![]() strategy map elements: importing some interesting stuff from the other mods we have permission from, eg. Modders' work we need but in the team we've got nobody to do it: It'd also be good to make an updated presentation of the mod on that forum, mainly by coping and editing stuff from the TWC webpage to the Moddb - good knowledge of the mod required -) we need somebody to manage the mod's website on the Moddb forum. upload saves from the games you've played. Good starting point to get orientation in how the script works. ![]() copy and adjust "Fire" scripts for the other unique buildings (for now, they're coded for 4, but we've got another 10+ possible for coding) - not so much coding skills necessary as it it a replication of the existing code. draft the texts and the code for the Conqueror mechanism for other cities - easy in coding, but good orienation in Medieval history needed. review and analyse triggers for the "great people ancillaries" (list if these is in the campaign_scipt.txt) - easy in coding, as the Ancillaries are easy. ) - easy in coding, as the Ancillaries are easy. They may be re-used from the Broken Crescent, or just copied with another pic-face (eg. replace the all-factions ancillaries for the ME culture with the Muslim ones. re-code and re-draft the Provicial Titles' ancillaries (only 1/3 is done as for now) - laborious, good command of English needed, but comparatively easy in coding, as the Ancillaries are easy. ![]() make a proof-reading of many buildings (in the export_buildings.txt) - no need for coding skills, just native-speaking. some historical orientation in the Medieval economy would be welcome. re-write description for the Agriculture (Farms) - there's 7 levels, and they should differe between cultures. ![]() write descriptions for the Piazza del Duomo - see here - some historical orientation in the Medieval Italy required. Plans and ideas - also requests for help from fellow modders: for minimods or other work ![]()
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