[FS19] Landscaping in Patch 1.2.0.0

Hawke67
Posts: 114
Joined: Wed May 29, 2013 7:48 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Hawke67 » Fri Dec 07, 2018 2:58 am

Hmmm

Im a bit concerned that we are getting awfully close to a "in game" situation where its easier to flatten a mountin than going around it. This tool just seem to be a bit too much of the good stuff. The main issue for me will be to resist the constant temptation to remove any and all imaginary obstacle I encounter in the game. Never more any "getting a chainsaw and a stump cutter if there is an annoying tree too close to a field, why put in the effort if its as simple as a mouseclick to get rid of anything that stand in the way?

Now get me right here, Im not against the ability to change and to some degree sculpt the landscape, I was simply expecting something else. Maybe the use of excavators, trucks and wheel loaders to do this stuff. This on the other hand will surely create some sort of a "Bruce almighty" situation.

Cheers
Tom

Dezza69
Posts: 15
Joined: Sun Aug 05, 2018 11:36 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Dezza69 » Fri Dec 07, 2018 3:09 am

Looks great, thanks Developers!

Be awesome to use this tool and also, choose not to use this new tool, depending on how I play the game...

Thanks for the option.

BostonJohnny1226
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Joined: Sat Nov 08, 2014 2:50 am

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by BostonJohnny1226 » Fri Dec 07, 2018 3:30 am

This looks awesome! I just hope it doesn’t cause more problems down the road. A definite improvement to the game and a thumbs up 👍

Lindydanny
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Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Lindydanny » Fri Dec 07, 2018 3:58 am

Jam4430 wrote:
Thu Dec 06, 2018 10:16 pm
Will terrain editing have any affect on the maps slot count?
I too would like to know the answer to this.

Howfarmswork
Posts: 1
Joined: Sat Nov 24, 2018 8:13 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Howfarmswork » Fri Dec 07, 2018 4:09 am

will field 17 be fixed in one of these patches, also what mod will be released this week?

iwan073
Posts: 51
Joined: Wed Sep 19, 2018 3:05 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by iwan073 » Fri Dec 07, 2018 4:38 am

Hope it's easy to us on console, since we don't have a mouse... :)

BigC92
Posts: 4578
Joined: Tue Mar 17, 2015 5:25 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by BigC92 » Fri Dec 07, 2018 4:59 am

Howfarmswork, nobody knows when the mods will be available, i think Lisertan will make a thread of what mods are in testing like he did in fs17 when more mods are in line for testing.

ByKVR
Posts: 1
Joined: Sun Nov 25, 2018 8:12 am

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by ByKVR » Fri Dec 07, 2018 7:26 am

Thank you so much!

This is something a lot of people were asking for and I'm glad Giants is taking the time to give us this amazing tool!

Matt_S
Posts: 10
Joined: Mon Dec 03, 2018 4:55 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Matt_S » Fri Dec 07, 2018 8:33 am

Hawke67 wrote:
Fri Dec 07, 2018 2:58 am
Hmmm

Im a bit concerned that we are getting awfully close to a "in game" situation where its easier to flatten a mountin than going around it. This tool just seem to be a bit too much of the good stuff. The main issue for me will be to resist the constant temptation to remove any and all imaginary obstacle I encounter in the game. Never more any "getting a chainsaw and a stump cutter if there is an annoying tree too close to a field, why put in the effort if its as simple as a mouseclick to get rid of anything that stand in the way?

Now get me right here, Im not against the ability to change and to some degree sculpt the landscape, I was simply expecting something else. Maybe the use of excavators, trucks and wheel loaders to do this stuff. This on the other hand will surely create some sort of a "Bruce almighty" situation.

Cheers
Tom
I agree using machinery to change the landscape would be much better, but if this is what we are getting, then I am pleased to see it! I hate not having roads to buildings etc so being able to make things pretty will be amazing.

Don't forget modders will probably manipulate this somehow also so you may end up with something close to what you wish for.

At the end of the day, as much as we would love a great full on sim, computer games are not real life and they sometimes need a bit of imagination. There is no harm in role playing in your mind that you do not have this tool when it comes to the occasional tree etc... make it what you want it to be is all I can say. Rather have it and not use it than not have it at all.

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Guil
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Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Guil » Fri Dec 07, 2018 8:48 am

BigC92 wrote:
Fri Dec 07, 2018 4:59 am
Howfarmswork, nobody knows when the mods will be available, i think Lisertan will make a thread of what mods are in testing like he did in fs17 when more mods are in line for testing.
That will come after 1.2 is released.

BigC92
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Joined: Tue Mar 17, 2015 5:25 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by BigC92 » Fri Dec 07, 2018 9:29 am

Oh ok.

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JoeDeertay
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Re: [FS19] Landscaping in Patch 1.2.0.0

Post by JoeDeertay » Fri Dec 07, 2018 10:14 am

Lisertan wrote:
Thu Dec 06, 2018 3:04 pm
Bigfilmguy wrote:
Thu Dec 06, 2018 2:57 pm
This looks awesome! One question, how soon will this patch be available for consoles?
Soon. No ETA but before christmas :)
My saved game became corrupt after 45 hours of play. Did this game go through testing prior to release?

Hawke67
Posts: 114
Joined: Wed May 29, 2013 7:48 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Hawke67 » Fri Dec 07, 2018 11:08 am

Matt_S. I am also happy that we are getting a tool for making roads and such. My main problem with this was that (judging from the video) it will be really easy to create (or remove) even small mountins. I dont think that funktion belongs inside the game but rather in a map editor. Of corse, I could be wrong, I hope I am.

Cheers
Tom

Cardos
Posts: 29
Joined: Fri Nov 03, 2017 12:35 am

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Cardos » Fri Dec 07, 2018 11:41 am

Hawke67 wrote:
Fri Dec 07, 2018 11:08 am
Matt_S. I am also happy that we are getting a tool for making roads and such. My main problem with this was that (judging from the video) it will be really easy to create (or remove) even small mountins. I dont think that funktion belongs inside the game but rather in a map editor. Of corse, I could be wrong, I hope I am.

Cheers
Tom
I don't intend this as argumentative, or confrontational, but I'm struggling to understand your concern. Why should you care how others play their own game? Given the tools, the choice of how you utilise them is yours, but why restrict the potential creativity of others.

Matt_S
Posts: 10
Joined: Mon Dec 03, 2018 4:55 pm

Re: [FS19] Landscaping in Patch 1.2.0.0

Post by Matt_S » Fri Dec 07, 2018 11:58 am

Hawke67 wrote:
Fri Dec 07, 2018 11:08 am
Matt_S. I am also happy that we are getting a tool for making roads and such. My main problem with this was that (judging from the video) it will be really easy to create (or remove) even small mountins. I dont think that funktion belongs inside the game but rather in a map editor. Of corse, I could be wrong, I hope I am.

Cheers
Tom
I do see your point, but as I said before, I guess if you are the kind of person who wants to play without options of seriously changing the landscape without mechanical tools, then simply don't use it?

I do get what you are saying, but I do think this is a great tool for a lot of people (no map editor on console for example). I know how it feels to be restricted to basic mods and miss out on the really good stuff from playing on console (to the extent i specifically bought a gaming PC to play FS19 after struggling with FS17 and the lack of road creation on PS4... it literally has windows, steam, fs19 and thats it! lol)

So yes, I think most will see your point, but it's a bit like driving a car and it having cruise control.... if you don't like it, no one says you have to use it. Put a sticker over the cruise control button and pretend it's not there.

Have fun :mrgreen:

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