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Bugs and Plans.txt
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Bugs and Plans.txt
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Changelog
- Updated to ACR v0.46.2 'Kamutef'
- Added Local Resistance/Resentment and Major Revolt mechanics for Wales, Armorica, Caledonia, and Vasconia
- Added a new March tributary type, based on the historical marches of the Frankish Merovingian and Carolingian empires
- Marches are king-tier and can be created/granted in areas where Local Resistance is active (Breton March, Waskonia, Welsh March, and Pictish March/Limes Caledonicus), though generally cannot be created normally
- Marches can be expanded by granting territory and/or vassals to them, as well as using a variant of the county conquest cb
- Areas under Marches will have reduced modifiers from Local Resistance, cost less to pacify, and will have somewhat smaller uprisings
- Marches can build special buildings which increase fort level/garrison size
- Added new Expand March cb, which can be used similarly to the normal Duchy Invasion cb to conquer duchies neighbouring one of your marches
- Marches can be revoked, which will destroy the title and return all vassals to the overlord, though they may revolt
- A march that becomes independent can have its march status restored through a special cb, which expires if the march has been independent for at least 30 years (after which it becomes a normal, creatable title)
- Most Roman king-tier rulers now have access to the Imperial Reconquest cb if they meet the conditions
- All gender restrictions for title creations, major realm decisions, and cbs can now be circumvented with the right gender-equality religions/laws/game rules
- The Roman city health building chain can no longer be built if the holder is not of a Roman culture, but will remain active as long as the province has the culture
- The Tribal Prestige modifier is now also affected by your Tribal Organization law (lower Tribal Organization reduces how much the number of provinces in your realm counts against you)
- Lowered tech requirements for tribal hillfort buildings
- Added unique buildings for Navan Fort, Rathcroghan, and Dun Ailinne
- Added decision for feudal Roman/Romanized culture rulers that are sufficiently centralized to adopt either Sub-Roman or Germanic government
- The Wolftails and the Brotherhood Horsemen will now usually become independent after the death of Mordred/Arthur
- Added cultural localisation for Pictish and Gaelic dukes (Mormaer)
- Added/changed several cultural localisations for count-level rulers: Gerefa/Reeve (Anglo-Saxon), Vicarius (Imperial/Sub-Roman), Hundman (Frankish), Viscount (Gallo-Romance), and Burgrave (Central Germanic)
- Rulers of Francia now use (cultural variations on) the title of "Kaiser"
- The Establish Mediterranean Trade decision is now also available for rulers that own provinces beside a major river
- Removed the block on feudal rulers declaring most conquest wars on wrong culture group tribal provinces without a neighbouring feudal province
- Revolt risk and size increased for wrong culture group tribal provinces under feudal rulers to compensate
- Pillaging events are now enabled for temples, but will no longer trigger for undeveloped holdings
- Relaxed some requirements for seeing the Form Imperium Galliarum/Britanniarum decisions
- Disabled the generic High King/Emperor Invasion cb
- Independent Imperial culture group rulers now get a subjugation cb against other Imperial rulers as well as duke-tier or lower Romanized rulers
- Becoming Pontifex Maximus under Temporal Religious Leadership no longer blocks characters of another religion from being heirs under Imperial Elective, but the title will be destroyed if inherited by a non-Hellenic character
- Seducing is now harder and takes longer
- Lovers will leave if you are imprisoned, incapable or have too many of them
- Revised the 4th/5th century chronology of the Kings of Broceliande
- Added St. Patrick as the (rather old) Bishop of Armagh in 479, as well as family members and relations
- Added Palladius as the Bishop of Glendalough 431-457
- Added King Eusebius/Emrys of Vannetais/Broerec in the 479 start, replacing the duplicated Caradoc Freichfras
- Added Juthael/Jutherd, brother of King Ban, as Prince of Rennes in the 479 start
- Added a Saxon colony in Grannona (formerly Brivates Portus) at the mouth of the Loire
- Increased the number of pre-built buildings at start in Alemannia
- Fife is now Nicene from the earliest start date
- Moved Skye and Rum from Cait to Fidach
- Fortriu is now properly the center of the Pictish kingdom
- Filled in missing title history to 530
- Added Lombard culture along the Lower Elbe
- Overhauled Armorica and the neighbouring areas, adding 13 new provinces and 1 new duchy
