FfH2 0.15 Cosmetic Issues

Could the bruhja unit use single unit graphic like normal vampires do? Doesn't make sense that one vampire (icombat 6) should upgrade to 5 bruhjas(icombat 11?). Also I don't see vampires fighting as pack animals in ffh.
 
Let's see here... In 0.15c we have:

1) Squares in the pedia entries for: Basium, Losha Valas, War Machine (there's also a misspelling of Doviello here), Calabim, Falamar, Morgoth, Rhoanna and Valledia the Even.

2) Monument pedia entry talks about the obelisk.

3) Blasting Powder pedia entry has references to Europe and the Chinese.

4) Remind me again, what's your policy with quotes from real persons like Lao Tzu for Fishing or Plato for Bronze Working? BTW, the Engineering quote is attributed to Antoine de Saint Exupry (It should be Exupéry, or to avoid squares, Exupery)

5) You probably noticed this already, but the Sidar palace now gives +459874546987 :) for Calabim, Bannor and Doviello palaces. I think the issue has something to do with the mana that the palace gives.
 
Should some things be better documented? Or left to experimentation?

I'm going to give two examples, Vampire Feasting and Bloody Rage (I think it was named, even if its the wrong name you probably understand which spell I mean).

Vampire Feasting. There is no documentation (that I could find), how much experience you get from feasting, nor how much it affects the populace of the City. I guess this adds to the gaming experience, that you find out as you play. But as I am, I checked the python for it to understand how it works exactly. This way I can play the game better and make better choices. (Based on information rather then experimenting).

And the Documentation for Bloody Rage says that it kills the unit after the battle even if it wins. But no, it doesnt. There is a CHANCE that the unit dies. Believing that it dies every time you use this skill made me make fear based decisions rather then sometimes taking that chance. Until I learned by experimentation that the unit does survive sometimes. I dont know if you should tell the player exactly the chance that the unit survives, but atleast tell them that there is a chance.
 
Grey Fox said:
And the Documentation for Bloody Rage says that it kills the unit after the battle even if it wins. But no, it doesnt. There is a CHANCE that the unit dies. Believing that it dies every time you use this skill made me make fear based decisions rather then sometimes taking that chance. