GIT start guide - Nightinggale/Medieval_Tech GitHub Wiki
First sign up for a free account on github. (can be skipped if you will never commit anything) Important: Your email will end up in the commit log where everybody can see it. Don't use one you want to keep secret.
get smartGIT from http://www.syntevo.com/smartgithg/
During install, select: Agree to License (doh) Non-commercial use only Pick whatever you want until user info (default options are ok) At user info, write your github username and email
As service provider you can add your account info for github or you can select one and type in later. It's likely easiest to just fill it out now.
SmartGIT should now be ready to use and next step is to get the source code.
Clone an existing repository
Fill in URL https://github.com/Nightinggale/Medieval_Tech.git (this can be seen in the bottom right of https://github.com/Nightinggale/Medieval_Tech )
Include all submodules, tags etc.
Here I assume you want to use the master branch and call it Medieval_Tech. Other options are mentioned afterwards.
Set the path to full path of my games\colo\mods\Medieval_Tech Theoretically you can place it everywhere, but placing it here allows colonization to read the mod directly using your latest changes, including uncommitted ones.
As project name use Medieval_Tech. If you have multiple projects smartGIT will provide a list of projects where you can switch easily and they are identified by the name. Calling the project the same as the mod is usually the best choice.
Git will now download all the data from Github, which might take a while (more than 100 MB at the time this is written).
Copy Art, Sounds and Medieval2.FPK from the latest Medieval Conquest into Assets. Git is designed with source (text) files in mind and big files like this should be stored outside git, both for performance reasons and because github has a size limit. The size limit is astronomical for text only and small if you include graphics.
You should now have a playable version of Medieval Conquest.