- Added de jure events to extend the Armorican/Breton de jure setup to all of the traditional Roman/Gallic Armorica (east to the Seine)
- Creating Armorica now requires controlling all the major cities between the Loire and the Seine
- Split formable Frankish county of Bretagne into Vannes, Penthievre, and Cornouaille
- Added Breton March title, creatable through the new March mechanic
- Added events for the de jure creation, expansion/integration, and destruction (where applicable) of marches
- Renamed Selgowion to Ystrad Tuedd (Tweeddale)
- Overhauled Caledonia and added 15 new provinces
- Added 5 duchies in new kingdom of Thuringia
- Split the Kingdom of Pictavia into Fortriu and Fotla
- Added formable Anglo-Saxon ealdormanry of Manieg (Mann)
- Added 13 formable Anglo-Saxon ealdormaries in Caledonia, under the Eorldom of Pictland
- Added 18 formable Anglo-Saxon ealdormanries under 4 different eorldoms in Ireland
- Added formable Lombard Kingdom
- Moved Pictish pagan holy site from Fotla/Strath Tay to Moray
- Moved Gaelic pagan holy site from Cashel to Mag nAi/Rathcroghan
- Removed culture requirements for creating Scandinavian duchies
- Frankish kingdoms can now be created by any non-Romanized Germanic
- Added Roman de jure setup for Jutland, under the formable province of Cimbria
- Added Frankish localisations for the rest of Gaul
- Added a significant number of county-level flags
- Added a localisation for all barony-level titles that were missing localisation
- Relocated all 35 mislocated ports
- Added Loch Ness and neighbouring lakes under the name 'Lacus Nasae'
- Slightly changed the Swedish coastline because of the post-glacial rebound
- Added localisations for Sweden
Bugfix changelog
- Fixed Iclingas event troops not spawning properly
- Removed obsolete Restore the Pontificate Maxima decision
- Fixed tooltip in Niwestraland and Wales creation requirements
- Fixed not being able to fulfill the Centralization law requirements when switching the succession laws of secondary kingdoms/empires
- Fixed French culture being able to appear in the Sapaudia region
- The BCT epigentics event for increasing warrior trait level no longer removes duelist
- Fixed the King of Connacht being unlanded in the 496 start
- Fixed missing localisation for Stoics society Found Colonies decision
- Fixed the ritual at the end of the Restore the Old Gods event chain not triggering while the Great Cold/Late Antique Little Ice Age is active
- Fixed issue with duplicate options when choosing the sacrifice for the Restore the Old Gods final ritual
- Fixed bug where the Iclingas could get stuck on (Low) Tribal Tribal Organization laws after migrating away from Angeln
- No longer need to hold the Domain of Soissons to claim the Imperium Galliarum by decision (any king-tier Roman title in Gaul will do)
- Fixed the Frankish Invasion of Burgundy event war immediately invalidating if Burgundy is titular
- All Viking invader titles now begin with Elective Gavelkind rather than Open Elective succession
- Fixed instance where the Anglo-Saxon Settlements modifier could disappear on succession if the foederati ruler became duke-tier (but still tributary)
Bugs (List of Bugs in the live version- marked as fixed once fixed)
- Iclingas event troops not spawning properly - fixed
- Can use the Restore the Pontificate Maxima after reforming to non-Temporal Leadership - fixed
- Caesar title/Born in the Purple conflicts with Heir Designation
- AI gives away all their counties if feudal but holding tribal counties
- Broken localization for Niwestraland requirement - fixed
- Cannot change succession laws for secondary titles - need to check non crown laws of primary title instead - fixed
- French culture can appear in Sapaudia - fixed
- King of Connacht is unlanded in 496 - fixed
- Not losing Decaying Realm modifier after becoming Imperator as AAtE
- Newly granted duchies lose Old Feudal succession after reforming with Agnatic Clans feature
- Frankish Invasion of Burgundy event doesn't work in 410 start - fixed
- AAtY doesn't lose legion event troops after Collapse of Maxima Caesariensis event
- Roman provinces become Feudal instead of Sub-Roman when becoming independent from the WRE (in 410 start)
- Brawny replaces strong in hard training event
- Shrewd replaces genius/quick when choosing scholar learning aspect in Hermetic society
- Dull removes intelligence traits when added
- Reformed Roman Pagan religious head considers investiture law for excommunication
- Norse invader titles start off with Open Elective succesion - fixed
- Old Frisian characters can appear before the year 510 - fixed
- Offmap Visigoths lose rulers on game start - fixed
- Anglo-Saxon settlements modifier disappearing - fixed
- Hellenic pagans convert Britons to Briton pagan - fixed
Issues
- AI spends all their prestige on tribal armies/retinues
- Norse female portraits still use Western faces -> convert to Norse/English/German?
Current Plans (What you are currently doing and what you plan/want to do for this patch):
- Add Marches
- Edit Earldom of Wales/Pictland events
- Added Local Resistance/Resentment and Major Revolt mechanics for Wales, Armorica, Caledonia, and Vasconia
- Provinces in these regions controlled by a realm of the wrong culture will receive significant tax/levy/garrison size maluses and revolt risk increases
- This modifier can be reduced and eventually removed by spending gold to Pacify each province individually
- If a revolt gains a certain amount of warscore, a Major Revolt will begin, which will dramatically increase revolt risk across the region
- During a Major Revolt, if enough of the rebels win, the entire revolt will succeed and the defender + marches will be forced to abandon the entire region
- Can sponsor and join revolts as a neighbouring lord or vassal of the right culture
- Imperial Improvements
- Improve Roman colonies job action to have multiple levels of colonies and significantly speeding up Romanization at the highest level
- Turn Imperial Reconquest into a Roman province-level cb (with gold/prestige costs and timer), give Imperials access to Duchy Invasion to compensate so they can continue to have a duchy-level cb
- Add new tribal revolt type - triggers for tribal provinces controlled by wrong culture group/wrong religion group feudal rulers, essentially like a liberation revolt but with looser requirements
- Mjoll invasion of The Isles alongside the Great Heathen Army?
- Decision to unite Scandinavia with Germania
- Remove the special Anglo-Saxon kingdoms and let the Anglo-Saxons use the Frankish kingdoms instead (with cultural renames)
- k_neustria becomes Niewsterland (or "Niwesterne") as before
- k_franks becomes "Fleamdra"/"Flæmingas" (Flanders) or "Francan" (Franks)/"Francland" (Frankland)
- k_orleans becomes "Lygere" or "Lygeraland" (Loire)
- k_ripuarian_franks becomes "Hreopware" (Ripuarians)
- k_aquitaine becomes "Æcwitanas"
- k_burgundy becomes "Burgendas" or "Burgendaland"
- k_vasconia already becomes "Wascaland"
- k_provence becomes "Profentse"
- Add a e_saxon_gaul empire (Englarice/Seaxnarice/Eotarice/Frisenarike) - basically an alternate Saxon version of e_franks
- Frankish kingdoms in Gaul become de jure under e_saxon_gaul when created by an Ingvaeonic ruler
- Eventually, once either e_franks or e_saxon_gaul are created, all the Germanic kingdoms in Gaul will flip to one or the other
- e_franks and e_saxon_gaul are mutually exclusive and require destroying each other to form
- When this happens, e_aengland gets renamed to "Brytænglaland" as e_saxon_gaul has higher prestige
- Tribalism Mechanic
- Represents how tribal/unsettled the population of a province is, from 100 (very tribal) to 0 (very settled/urban)
- At start, high in Scandinavia/Ireland/Caledonia, mid-high in Outer Germania, mid-low in Outer Britannia and Inner Germania, low in Inner Briannia, none in Gaul
- High Tribalism increases tribal holding levies/garrison, but increases build costs and time for all holding types and decreases castle/city levies + taxes
- To compensate, lower tribal buildings will be made cheaper and faster to build
- Tribalism will slowly rise or decline based on the number of buildings built in the province, so that as you build up your Tribal holdings Tribalism will decrease - this compensates for the growing number of levies you get from buildings
- Castles and cities will decrease Tribalism faster
- Provinces with mid-to-high Tribalism will have very high revolt risk with wrong-culture non-tribal rulers - replacing the current penalty on just any province with Tribal holdings
- Provinces with mid-to-high Tribalism will have all Castles/Cities destroyed on conquest by Tribal rulers (to represent them getting abandoned when being retaken by tribes)
