FFH2 0.33 cosmetic issues

Good call. I hadn't thought of that possibility. We'll take it off the list pending a response, because it does seem you are probably right.

Sorry it took so long to get back to you here. Yes, I should have said racial units.
 
Quote:
Originally Posted by Gelvan View Post
I think the smoke of forest fire is too obfuscating.
I quite like the smoke. Its great for also setting smoke screens in MP games. unwary players may find an army on their doorstep marched through a cloud of smoke.
I wish that these smoke screens were removed.
-They hinder vision 4 or 5 tiles away without reason
-It is possible to see through the smoke screen by zooming past it, so the smoke screen effect is not really useful.
-It is possible to bypass the smoke by Ctrl-arrowing around it.
Both work arounds are very very unpleasant and the smoke in itself is painful.
I don't wish for the smoke to be toned down, but for an option to remove it totally.

On the other hand, the flames are very nice.

Edit: I just used the World builder in my game to get rid of all burning sands and flames as smoke really makes the game unplayable imho.
 
I didn't see this listed on first page, but with some more horizontal units, like a lion, their big closeup picture in the lower left cover the text listed to the right. You can manually turn the closeup unit to get it out of the way, but it is annoying to have to do that everytime.
 
Units on Volcanoes sit on the bottom of them, instead of the top (like on mountains). I had a griffin parked on a mountain outside of an enemy city, where I attacked, healed, attacked, etc. lots of experience. The mountain turned into a volcano. Now instead of standing and attacking from the top of the mountain/volcano, it attacks from the bottom (has the volcano sticking through it).

The graphics (base setting?) for the volcano should probably be set so units are above it, just like for mountains.
 
That one could actually be a bit tricky to manage. As I recall a Volcano is actually a Feature (like a forest), and so doesn't contain data on the placement of units and improvements. Actually, if the mountain that the Guardian of Pristinus Pass is sitting on were to convert to a volcano you would have a similar issue.


Placing the volcano on a mountain doesn't help either, as you'll have the volcano sitting on top of the mountain peak, and the unit still sitting inside the volcano.


It MIGHT be possible though to make the volcano appear "below ground" so that when they are placed on a peak they overlap the peak and units sit on top of it still.

EDIT: I tried this out, and it works decently well, except the volcano isn't large enough to cover the entire mountain, so it would have to be made considerably wider. Plus if the peak is attached to another nearby peak then the attaching portions poke out quite considerably.
 
I don't like the normal FfH volcanoes. Would using the FF ones fix the overlapping problem? I believe they are wider at the base, plus they look better.
 
I forgot that FF had different ones honestly. I attached my attempt at enlarging and re-locating the FF volcano to allow it to be placed on top of a peak and keep units appearing above it properly. People can fiddle with it more who have better artistic skills :)
 
You've probably already noticed that with the new Somnium button, there's no more button for the Guilds Advisor. Is there now a different way to see what's happening with Guilds?
 
Effect/Affect has been reported numerous times, but so far nobody has combed through to find all such issues. Specific "This XXX in YYY location" typos tend to get fixed quickly, but general "You often do ____" tend to get lost in the shuffle rapidly. :(

I've just combed through the text file and made the corrections (it only took about 10 minutes). I have attached a zipped version of the text file, where "effect" has been corrected to "affect" everywhere it needs to be. Hope it will be useful.
 
Just a small issue:

The Amurite archmage in 0.33e is set to have an english 'dwarf' voice...

Looks like it was a carry over from something else.
 
hey there guys, I was wondering about the elves:

played a game with the ljolsafar, being able to build improvements on forested tiles is awesome. what I didn't like though was that when you build a farm on a forested tile, it displays like the forest is not there anymore. I built lots of farms and although my territory was entirely covered in forests, it looked just like a lot of farms. I don't care much about the visual side of the story, but it was kinda annoying to not be able to tell at a glance if a tile had a forest on it or not, and so I had to mouseover every single tile to get the info I wanted... not really comfy uh? :P so I just wanted to ask is anybody else finds this annoying or if I'm a weirdo, eheh. thanx in advance for the answer, as usual :)
 
I guess it would be impossible to still have forests show on tiles with an improvement on them then? you know, like forest+lumbermill in BTS? what I don't get is if the problem would be just it looking really ugly, or it being difficult to code in the game. I'm no computer programmer so I really have no clue :D
 
[to_xp]Gekko;7187829 said:
I guess it would be impossible to still have forests show on tiles with an improvement on them then? you know, like forest+lumbermill in BTS? what I don't get is if the problem would be just it looking really ugly, or it being difficult to code in the game. I'm no computer programmer so I really have no clue :D
It's very possible. The problem is that then, they obscure roads, rivers, and nearly everything else. Then you can't tell what the IMPROVEMENT is without mouseovering. The team went through a lot of trouble to get roadcuts to work properly, but the side effect of that is that farms act like one huge roadcut that removes most of the forest from the tile (visually).
 
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