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  2. Hey, I played it, and found it very interesting, nice work! It has a lot of potential. No more fire cav for iberians? I got something like that, but I'm only using the base game and Classical Warfare (Here as seleucids). That's true, and this mod just made them pretty hard to play with, which I liked pretty much. I also recorded it, you can watch it here. I almost got destroyed by Han, but my name says it all xD. Nice work here, anyways. Keep up the work!
  3. Then shouldn't it be in every building? What I mean by weird is that it's present on buildings that don't garrison, and absent in buildings that do. I'd add it only on buildings that garrison because if one at some point has only buildings that don't garrison then the alarm wouldn't do much.
  4. https://code.wildfiregames.com/D1718 (Phabricator is the software we used before Gitea)
  5. Isn't the bell intended to be a general alarm no matter if units can go inside that building or not? It does not say "come home to me" but "go, look for shelter" I fdo agree that we should have a garrison of 1 to a lookout. It used to be the case in earlier versions of the game. The intent was to permanently occupy a gaia lookout and keep it (avoid decay). This has changed a while ago. Now you can claim a lokkout and it will not decay.
  6. What's this?: Maybe something that is not public?
  7. Today
  8. We gave cretan arches a slight distinction due to their shields. Also Peltasts vs regular javs.
  9. Now that you say it, isn't that a bit weird? They don't garrison troops with the alarm. I'd only have it in all buildings that can garrison, and maybe add a garrison of 1 to the Lookout just as an excuse to have it there also.
  10. you can easily do this by giving "bonus" like spear have against cav. The only question becomes arent ranged already a little more "op" than melee? thats why sniping is kinda of an issue?
  11. @guerringuerrin I had no idea storehouses also have the bell! thanks for the vid lol
  12. Regarding range units, my idea was Archer All-purpose ranged unit Slinger Especially strong against ranged units (pebbles are very strong against non-armored or only lightly armored targets) Javelineers Especially strong against cavalry units The gameplay goal is that Javelineers behind a meatshield / walls is somewhat as dangerous to cavalry as Spearmen, and the same for Slingers against ranged units compared to melee cavalry. Thus breaking up the core triangle cavalry > ranged > infantry > cavalry, and allowing to create Civs that have armies that approach threats differently. And yeah, techs that buff a specific unit type to either make it excel at its intended role even more or lessen its weaknesses and is only available to one of a few Civs is another possible idea to make the gameplay approach of each Civ more unique.
  13. Hi guys! Would anybody want to help with the art design for the Classic Warfare AEA mod? Here is the forum https://wildfiregames.com/forum/topic/140701-classical-warfare-aea/
  14. What if we added an upgrade for each range unit that only a few civs would have that gives the unit, a shield, +2 pierce armor and +1 hack armor?
  15. Ah, wait. I think you think I coded something. Sadly, no, it was just image editing. But I'll get into it at some point. I'm just not very fond of pushing changes, considering all the open tickets I've read there are, most of my proposals are just "what do you think about this?" first, not "this is incorrect, in fact, a bug" (with very few exceptions).
  16. Well if it was an innovation from the Gothic language, why the meaning as a farm or an estate is observed in other Germanic languages? It is the case in Old High German with the word Dorf, which referred to both a farm and a village, furthermore it appears that early glossaries translated it primarily as 'farm' or 'estate' rather than 'village'. It is also seen in Norse languages as well. It is not like þorp meant only 'village' or 'hamlet', it was applied to a farm and to an estate as well. And in Old Swedish, it seems to have retained only its meaning as a farm and not its meaning as a village, see again: So again, not an innovation peculiar to Gothic. There is a body of evidence suggesting that the word came to be used to refer to a village over time. As you can see, I have no problem using another Germanic language. As I said, there are also elements in the Nordic languages that support my criticism of your viewpoint. It is clear that the old Swedish þorp has retained its original character as a single farm. I have shown you the evidence. But I’d like to quote an expert in the field to show that my point of view isn’t some oddity that only I share. Stefan Brink, a renowned philologist on Norse studies, said the following in the book The Viking World (2011): "The medieval element torp, however, must be seen in a context of the huge colonisation in northern Europe during the high Middle Ages, within a new ‘feudal’ agrarian system with a ‘manor’ and dependent tenant farms within an estate. In Germany these tenant farms often had the name dorf (< þorp), and the word for such a dependent farm was spread with the new colonising strategy to Scandinavia. Early on, the element torp must have developed into a meaning of secondary farm, a farm detached from a hamlet etc., hence not always denoting a tenant farm within an estate." Once again, I feel like I’m the only one taking into account the evolution of Germanic society, which underwent profound changes as a result of the great migrations. The Germanic peoples inherited urbanized territories and institutions that were foreign to their customs; century after century, they had to adapt to their new reality. Stefan Brink emphasizes once again that significant shifts took place that altered the meanings of various words. The Deutsches Ortsnamenbuch and the other works dedicated to the study of place-names demonstrated the same. These semantic shifts were related to important changes in laws and in institutions. The naming of the settlements followed different periods of naming, with clear preference from a period to the other. These different naming dynamics are a reflection of the changes in the meaning of words. The entry from Cleasby & Vigfusson Old Norse dictionary (1874) you are referring to says exactly what I said, in Old Norse the meaning as 'farmland' or 'estate' remained. Once again, it is not an innovation from Gothic. And if þurpą is mentioned only once in the entire Gothic bible, this shows that it wasn't a term that was used very often by ancient Germans. It appears only in an agricultural context, referring to the ownership of a farmland. It would be good to be consistent throughout your argument. You went on at length over several paragraphs to explain that the Germanic peoples lived in scattered dwellings surrounded by fields that separated them, only to now argue that the term þurpą refers to settlements where houses are clustered together and built side by side without their own enclosure. You initially assumed that þurpą referred to the scattered dwellings of the Germanic peoples; are you still able to defend that view by arguing that þurpą refers to a cluster of closely spaced buildings? I am referring to this message you posted:
  17. If you don’t know how, here are some basics to get you started.
  18. OMG What a cool Wonder!

