st flags easily with no need for tanks.


    Minnie
     
    Stefan1990Date: Sunday, 2019-04-28, 10:11 PM | Message # 324
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    Breakingpoint-1940: Add mine-kits and AT-Gun kits for the French or remove the SdKfz 222 of the Germans for better balance.

    Juno Beach: Add Tiger when german lost all flags

    Trois Points: Add mine-kits , Morta and more Bazooka kits at flag 1, 2 and 3
     
    starking018Date: Monday, 2019-04-29, 7:14 PM | Message # 325
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    fht_the_breaking_point:

    At the western flag 3 (Church) there is a car which spawns right in front of the church blocking the normal entrance to the flag capture area. When attackers destroy it in order to free the entrance they discover that it respawns very quickly after the old wreck disappears (wasn't there a previous SSM which increased the duration that wrecks stay before disappearing?). It leaves almost no time to get through safely. This is a significant problem/nuissance for the attacker which artificially slows down their attack, which in turn increases the probability that they get killed without succeeding. I suggest moving the car spawn by at least a few meters to free this entrance (defenders could move it back there if they wanted to, but it's just the fact that it currently respawns there that is just a little too silly) to alleviate this annoying problem on the attackers' side.

    On the defenders' side there are issues too: I think that there used to be a soldier spawn location to the west of the church, where the AT rifle and the self-propelled AT gun spawn, but that doesn't seem to be the case currently. It seems obvious that they need to be able to spawn near these two resources. I suggest adding one or two soldier spawn locations there so that they can more easily and quickly find and use the stuff there.
    Quote Stefan1990 ()
    Add mine-kits and AT-Gun kits for the French or remove the SdKfz 222 of the Germans for better balance.

    I'm almost certain that the French already have kits with machine gun/AT mines and Boys AT rifle (plus AT vehicles and artillery) around every flag, but the problem is that they are not always being utilized well. Simply having the soldiers spawn where these things spawn should be enough to achieve this. The French also have a Panhard armored car to counterbalance the 222, but it only starts spawning after they lose some flags, and it spawns in a corner of the map, so I guess some players don't even know where to get it. To further counterbalance the 222 another Panhard could be added from the start. If these changes are not enough (I think they will be), more of the same pick-up kits could be added, or perhaps make the Boys kit available to spawn with.

    Quote Stefan1990 ()
    Juno Beach: Add Tiger when german lost all flags

    Tiger's armor is a bit too thick for many of the Allied tanks on the map. Another tank such as one more Panther might be OK, but Allies have not succeeded in taking the Axis main base in a very long time, so Axis usually win by tickets anyway: https://fhsw-stats.xyz/map.php?map=juno_beach So, if a tank is to be added the flag values would need to be adjusted too somehow to make it easier for Allies to cause the Axis team to bleed tickets.


    Air Troll a.k.a. starking018
     
    mardukDate: Sunday, 2019-05-12, 8:10 AM | Message # 326
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    Trois Points
    Quote Radio: "What about going further and making them mobile?"

    Sure, make them mobile! But also put them in better spots from the beginning.

    A Day of Zitadelle
    Quote: "I think he also means Pak40s. The problem is that they and Nebelwerfers use the same spawners as Soviet artillery. I can create separate ones for German artillery, but where do I place them so they don't interfere with already present Soviet guns?"

    My suggestions: 1. Don't let the PAK's respawn when they got destroyed and the flag is in German hands.
    2. Leave the Nebelwerfer's like they are because it is a minor effort to turn them towards the Russian positions in the South.

    Operation Kikusi Day 1
    Remove all US planes except the ones with torpedoes and 500 kg-bombs - no fighters on the map needed (they only split up US forces and weaken their already limited chances to win the map)

    Midway
    -please increase respawn time of submarines to two mins
    -replace japanese halftracks by M3 halftracks as long as flags are in US hands
    -remove self-destroy timer for unused ships

    Stalingrad redsquare
    please change bleeding system the way that no team bleeds when each is holding one flag.

    Fall Gelb
    please increase the bleedrate by 30% (way too many tickets left at the end of a round)

    Operation Forager
    please remove D4 flag (it is no spawn-point and prevents proper Inf fighting in the middle of the village)


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

    Quid pro quo.
     
    geclepramiDate: Sunday, 2019-05-19, 2:50 PM | Message # 327
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    Luzon
    Decrease the respawntimes for the LVT and the other vehicles. If axis
    destroy them, allies have to sit in spawn with infantry and wait forever
    until they respawn, which is very dull. Vehicle strength is OK, and
    since the main is far away, respawntime won't alter the balance.

    Stashuv Area
    IS2 inside soviet main is teamlocked -- soviet's can't use it.

    Breakthrough
    Can we add a "can't recap" cage (killerCage_visible_25m_axis) to the
    two flags in the top right corner? there is no indication on the
    minimap/elsewhere that these flags can't be recapped.


    Minnie

    Message edited by gecleprami - Sunday, 2019-05-19, 2:51 PM
     
    RADIOSMERSHDate: Friday, 2019-07-19, 5:55 PM | Message # 328
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    Quote marduk ()
    Operation Kikusi Day 1
    Remove all US planes except the ones with torpedoes and 500 kg-bombs - no fighters on the map needed (they only split up US forces and weaken their already limited chances to win the map)

    Can't do that, unfortunately, as plane spawners are attached to the ships.

    Quote marduk ()
    Midway
    -please increase respawn time of submarines to two mins
    -replace japanese halftracks by M3 halftracks as long as flags are in US hands
    -remove self-destroy timer for unused ships

    Done.

    Quote marduk ()
    Fall Gelb
    please increase the bleedrate by 30% (way too many tickets left at the end of a round)

    Done.

    Quote marduk ()
    Operation Forager
    please remove D4 flag (it is no spawn-point and prevents proper Inf fighting in the middle of the village)

    Done.

    Quote marduk ()
    Luzon
    Decrease the respawntimes for the LVT and the other vehicles. If axis
    destroy them, allies have to sit in spawn with infantry and wait forever
    until they respawn, which is very dull. Vehicle strength is OK, and
    since the main is far away, respawntime won't alter the balance.


    Reduced spawn time by half.

    Quote gecleprami ()
    Stashuv Area
    IS2 inside soviet main is teamlocked -- soviet's can't use it.


    Hmm, strange, the object spawner for it is teamlocked on Allied team:


    I'll look at other proposals over the weekend.


    Message edited by RADIOSMERSH - Friday, 2019-07-19, 5:56 PM
     
    mardukDate: Saturday, 2019-07-20, 12:21 PM | Message # 329
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    Cool, thanks!

    Midway: still japanese halftracks..
    and character flaw: if u choose pilot u get Inf with Rifle with AT-grenade.


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

    Quid pro quo.
     
    starking018Date: Friday, 2019-07-26, 7:10 PM | Message # 330
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    It seems you forgot (again) an important bugfix SSM the last time you reinstalled the game server and mods. Please put the attached standardmesh_001.rfa file in \Mods\FH\Archives (or recreate the same archive from eYe's files).



    I know that I'm giving too much advice without being asked for it, but this is why it's a good idea to either keep track of all the files that get installed somewhere, or else replace only the files that need to be replaced, rather than deleting everything and then starting from scratch.

    Thanks in advance.

    Edit: Attaching files doesn't work for me (no rights I guess) but someone can recreate the standardmesh_001.rfa archive as I mentioned.


    Air Troll a.k.a. starking018

    Message edited by starking018 - Friday, 2019-07-26, 7:14 PM
     
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