FfH2 0.15 Cosmetic Issues

sheaim leader has square in accepting ressource trade text
 
Frozen-Vomit said:
sheaim leader has square in accepting ressource trade text

Thanks, fixed.
 
Frozen-Vomit said:
orcish slave just said:

"you are wise to fear me"

and

"victory is mine"

- seems not very fitting for a slave unit :)

Good point, removed.
 
The Civilopedia should be updated to take into account feature attack modifiers (woodland promotion). Also, it would be nice if the function CvGameTextMgr::setCombatPlotHelp could be updated to display them too.
 
The mouseover at mana in the trading screens (don't know if it's the tooltip or the discription) should be updated to how mana works in 0.15
 
i dont know if this has been said but the graphic for the magnadine in the heropedia is messed up
 
Actually, it's only like that for few people, my magnadine is fine.
 
Playing Der Elves today I noticed something minor but enough of a ? to beg me to post. Elven farms rock, this is not withstanding. But with New Forests and Ancient forests, the screen is kind enough to put the trees on top. WIth your "average" run of the mill forests, the farm clears out the lands and you can barely see the trees, If you have a series of connected farms, it becomes virutally impossible to tell that there is a contingous forest at all. Once everything agest to ancient, its ok again. But is it possible to have "normal" forests appear more easily when they've got things in/on them? OR at least enough trees to know theres a forest there? Farms are more problematic than towns i think.
-Qes
 
Would it be possible for summoned units to be auto-selected on creation? Notably fireballs...
 
Victrix said:
Would it be possible for summoned units to be auto-selected on creation? Notably fireballs...

It used to be that way and people asked for it to switched off. It was a pain for them when they weren't done with the origional unit yet (maybe they still wanted to move him) or when they had a stack selected.
 
I've got the exact opposite problem - if I've got some arcane ships and some fireball casters, I have to cast it and select it every turn while doing city siege. Especially annoying if my unit stack is large enough to trigger the 'scrolling list' of units, I have to click through the stack to find the fireball, then use it, every turn. Perhaps an option to toggle summoned unit behavior?
 
Somebody coded something to automatically unload summoned fireballs from Arcane Barges - that would DEFINITELY be worth having methinks. At least if they end up in the middle of a stack they get selected eventually :)
 
The loading screen tip says " adepts haste spell increases movement for all units" but the spell only affects living ones...
 
Frozen-Vomit said:
The loading screen tip says " adepts haste spell increases movement for all units" but the spell only affects living ones...

Good point, I'll fix it.
 
I think the "Heavy Crossbowman of [City] (Heavy Crossbowman)" might be a bit much to clutter the unit name spot with. Probably switching it back to just "Heavy Crossbowman" would be fine.
 
Sureshot said:
the white flags fix is working properly now :)

Weird, I didnt change anything.
 
maybe it took a while to actually update?

i tried it today and everything was fine. though i worry about it, since i had the white flags installed, then ran the patch c, and then the white flags was undone.. so does that mean the art file for them was changed by patch c? and if so, is the white flag fix updated to 0.15c? i now it was 0.15, but not sure about the c
 
Sureshot said:
maybe it took a while to actually update?

i tried it today and everything was fine. though i worry about it, since i had the white flags installed, then ran the patch c, and then the white flags was undone.. so does that mean the art file for them was changed by patch c? and if so, is the white flag fix updated to 0.15c? i now it was 0.15, but not sure about the c

Yeah, it probably took a while to get cached correctly.
 
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