


This is fine, but the AI doesn't seem to register: I watched both the moors and the english send armies of 4 or 5 units against rebel settlements even when they had far more men, which was unlike the AI generally. First, you have rebels being very powerful. The settlement placement feels natural and makes sense. I decided to test it as Scotland: money is quick to be used up and things go well on the African coast. Oh, and there's also third step of compiling the mod and moving its files to the right place on the second computer, but that's automatable enough.Ĭoncentrated Vanilla 0.52 uses some files from the following minimods: Which the code converts to edits in 5 different files automatically (and then multiplies garrisons a few times due to some other settings). "Sudanese Tribesmen", "ME Town Militia", "ME Town Militia", "Desert Archers",

:commander_name => "Yusuf Hissou", # anything from descr_names.txt, doesn't matter Especially if you try to build the mod from sources.Īdding the first region was massive pain but thanks to the mod being based on solid source code and not manual messing with files, it soon got reduced to just two steps:įirst, edit map bitmap in data/world/maps/base/map_regions.tga, marking new region with some new unique color. Moors, Egypt, and Byzantium would be the most obvious playtesting campaigns, but I'm always looking for feedback from players. If you could help me with playtesting (and just have fun with the mod), I'd appreciate it very much.
