It probably was that way in 1.62, as this is the way the MedII AI rolls...
But seriously, considering the hardcoded limits of the game there is only so much even the expert TATW modders could do about the terrible MedII AI, meaning problems like this are a constant and won't be solved anytime soon.
Interesting... according to your latest post in Leo's thread, I already told you I can't find the Arnor settlements. I seem to have forgotten, but it is still the case
It is probably just a simple copy-paste job, as Leo uses the same faction for Arnor as we do (Byzantium), so they might have accidently found their way into MOS already.
Even so, these are probably not Eriador settlements and if we have put them in, they would only show up once Arnor has emerged and started to upgrade settlements. Have you been able to test this? Or were you playing an Arnor campaign and noticed the lack of these settlements?
Even if you have to use IWTE, that is pretty easy, if you know what you are doing:
- Open IWTE
- Look for 'Edit Worldpackage' in the first tab (Worldfiles) under the words 'paths', 'Terrain 1' and 'Terrain 2'
- Find the file you want to look at/edit in your documents and open it
You will then see a couple of important lines: Type (for example: large_town), Culture (Southern_European) and Faction (Moors). This particular example is a Dwarven Large Town. You won't need to touch the 'type' and Culture probably (but I'm not sure) directs to the folder the particular settlement is in and has to correspond. Faction is off course the most important one, as you can use it to give the settlement you are editing to the faction you want. I hope this helps. And that you want to have a look at it