[I'm back, Bro!] Road to Aral Reworked - A Great Steppe Addon v2.1 [Bad News: It's released!]

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BenganJ
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by BenganJ » June 7th, 2019, 6:04 pm

DAMN, speeding up I see! Why not take even more
of the eastern Kazakstan while you're at it? :lol: :lol: :lol:
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FunTrucker_18
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by FunTrucker_18 » June 8th, 2019, 5:05 am

Thinking about going down to Moynaq, Uzebkistan. This city looks definitely more sad than Aralsk and is way more far away from the Aral Sea shore. I think about 100km.
Back in the day it was one of the biggest fish producing cities in the USSR, together with Aralsk. But now, it became a small village in a salty desert. The Aral Sea catastrophe is a kind of Chernobyl. The Area is polluted with dangerous chemicals from "Rebirth Island", where the Soviets had their laboratory to produce and test chemical and biologic weapons. After dissolution, they left the facility and the dangerous stuff and probably some barrels broke. Even though they cleaned up the facility, chemicals still spread through wild animals.
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09_KZ
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by 09_KZ » June 8th, 2019, 9:09 am

FunTrucker_18 wrote:
June 7th, 2019, 6:01 pm
So... The second city named "Qarabutak" is finished, going for a third city. :D
You are incredibly quick in this matter, why don't you build a continent as a whole. For a year you could handle :lol:
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PerrydPelle
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by PerrydPelle » June 8th, 2019, 6:53 pm

FunTrucker_18 wrote:
June 8th, 2019, 5:05 am
Thinking about going down to Moynaq, Uzebkistan.
How do you want to make Moynaq if there are no roads between it and Aralsk? https://www.google.com/maps/dir/Aral,+K ... 963771!3e0
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ExtremorPL
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by ExtremorPL » June 8th, 2019, 9:18 pm

He could create fictional GRAVEL road :lol: :lol: :lol:
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by PerrydPelle » June 8th, 2019, 9:31 pm

I'm all-in for gravel roads! :D
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FunTrucker_18
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by FunTrucker_18 » June 8th, 2019, 10:54 pm

Does anybody know about Jazzycat Traffic Packs creating conflicts?
I know 09_kz used some static cars from Jazzycat, so I decided to build them into my expansion. Now the map won't load. Gamelog tells me conflicts with Jazzycat Traffic packs... With ALL models.
But it's not a help at all. The errors are so big, that the Gamelog cuts them at a certain point.
I'm currently not at home, I could give you the log later.
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Arayas
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by Arayas » June 8th, 2019, 11:06 pm

Parked car are totally different than traffic AI cars. You can import some of them to roam on the map as AI. Transform them in static models...loooooong story.
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FunTrucker_18
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by FunTrucker_18 » June 8th, 2019, 11:27 pm

Okay, so these static cars are probably transformed from driving cars and they can cause an errors.
It's better to delete them?
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FunTrucker_18
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Re: [WIP] Road to Aral - A Great Steppe Addon

Post by FunTrucker_18 » June 9th, 2019, 4:52 am

Now the map editor doesn't want to work either. Thanks SCS for screwing up anything... AGAIN. :evil:

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