Yes you can use that same tutorial.
great job dres....any news on the attila video??
so it wil just come thats all it will not effect anything else??? i guess than thats alright...
This sounds great, but will it not take "nearly forever" for our children to grow up?
10 years being 120 moves.
Thanks for actual mods!
Is there any possiblity of making it 4 turns per year please?
Ohh yeah, I've just noticed Im dumb, sorry
Double tech and build times apply to AI too?
Hi mate, thanks for this. I was wondering - if you install this mod on your campaign then uninstall it at a later date, would that campaign still work?
The TPY mods only affect the start of a campaign. So, once you start a campaign with them then the TPY is set at that and can only be changed by editing the save game file. If you remove them it will still work and stay at the TPY it started at. However the governors part (that extends governorships) would no longer work.
The other mods are save compatible either way.
Did troubles with season calendar fixed already?
So, i can start to play for LNGBRD as vanilla per year (because i cant choose them 2tpy mod for example), then simple switch to 2tpy in a game?
If you're talking about the various Attila/climate videos not showing up at the proper year (ie: 400, etc) then what you want is in "campaign_climate_change_phases_tables".
Scheme is like : Campaign, unknown, unknown, seal #, turn to occur (this is actual turn -1 since this is happens as the turn ends)
Personally, since I use 12 turns per year changes, I changed that last column to 0/59/299/449/499 and works perfect afaik
"Seals" are the name they use for the various Attila stuff and more info can be found in the campaigns lua scripts. Goes like this basically:
1: Attila spawned
2: Coming of Age
3: Attila king
4: Player battles Attila
5+: Attila dies (or tries to or something)