     

    1429706859_Screenshot2026-04-04at6_01_05AM.thumb.png.559996df3d02154029543d838c0ee423.png323922905_Screenshot2026-04-04at5_58_14AM.thumb.png.034212cde98690bde45af360ecf8ef6b.png

  19. Create a gitea account and push your changes to the repository. Little cumbersome to set up, but it would be sad to see this change not lasting.
  20. @guerringuerrin Ah my bad, thought those threads were public, it is now
  21. Lots of things are possible yes, But currently it's not exposed. It shouldn't be that hard a patch, but it's C++. For skyboxes possibly too .
  22. (If you haven't already) the best thing you can do is try it and draw your own conclusions.
  23. I don't think anyone wants something like that. There has to be a separation on what is mechanical and what is (too) automatic. Basically, I'd say that if there's only one simple way to do something, then that's mechanical, and if you need a tool that solves more complex issues and/or makes choices, that's automatic. That's why I like auto-queue in vanilla, there's only one simple way to "keep producing these units from this building". That's why I don't like auto-scout, there are many ways to do it, and auto-target is much worse, the point of a FPS should be to aim first. Now, maybe many things in ModernGUI are hard to classify, and then it's a matter of consensus on what would be mechanically boring for most people, and with most people it has to be taken into account that most people here are not necessarily representative of most people overall.
  24. Mmm estoy seguro que la primera son los grandes lagos, y la de abajo es los Andes.
  25. I care about how neat it looks like for someone just starting the game, considering how those panels look like in other games. So a mod wouldn't do
  26. This just reminded me of a time I used a mod in Counter-Strike where all I had to do was hold down left click, and the script would auto-target enemies and get 20+ headshots in 3 seconds. Please don’t turn the game into something like that. If the mouse breaks for too much clicks you can replace it in half an hour. If the game stutter or lag you see it everyday. GG.
  27. When I started playing this game and didn’t know how to play, I looked for mods. Autotrain helped me avoid getting stuck in the early stages of matches, and the GUI showed useful in-game information, which definitely helped. However, over time, as I became more familiar with the game’s mechanics, relying on a feature that performs complex calculations—like pop cap, resources, batch size, and army composition—actually made me lazy. I started to find matches boring, and I lost control over managing my resources. When I began playing more manually, I gained much better control over my economy and units production, maybe I am not as fast like other players that boom faster even without autotrain or autoqueue, however I definitely have more control over my game. Now I have to use my ingenuity during matches to manage the game’s variables, and that makes it more enjoyable for me. It’s also worth mentioning that all the visual elements and large queries the mod uses can impact performance to some extent, and as we all know, multithreading is still a technical debt. The game is beautiful, with lots of details and good graphics, but when a single CPU core gets overloaded and everything starts to stutter, it really hurts the overall user experience. Instead of focusing on overly sophisticated features, improving performance is what will truly enhance the user experience for everyone. (I know more than one case that they think they have bad PC that's why the game don't run well and is not that). All I know is that the more players rely on autotrain in multiplayer, the more players there are that I end up not playing with. This mod should be treated like others (such as Delenda Est, Millennium A.D., etc.), with compatibility checks enabled so it’s used under equal conditions (I have seen some players avoid to host so others don't see they are using ModernGUI.) GG.
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