FfH2 0.25 Cosmetic Issues Thread

For the Civlopedia:

Can there be a solid breakdown of the Game Mechanics of each leader, instead of just favorite Civ, Traits and flavor text?

I love the story, it is amazing and I still have barely broken the surface of it. However, it would be nice if it listed something about the game Mechanics: This race is Elven. This race Cannot adopt Religions. I am figuring out such things, but I fear much of it may be coming from these forums, and overall the point of the Civlopedia isn't for old-timers and veterans, it is for Newbs. If they see a new name, they should be able to find it in the Pedia, and by reading through it, understand exactly what it will cause.


Along the same lines: If a spell grants a promotion, can it link to the Promotion, or have a description of the effects from it?

And is it a 3.13 problem that you cannot click on pictures in the Tech Tree and pull up the Civlopedia, or an FfH? I swear I was able to do that in previous Civ games, but might be thinking back to Civ 3
 
xienwolf
What I, just another newb, understand is the pedia will be updated/completed once this game is finished.
meanwhile you could visit the wiki for extra info.

(right)clicking on pics in tree does get me into the pedia..
 
Don't think I attempted to right click.

Thanks for the timeline possibility. I try to use the Wiki here, and anticipate if I ever wind up with enough time I'll start helping to update that end of things so I can collect my own notes and help others (just have to learn Wiki code. Seems easy)
 
The Balseraph courtesan has one arm attached to their head. I know the Balseraphs are supposed to be freaks and all, but I´m pretty sure that´s not something many men would find attractive.
 
Yggdrasil looks bad when viewed zoomed out, because it is a 2d image that dissapears when viewed from the top down.
 
I would like it the unit mouse-over info in the civilopedia/advanced start/worldbuilder listed both the attack and defense defense values instead of just attack.
 
Khazad Dwarven Cannons are using the default 1700's era cannon model and soldier from the vanilla game. Seems a bit out of place for FFH.
 
Well this is really more of a vanilla issue than a FFH issue, but it is particularly bad here, because of the joy of raging barbarians in FFH. Anyway the problem is the combat animation takes to long to execute, and quick combat is no good for defense. I would like for there to be only the death animation, without the hacking and slashing part first.

I have tried searching in the SDK and in the XML files, but I was only able to get the animations disabled in such a way that the units would stand around looking stupid for the duration of the combat but it would take just as long (using ANIMCAT_NONE in place of the regular animations in the unit xml files).
 
v0.25k
I wonder what the rider wants to achieve with his... err.. 'acrobatic' behaviour.
 

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Playing with k patch... The obsidan gate icon for "airlifting" units is a helicopter. It does not fit well with the rest of the graphics.
 
Well this is really more of a vanilla issue than a FFH issue, but it is particularly bad here, because of the joy of raging barbarians in FFH. Anyway the problem is the combat animation takes to long to execute, and quick combat is no good for defense. I would like for there to be only the death animation, without the hacking and slashing part first.

I have tried searching in the SDK and in the XML files, but I was only able to get the animations disabled in such a way that the units would stand around looking stupid for the duration of the combat but it would take just as long (using ANIMCAT_NONE in place of the regular animations in the unit xml files).

i fear you would have to do it the unhandy way and replace all kfm animations with shorter ones or best a 1 frame animation or something along that way by renaming them, dont know if it will work.
 
i fear you would have to do it the unhandy way and replace all kfm animations with shorter ones or best a 1 frame animation or something along that way by renaming them, dont know if it will work.

Deleting all files in /assets/art/units except the flags folder, causes some of the units to turn into red blobs, while others get their info from god knows where. The blobs will fight in glorious blob vs. blob battles, where they still do the basic animation of moving into the opponents square, even in different and correct ways for land and sea. The blob wars takes just as long even though they are just standing there staring each other down.

This leads me to believe that the animation files are purely cosmetic, and there is another place where the actual timing is taking place.
 
Maybe the file just read your Forum name and acted accordingly?

(Sorry, too darn funny of a coincidence to pass up)

Try checking out Beyond the Sword\Mods\Fall from Heaven 2 025\Assets\XML\Art\CIV4ArtDefines_Unit.xml

Found a line entry on the units of:
<fRangedDeathTime>0.35</fRangedDeathTime>

So sounds to me like that is starting to deal with your timing in battle. Though it would seem in this case only for ranged combat. But this also contains the information on how close the units will get to each other during the animations and the like. Most ranged death I am seeing are between 30 and 40, so with the correlation, it could be the full battle timing even. I doubt it though since worker/settler also have the longer time settings.


If you do find a file that contains the timing element, it should have almost the same value for each unit type, but the worker/settler/non-combat types should all have a rather small number (unless I am remembering wrong and those are actually the same time length)
 
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