- (some sort of mechanic to more organically represent Britannia becoming Tribal on Germanic conquests, while Gaul does not)
- Make Excalibur discoverable from MnM artifact events
- Invasion cb should take territory from rebellions as well
- Reduced culture/religion revolt risk for Sub-Roman and Germanic governments
- Take a look at chronic Frankish instability
- Make cbs less dependent on martial, more on prestige
- Make High Tribal, same culture/religion, de jure vassals more likely to favour lowering Tribal Organization and/or claimant factions than outright independence
- Anglo-Saxon overhaul
- However, tributary kings are still very likely to rebel in moments of weakness if they don't like you (especially if you end up in a civil war), and if you lose control over enough of England you can still lose the title
- Decisions to invade Wales, Scotland, Ireland, Normandy?
- Overhaul Saxon invasions of Gaul to use Raiding Adventurer mechanic
- Choice to immediately usurp a coastal/riverside county when adventurer sieges down the capital (alternatively - when the adventurer wins a siege and at least half of the holdings in the province have already been looted)
- Former ruler's liege gets choice:
- Immediately declare war to reclaim the county (if you lose, you have to cede the whole duchy)
- Ignore for later
- Allow to settle as laeti (adventurer keeps county, get province modifier, becomes vassal of former ruler)
- Allow to settle as foederati (adventurer keeps county, get province modifier, becomes foederati tributary of former ruler)
- Adventurer may demand the whole duchy if you choose to settle, especially if they're ambitious or strong
- Adventurer may also decide to declare war for the whole duchy anyway, especially if the ruler is weak or distracted
- De jure shift for Frankish kingdoms on conquest of Burgundy
- Add decision for persecuting Christian missionaries as a pagan ruler
- Make Baskonia appear de jure after Frankish conquest of Toulouse?
- Decision for Imperial-cultured rulers to abolish Romanized Germanic kingdoms, with accompanying revolts
- Sub-Roman/Germanic -> Feudal government mechanics
- Add Vassal obligation amount laws and merge Conclave/non-Conclave vassal obligation laws
- At start, realms will have highly tax-focused laws and a larger retinue size, which should become untenable as the economy collapses (i.e. in the 6th century) -> force shift to more levy-based laws
- Law for allowing vassals to build higher fortification buildings
- At start this is blocked, with a transition to allowing it as the Viking Age starts and it becomes increasingly difficult to defend the realm from all the hosts and raiders
- Viceroyal succession -> For Imperial/Sub-Roman/Germanic vassals, title holder and liege get to vote on successor, with liege getting more votes than the holder
- Enabled by rework of the Viceroyalty law
- Three options: Full Liege Control (Liege always has more votes than the vassal)/Partial Liege control (number of votes depend on your traits)/Disabled (All viceroyalties are converted to hereditary titles)
- Possible successors include close family members of current holder, de jure and de facto vassals within the realm, neigbouring vassals, and the liege himself
- Decision to grant hereditary rights to the vassal, giving a big opinion boost in return for changing the succession type to primogeniture/gavelkind
- Automatically given to newly created duke-tier and higher vassals
- Add back in some custom traits
- Add Branch of the Holy Thorn as a Christian artifact
- Conquered foederati given option to either continue as foederati for new liege, or revolt
- Allow foederati for Feudal Germanic characters as well
- Briton culture split (into Welsh, Cornish, Cumbric)
- Add in custom death reasons
- Some events to model the transition between 410 and the normal start dates
- Anglo-Saxon invasions (to form Cantia, Sussex, etc.)
