Jump to content

Mustang_185

Member
  • Content Count

    34
  • Joined

  • Last visited

  • Medals

Posts posted by Mustang_185


  1. Welcome to Stare Szuway (Old Quaqmire) - an old, long abandoned settlement located on swamplands near the river. It is hard to access and unfriendly place, inhabited by a handful of prepper and doomer weirdos wanting to live off-grid. You're probably better off not trying to mess with them!

    Spoiler


     

    unknown.png
    unknown.png
    unknown.png
    unknown.png

    unknown.png

     

     


     

    • Like 2

  2. It should be noted that those aren't really light sources (like lamp posts) so the performance hit should be negligible. Also, they'll be only visible at distance (think pilots, HAHO/HALO troops, or encampents on a hills) and will fade/turn off as player gets closer. Will probably try to include some way to turn them off completly for mission makers that would want more 'deserted' or 'post-apo' feel (or, how I call it, our usual A3 town feel 😛 ).

    • Like 1

  3. Thank you for your kind words! 

     

    Regarding issues mentioned by you, we're aware of them. Many locations on the map are quickly and dirty made placeholders, we're currently replacing them. Also we're enlarging our map to 16x16 km, which means that it'll get a totally new satmap. But because of IRL time issues the work is getting done very slowly.

    • Like 3

  4. Fun (?) fact: those blocky houses are modelled after the real thing. Many of them can be found in souther Poland (they're as numerous as ants, really). They were built during communist rule, I assume because of how easy and cheap they are (all blocky, no fancy shapes, could house two-generations family on its two stories). Or maybe whole country had just one architecture engineer 😛 Their main drawback was that the staircase took about 1/4 of interior, but Istar modelled our build after a modified project, which had the staircase moved outside of walls 🙂

    • Like 4

  5. Yes, I know about roads and this error. I wanted to ship next update without further delay, so some thing slipped by. It will be fixed, along with other things that I screwed.

     

    We're aiming for period just after joining European Union; you could find quite a few abandoned cars in Jasło back then. And as for destroyed village, we've added it because we found it to be an interesting location, quite different from the rest of the map. This could have historical explaination - Operation 'Wisła' in the '50s. Quite a lot of Boykos and Lemkos villages got totally deported & abandoned back then. When I get visited by friends from other regions I always take them for excursion through these ghost villages. 

    • Like 1
    • Thanks 1

  6. I forgot about new structures 😉 We've added some signs and small objects. 

     

    The thing with our planned structures pack is that we can model them (well... Istar can, I possess no such skill 😛 ), but we don't have anyone to bring them into game. So if anyone is willing to help us, it would be greatly appreciated. It would be also beneficial for terrainmaking community, as we would release structures pack as a standalone mod when it gets big enough, for everyone to use without unneeded dependencies.

    • Like 1
    • Thanks 1

  7. Terrain updated!

     

    Fixed:

    Some bridges now passable by AI
    Missing bridge east of Jasło (thanks for heads up, Badanov!)

    Added:

    Monastery south of Jasło
    Trzcinica village
    Łazy Bieździeckie village
    Abandoned airstrip

     

     

     

    Trzcinica

    F05A5B8658E266FAA20E52A8B4B7C1CC3951CEEF

    49D8CAFF44B58F3F0A72BE9F393D775702C2CB9C

     

    Łazy Bieździeckie

    1CE320C903207C40D2F86C0C5D3041062E9A2727

    B0610E563464803DACAA02458809D49DEDFD079B

     

    Monastery

    8E9313FA6285F472B94D60A794C2399DBCF20610

     

     

     

    Alas, no time for that, Piter! And above all I'm into moonshine now. It really helps you deal with Terrain Builder's errors. 

    • Like 1

  8. Thanks for mentioning it! I must've deleted it by accident. I make sure of bridges being functional, although few still are not passable by AI - but they're located in empty areas, so I'll get to them later.

     

    As for fords I'll add them when I'll be creating nearby settlements - so they'll be placed with gameplay flow in mind.

    • Like 1
×