FfH2 0.13 Cosmetic Issues:

Apostrophes show as squares? That's ridiculous. Are you guys using non-English keyboards or the ` one rather than ' ? (Maybe the other way round would work. *shrugs*)

EDIT: Wait, you don't need to type \' or something similar to display them by any chance?
 
Not sure if this is because i have my graphics on low but when i play as the hippus my hippus warrior graphics keep changing back to regular warrior graphics when i fortify or face the warrior away from me.
 
Everyone's left me alone at work with little to do... so I'm going through the editor looking for typos and spelling errors (Christ, am I really that bored? :crazyeye:)

TXT_KEY_BONUS_MANA_PEDIA
Last word of sentence 1: many, should be mana?

TXT_KEY_BONUS_MANA_EARTH_PEDIA
Wall of Stone should be capitalized (for consistancy, other spells names are capitalized)

AI_DIPLO_DECLARE_WAR_LEADER_LUCHUIRP
"indescribeable" should be "indescribable"

AI_DIPLO_ACCEPT_LEADER_LANUN
AI_DIPLO_THANKS_LEADER_LANUN
AI_DIPLO_DECLARE_WAR_LEADER_LANUN (and several others)
As mentioned by other posters, apostrophes are not displaying correctly... I'm guessing that apostrophes have to be standard ' apostrophes and not the "fancy" ’ ones. Maybe you've got some sort of autocorrect feature enabled in Excel (or, more likely, whatever application the texts are originally being written in) that's changing the ' into the ’ , and that's what's causing Civ IV to display the box instead of the apostrophe?
 
Valor doesn't check if it is already cast on everyone in the stack like for instance loyality does.
 
Frozen-Vomit said:
Valor doesn't check if it is already cast on everyone in the stack like for instance loyality does.

It seems to be blocked correctly in my testing.
 
Found many squares in sheebla refusing to accept peace.
 
Frozen-Vomit said:
Found many squares in sheebla refusing to accept peace.

k, fixed .
 
On the game play screen to the right where it shows the score, could you change the good and neutral text colors to green and white respectively.

It just doesnt look right with yellow for good and grey for neutral. I think it would look much better as green for good and white for neutral. Evil is good as red and should stay that way.

Please consider my suggestion. :)

Oh and i want to add that the yellow text for good is just really ugly also.
 
Hippus assassin with first strike - does the animation for attacking with a bow but bow isn't there
 
Xanikk999 said:
On the game play screen to the right where it shows the score, could you change the good and neutral text colors to green and white respectively.

It just doesnt look right with yellow for good and grey for neutral. I think it would look much better as green for good and white for neutral. Evil is good as red and should stay that way.

Please consider my suggestion. :)

Oh and i want to add that the yellow text for good is just really ugly also.

Maybe we get som small icon there later on. Some mod did place smilies there to show the attitude of the Ai players. But i think you have to edit the gametext for this.


Btw speaking of the gamefont.. the mana icon is still the aluminum when you check the tooltip for unimproved mana nodes.
 
A rare cosmetic bug, Forests on Mountain squares look fine, but when they grow into Ancient forests they are flying Forests (image is placed at top of mountain, making them look like they're on the tile directly above).
Also with ancient forests, not cosmetic, but strange and possibly intentional... an Ancient Forest grew on one of my cities center tile (was on a grassland hill). Only thing I can think of was that maybe it was because of Genesis wonder (not the Yddragsil wonder, this was a real ancient forest, listed in the tile description, had Yddragsil in a different city).

Orc Axemen, Elven Scouts and Warriors, still all have purple swords and purple capes.

Several pedia entries for new techs are just tags/tokens instead of descriptions, most notably all the Way of techs, and mana node techs.

All priest type units attack/defend strange looking (kneeling and such).
 
Sureshot said:
Several pedia entries for new techs are just tags/tokens instead of descriptions, most notably all the Way of techs, and mana node techs.

All priest type units attack/defend strange looking (kneeling and such).

The missing pedia entries will be rectified as soon as we have written them:D

The reason the priest types fight in an odd manner is because they are based on Great People, who have no fighting anim. They just surrender when attacked. What the priests are doing is surrendering again and again and again.
 
Maybe we can switch in some animations there at last. A problem is that there is no unit that has a special ability animation as well as an attack animation. But its low on the list.
 
My goblins looked fine until I skipped a turn with them.... then they seem to alternate between the usual skin & that of a spearman/pikeman... quite funny to see the little guys grow and then shrink again....

Strangely it doesnt seem to effect all the gobilns in the unit... some grow, some dont, then others shrink at different times.... .makes an interesting unit mix!
 
I have this strange glitch that i have occured, I was playing in a Continant map with 6 civs, I was Clan of the Embers, I was expanding and fortifying each city with 1 Orc Spearman and my Goblin is just exploring. While i was expanding, I have created a settler and want it to move to the location, but somehow it unselected and when i camn back to select it, my computer automatically restarted itself. Please fix this glitch if it affects your mod.
 
Not sure how easy this would be to fix...

When you upgrade Adventurers to other units they transform from 1 person to 2 or 3 depending on the unit. Example - Adventurer upgrades to Warrior. It would be cool if they could stay as 1 person.

- J
 
feydras said:
Not sure how easy this would be to fix...

When you upgrade Adventurers to other units they transform from 1 person to 2 or 3 depending on the unit. Example - Adventurer upgrades to Warrior. It would be cool if they could stay as 1 person.

- J

It seems to be rather difficult to impossible. We would like to do several things in that direction, but the graphics engine is contained within the .exe and we do not have access to that part.
 
What about creating an upgrade path unique for Adventurers but with identical abilities to the normal ones and just substituting the graphics in. For instance - take the graphic of an archer unit, pull out 1 of the three, save this graphic and give the unit the same abilities as a normal archer unit. Label it something like adventurer archer. Then assign this instead of the regular archer unit for the Adventurer upgrade path. Would that work?

If it is not possible/easy to pull out 1 unit from the 3 unit set graphically you could use the same concept with graphics created by someone although i realize this would likely be time consuming.

- feydras
 
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