Hi guys!
I'm sortof a hermit who only hangs around
Silgrad Tower Forum and contrary to what some would have you believe it's not in a vain attempt to amass an aura of mystique around me or the team I'm with.

Nah, I'm just the kind of guy who likes to work on my stuff - models mostly, but also CS-modded additions to the ST mod - and focus on that. I don't go 'outside' much, 'outside' being off Silgrad's server. So, I'm sorry I missed your post in our BSF thread, Simon! And I'm sorry I let the BSF thread slide, I should have relayed half a dozen important news bits that happened since the end of August... I just like to work is all.
Anyhoo I'm here now and I hope ST hasn't slipped off you guys' radar.
The thing is we started releasing early, and often - but then it was just our first city of Reich Parkeep, so it was a manageable mod for players. Then we got our heightmap finished, which was a major step forward for the mod as a whole. We eagerly placed our then-several cities on the landmass and released it... and it didn't turn out so good. Players got confused and disappointed by the huge, barren, untextured heightmap which thrust before them. We learnt from that mistake and decided to continue our development in closed beta mode so that the next time we released there'd be no disappointed faces. And we set up a number of goals that we committed to fulfill before we released, and since then we've been hard at work towards those goals. Of course we allow ourselves to indulge in little pet projects that have no bearing on the release criteria because hey, if it stops being fun it stops having a point

So, to sum up we don't really want anyone to download the old 2.5 release because we've moved ahead from it by leaps and bounds. The majority of our landmass is complete now, with land textures, generated objects, trees and what-not. All of the regions have unique flora, so apart from looking different visually then if you want to harvest everything we have you'll have to visit every corner of our mod. We also have several different sets of rocks and over half a dozen new tree types, so it's safe to say there's a great amount of variety. For more info on our progress please check the article
Silgrad Tower v3.0 [WIP], halfway down the page on silgrad.com. We need more teammembers, especially modders interested in exterior work on the landmass, but everyone is needed and very welcome.
I'm happy to say there isn't any problem between us and the teams we've chosen to host, and as far as I know there never has been. There's been problems between me and a couple other guys on the forum. I've been in an administrative position for going on four years and when one is in that position one has to play hardball at times. For instance I've been the messenger of decisions by our core team, and sometimes those decisions aren't favourable for the ones recieving them. One in particular got it in his head that the unfortunate news for him was my own dictatorial decision and went on some halfbaked vendetta against me personally. It's hard sometimes to be in an admin position and have to take crap over and over again from someone you know you could delete from the forum with the press of a few buttons... I used to think it made me the better man to take it like a good sport, but it just never stopped. On the contrary it started spilling out on the public forum, culiminating with a thread on our own section of the forum with that guy flinging crap at me like some monkey. And then I put a stop to it and the problem went away. I imagine that guy thought his ban was just another step in the one-sided vendetta but nah, the trouble he caused settled down soon after that and everyone got back to their respective work at hand in the different teams, and now half a year later I don't suppose anyone thinks about him very often.