- Frankish invasion of Belgica Secunda
- Visigothic settlement of Aquitania
- Burgundian settlement of Lugdunesis Prima
- Alan settlements in Aureliania
- Armorican revolts in Broceliande and Benoic
- Rise and fall of Majorian
- Creation of Domain of Soissons
- Hunnic invasion
- St. Patrick's conversion of Ireland
- Improve religious conversion and spreading of Christianity
- Event chains to simulate the Gaelicization of Picts through cultural exchange and trade
- Faster culture conversion for certain cultures
- Iona monastery event (that then leads to conversion of Picts and Gaels)
- Add chronicle entries for major events
- Expand use of chronicle
- Add Hadrian's Wall on-map
- Events to allow AAtY to become King of Guenet and then High King
#JasperClay
- Revise personal combat skill modifiers
- Add traits for historical characters (I'll need help with this, so hand out those traits, folks!)
- Learn how to add provinces #Add Rivers in Spain
- Fix bad event localizations (literally anyone who wants can do this. I hate localizations)
- Script more book wars and events
Future Ideas (Ideas you have floating around in your head that you want to do eventually)
- Irish high king system and other mechanics
- Arab invasion of Gaul (~730 AD)
- Add Northern Viking invasions into the Isles and Ireland
- Rebuilding the Antonine Wall
- Societal decay system for Britons
Dev Diaries/Previews to add links for:
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-208#post-23255683
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-210#post-23294938
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-214#post-23617704
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-215#post-23631625
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-229#post-24126157
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-231#post-24210484
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-244#post-24782105
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-247#post-25030809
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-248#post-25085912
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-258#post-25351496
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-268#post-25774850
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-270#post-25912393
https://forum.paradoxplaza.com/forum/index.php?threads/western-europe-410-962-the-winter-king.783011/page-274#post-26067139
https://forum.paradoxplaza.com/forum/threads/western-europe-410-962-the-winter-king.783011/page-286#post-26774892
Adventus Chronology:
- 433.1.1: Hengist settled in Portus Dubris
- 436.1.1: The so called 'Rowena Debacle'; Hengist becomes King of Cantia, Vortigern now universally hated by the Britons.
- 437.1.1: Council of Romano-Britons under AAtE, who refuses to recognise Vortigern, elect to usurp him. Civil war begins with Aurelius on one side, and Vortigern and Hengist on the other.
- 437.4.1: Battle of Guoloph; Aurelius is victorious, Vortigern is defeated, but not severely. Glouvia ceded to AAtE.
- 439.1.1: German foederati take advantage of British unrest and openly revolt, citing as cause, failure of British to supply provisions. Flow of provisions may have been reduced to nil as a consequence of British civil war.
- 441.1.1: Civil war breaks out again soon after. Civil war begins with Aurelius and Vortimer on one side, and Vortigern and Hengist on the other.
- 441.4.1: Vortimer victorious and becomes High King
- 450.1.1: Battle of Derguentid/Crayford; Vortimer defeated, and is poisoned by Rowena soon after. Vortigern victorious, and reclaims the High Kingship, but is badly weakened by his universal lack of support from the Britons.
- 43X.X.X: Pro-Roman faction nominates another usurper, another of Vortigern's sons, Cadeyrn. Civil war breaks out with Aurelius and Cadeyrn on one side, and Vortigern and Hengist on the other.
- 455.1.1: Battle of Rithergabail/Aylesford; pyrrhic victory for the Britons. Cadeyrn is however slain, as is Horsa. Vortigern retains the High Kingship.
- 45X/7.1.1: In the face of more civil wars, the Sais under Hengist in Cantia arrange a peace conference. The Treachery of the Long Knives commences, wherein large amounts of Romano-British nobility is killed. Vortigern is ransomed in return for Saxon control over all of Sussex, Essex, and Middlesex. Vortigern retreats to his stronghold, and is killed by AAtY soon after. Saxon supremacy.
