[REL][WIP] EuRoadNet V1.5 [1.49]

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Topolino.
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#151 Post by Topolino. » 19 Aug 2020 12:09

ArikTheBuilder wrote: 19 Aug 2020 11:33 So basically not doing a map mod? :|
No, you did not understand him. He wants that the companies that SCS placed on the map to remain on exactly on the same place and not to be moved by us to any other place. This is because World of Trucks uses coordinates for managing the deliveries.
However, he does agree to add new companies.
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#152 Post by ArikTheBuilder » 19 Aug 2020 12:23

Oh well, still we have a lot of untouched cities to make deliveries at least
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#153 Post by kreti » 19 Aug 2020 12:29

Thanks @Topolino. You have understood my words better than @ArikTheBuilder

I do not intend to change anything. I'm jus pointing out something that for me, and I suppose for many others as well, could be a problem.

I usually spend most of my time doing WOT contracts. Although in my profile I also have other maps (rusmap, roextended, SR), at least I Know that if I start a WOT I could finish it. It is very frustating to finish a 2000+ km contract and not be able to finish it.
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#154 Post by ArikTheBuilder » 19 Aug 2020 12:35

Please note that maps who EXTEND the in game maps *differ* from maps that REBUILD the in game map, that's why as said before those things happen in maps like Promods and other rebuild maps, and since our map rebuilds and expands a bit too, you might get it more with our map, the ideal solution is to see to where you delivery goes and see if it's a city we have touched, which would probably prevent this issue.
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#155 Post by auriga1001 » 19 Aug 2020 13:40

First of all ... I really like your work! And I'm curious were it will go in future :)
Second @kreti You would have less problems with deliveries if you maybe play in more than one profile ... I play in several profiles (one for WOT, the others for different maps or map combos or 'themes' like Old school trucks ...) Just a suggestion :)
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#156 Post by ArikTheBuilder » 19 Aug 2020 13:58

Well I have me current profile for 3 years and I played with Promods, RoEx, Rusmap, Euroadnet, North map and more and never had any issues except for garages in the log lol, I just take WoT jobs where it's safe or de-activate the map mods when there is an event etc, and thanks!
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#157 Post by SaMartok (NL) » 19 Aug 2020 14:04

It is an giving that WOT freights don't work in a lot of cases when using map mods. WOT freights are to used on the basegame, period.
If you use a mapmod, any mapmod, then don't use WOT freights, it's that simple.
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#158 Post by brkgler » 20 Aug 2020 16:51

Hey that is a very nice map, it will be a great alternative to Promods. National roads are awesome ! well done
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#159 Post by Taron » 20 Aug 2020 21:39

Could you please remove the country flags on some of the Poland-Germany border? It really doesn't suit the game style. Thanks!
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Re: [REL] [WIP] EuRoadNet v1.0 [1.38]

#160 Post by hhaze___ » 21 Aug 2020 00:53

Do you have an updated discord link?
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