Medieval Engineers

Medieval Engineers

Housesteads Roman Fort - Hadrian's Wall
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Update: 19 Apr, 2016 @ 9:20am

Update: 22 Mar, 2016 @ 9:59am

Town done!

I've now finished all of the buildings inside the fort, and in the town that sprawled around outside the east, south, and west gates. It's all in!

There's still more to do. A few last buildings way out on the peripheries -- the bath house far to the east, and a small temple district far to the south. And there's still a load of terraforming and landscaping to do.

But for all intents and purposes, my Housesteads build is done.

I hope to make some videos walking through it to explain a bit what's there. I still wish there were plaques or logbooks or other ways of actually writing text into the game build so people could explore and find out on their own. But if you wander through & wonder what you're seeing, always feel free to send me a message & ask.

Happy exploring!

Update: 20 Mar, 2016 @ 7:40am

Another round of terraforming & vicus improvements. I've built in much of the "Knag Burn" -- the stream that runs under the Wall in the valley to the east of the fort.

I've also added in a bunch of fields to the SE of the fort, and some fields/farmhouses to the west. All of these are known both as visible lumps in the ground today, and from radar/magnetism scans by geophysics teams. I'm trying to keep the build accurate to the known archaeology. I think it's the best way to give a real flavor for the time period.

Update: 18 Mar, 2016 @ 4:03pm

A lot more updates to the vicus -- some new farmhouses, the town brewery, lots of new garden allotments, a couple storage sheds and barns, a full horse paddock. Plus terraforming to the east to the get the slope of the land closer to real-life. It's all coming together!

Update: 16 Mar, 2016 @ 5:28pm

Today I added a few more houses to the vicus and a -ton- of new land management. Terraced fields, crop rows, small enclosed farmyards attached to a few of the houses.

The landscape outside a Roman fort was often intensively settled and farmed. Hadrian's Wall back in the day was 80 miles of nearly unbroken Romanized land management.

Update: 15 Mar, 2016 @ 1:55pm

Again, a ton more terraforming and vicus work.

The town outside the fort now has about 15-20 buildings in it. Most are going to remain unfurnished, just for the sake of FPS & playability. But at least they give some flavor for what the whole site looked like back in the day.

I've also done serious terraforming on the far (north) side of the fort. The famous Whin Sill that Hadrian's Wall sits on is now very prominent. As is the "Knag Burn," the little stream that runs under the Wall at its low point east of the fort.

Having a lot of fun with this, and amazed that the tech is holding out.

Update: 14 Mar, 2016 @ 8:11am

Lots of terraforming and work out in the vicus/town with this update.

Got a dozen or so of the buildings of the town outside the fort. This sprang up kind of higgledy-piggledy down the southern and eastern slopes from the fort. Off to the west there were a lot of field ditches and small farmsteads, which I'll try to put in too.

Have been doing a ton of work on the landscape & terrain as well. Trying to get the shape of the land closer & closer to real life. The fort is cool by itself, but its setting in the landscape is what really makes it.

Hope you enjoy.

Update: 12 Mar, 2016 @ 5:10pm

For this update I went back and removed a -TON- of the hidden internal partition walls inside the barracks. By removing about 3000 blocks or so, I've managed to raise FPS on my system to a solid 12-13 even in the busiest parts of the fort. Other areas go up to 17-20 now. Should make the walkthrough experience a lot more fun.

Also, killing all those blocks gave me room to add some more external detail. I've:

* Added a couple forges around the ramparts

* Added some more detail and "stuff" lying around

* Kicked up the HQ with new "carpet" and lots of banners and detail.

I've also worked some more on the landscape. I now have the high ridge of the Whin Sill running all the way to the western edge of the map. Tons more to do, but it should be possible to get the landscape looking very much like real life.

Update: 11 Mar, 2016 @ 6:27am