- 46X.1.1: AAtY organizes British resistance and becomes High King. He initiates a British counter offensive.
Warlord Chronicles Timeline
Winter 479 - Mordred is born
Spring 480 - Uther's Great Council
Fall 480 - Uther dies
Winter 480 - Cornish massacre, Arthur takes control
Spring 481 - Arthur marries Guinevere
Autumn 481 - Anglo-Saxon raids, Powysian invasion, Iscan revolt
Spring 484 - Derfel sent to Benoic
486 - (News of) Anglo-Saxons occupying parts of (northern) Dumnonia and Stronggore, Siege of Tribes
Summer 486 - Fall of Benoic
Fall 486 - Durocobrivis falls, "Stronggore" falls, Gereint killed, Battle of Lugg Vale
Fall 486 - Ratae falls, Cadwy defeated, Arthur reasserts control
Winter 486 - Quest for the Cauldron
Spring 487 - Battle of Pontes, treaty with the Anglo-Saxons
489/490 (need to check) - Brotherhood of Britain formed, Melwas dies
495 - Tristan and Iseult, Mordred acclaimed king
496 - Lancelot's invasion, Christian uprising
Fall 496 - Derfel meets Aelle
Winter 496 - Merlin's summoning at Mai Dun
Spring 497 - Battle of Mount Baddon
Fall 497 - Parts of Lloegyr reclaimed
498 - Arthur becomes Governor of Siluria (though he moves there shortly after Mount Baddon, I think)
498/9 - Mordred goes to fight in Broceliande and Benoic
Summer 499/500 - Arthur campaigns in Powys, Gwynedd, and Lleyn
503/504 - Tewdric dies, Mordred returns to Dumnonia, Battle of Camlann
Git Instructions
Okay, first to download the mod you'll need to do an Git Clone. Because of the way the Git is structured currently, it's easiest to create the folder and then turn it into your mod folder (since the mod itself is inside; don't worry, it won't cause any problems as long as you don't add the other mods into the Git, which you would have to do manually anyway).
To do an Git Clone (i.e. get the mod for the first time):
- Right click inside your\Documents\Paradox Interactive\Crusader Kings II folder
- Click "Git Clone"
- In "URL", enter "https://github.com/DC123456789/Britannia---The-Winter-King.git"
- Click "OK". Your folder should start downloading (it'll take a while, since the whole mod is there)
- Rename the folder to "mod" and put all your existing files and folders in your existing mod folder there. As long as you don't do anything with the other files with TortoiseGit it'll ignore them.
To do an Git Pull (i.e. check to see if anyone has made any changes and download them)
- Right click the folder/file you want to update (in most cases you'll want to update the Britannia mod folder)
- Go to the TortoiseGit menu arrow and click "Pull"
- Wait for TortoiseGit to finish looking for updates and download them.
To do an Git Commit/Push (i.e. upload stuff to the mod)
- Right click the folder/file you want to upload (in most cases you'll want to upload the Britannia mod folder)
- Click "Git Commit -> master"
- You'll get a new window with an empty space at the top and listing all the things you've changed under it. The empty space is where you should put comments to tell everyone what you've changed that commit.
- Click "Commit".
- Wait for TortoiseGit to finish uploading your files.
- Click "Push..."
- Click OK on the dialog box that pops up.
- At this point it should prompt you to enter your sourceforge username (the first time, I think) and password. Do so.
- Wait for TortoiseGit to finish pushing your files to the repository. If there's a conflict with another file someone is uploading at the same time that it can't merge it'll tell you and stop the commit.
To Show Log (i.e. look at all the changes that have ever been made to the Git)
- Right click the folder/file you want to see the log of (in most cases you'll want tosee the log of the Britannia mod folder)
- Hover over "TortoiseGit"
- In the menu to the right, click "Show log"
- You'll be able to see all the recent revisions, with their number (useful for identifying what version they are), the comments, and what files have changed.
If you have any problems or questions, feel free to ask.