FFH2 0.33 cosmetic issues

Malakim mages evidently have mastered the art of changing one's sex. Adepts are a (ridiculously tall and skinny) woman, while mages and archmages are bearded men. Otherwise love the new mage models, far better IMO than the old one/generic one.

Oh and also, if you clear a graveyard by founding a city on it, it still displays the 'villagers' text rather than the new graveyard text. VERY rare situation, but hey, every once in a while it just might come up.
 
It would be nice if the landmark tags would go away when you zoom in to a world improvement. Most of the artwork for those has a high coolness factor that the tags cover up. Is it possible to toggle them on and off?

The guardian is awsome looking! :goodjob:

To disable a Landmark (permanently) hit ALT + S to enter "Sign Mode" and click on the tile, that will clear any current tags.
 
Civilopedia entry for pirate ports say they must be built on flatlands, but they are actually built on sea squares.
 
I notice the new mud golem (who is beautiful! :) ), jumps/teleports to a new section of his tile every turn when building an improvement.
 
The new Ancient Forest graphic is almost indistinguishable from a distance from regular Forest. To someone like me who is red-green color blind, they both look brown (which is appropriate, because evergreens always look brown to me in real life). Unfortunately, they are the exact same shade of brown. The old graphic was a lighter shade of green that actually looked green to my eyes, and it was easy to distinguish the two from a distance. With the current Ancient Forest graphics, I have to pull in and look closely to see the difference. The trees look different, but not different enough for ease of use.

I would suggest keeping the new graphics, since they were obviously made with a lot of work. But I would suggest altering the shade either lighter or darker (I prefer lighter, so that they look green to my palette).

Also, big kudos on getting the unique terrain features labeled. Besides the new rebase and recon mission buttons for the hawks, those are my favorite cosmetic changes.

Edit: thank you for the Civilopedia entries on the Ring of Carcer, Remnants of Patria, etc. in the civilopedia, so new users aren't in the dark about what they do. I had to do a lot of web digging to figure some of them out in the past. I'm sure there are plans to put in links (for example, the Broken Sepulcre should say "Spawns Barbados (link). Grants death mana (link)." In the description below, the word "any" needs to be inserted: "...and will attack [any] who wander close."
 
To disable a Landmark (permanently) hit ALT + S to enter "Sign Mode" and click on the tile, that will clear any current tags.

Actually, sign mode seems unable to do that. Oh well!
 
Regarding the Ancient Forest, I know Xienwolf has been working hard to figure that stuff out. I wonder if it's possible in the nif file to alter the scale of each individual tree so that they are alot bigger.
 
Got the travelling enchanter event offering to enchant my axeman's weapons just now. I chose the option where I recruited him as an adept (and he appeared in my capital with Enchantment I), but the descrition of the option said the Axeman would get the Enchantment I promotion...


Edit: Yep, you're right. Didn't notice he also had Enchantment I until now.
 
Got the travelling enchanter event offering to enchant my axeman's weapons just now. I chose the option where I recruited him as an adept (and he appeared in my capital with Enchantment I), but the descrition of the option said the Axeman would get the Enchantment I promotion...
And I believe your Axeman did indeed get Enchantment I, at least that's how it was in 0.32. However, unless he happens to be a dwarf he can't do anything with the promotion, since you also need Channeling I to cast the level 1 spells.

edit: forgot this is the cosmetic and not the bug thread. Anyway, while the description of the event result is accurate, it's also pointless.
 
Regarding the Ancient Forest, I know Xienwolf has been working hard to figure that stuff out. I wonder if it's possible in the nif file to alter the scale of each individual tree so that they are alot bigger.

I had initially made them larger using NIFSkope, but they obstructed the units a fair amount if there weren't any roads/improvements/bonuses on the tile. Kael opted for the smaller version due to that. If someone modified them in 3DS Max they could probably make the trees taller without abstructing the units as badly (which mostly happened due to making them wider as wel IMO). Or make just a FEW trees taller instead of ALL of them.

Got the travelling enchanter event offering to enchant my axeman's weapons just now. I chose the option where I recruited him as an adept (and he appeared in my capital with Enchantment I), but the descrition of the option said the Axeman would get the Enchantment I promotion...


Edit: Yep, you're right. Didn't notice he also had Enchantment I until now.

Reported it in the Bug thread for you.
 
Gilden Siveric's Sid's Tip (when you hover over it on the build menu) advises you to build an archery range before him in order for him to gain 1 strength; firstly, that's not necessary since he starts with Dexterous anyway, and secondly the Archery Range has now been renamed to Arcus Field since it's a UB.
 
The new ancient forest does not appear over elven farms (Svartalfar, patch a). However, it does appear over their mines.
 
No forests have ever appeared over farms since the farm takes up the entire plot. It would be nice if a few trees still stuck out, but I'm not sure anyone knows the LSystem quite well enough to make that happen.
Rather, regular forests never appeared since the farm causes the entire thing to get 'roadcut'. The old ancient forests would appear over the farms, since they had no roadcuts and covered everything.
 
The fire and smoke may be a bit too much. I looked desperatly for a way to turn the effects off or simpler and was stumped.

Spoiler :
civ4screenshot0001zk8.jpg
 
The fire and smoke may be a bit too much. I looked desperatly for a way to turn the effects off or simpler and was stumped.

Spoiler :
civ4screenshot0001zk8.jpg

The new fire is a big aesthetic improvement over the old fire, but the flames are still 2000 feet tall, which is a bit much in my opinion. I've always thought that the flames would look better if they were about ten percent as high as they are now. It would sell the illusion much more convincingly I think, and possibly easier on the framerate also.
 
If you right-click on the Image you can move it up/down left/right (left click and you can rotate it)

Yeah, that works, but...

Wouldn't it be a bit easier to make that model a bit smaller so you could see the message on how many turns it takes your unit to heal at a glance without having to move the model each time? :p

BTW, the models look cool, but honestly, when I am playing now, I feel like that model is ON THE MAP and I need to watch out, kill it, etc. I guess it will just take a bit of getting used to. :)
 
Minor text issues in the 3rd Beltane Cycle story:

- "gathering food form the forest himself"
- "sightes of Evermore"
- lots of apostrophes missing
 
When you have high-xp units, the xp-to-next-promotion value is too long and is not displayed in the unit selection box in the lower left. In other words, my warrior is listed as having "150/1..." xp rather than "150/160" xp.

The xp is displayed fine in the mousover tooltip.
 
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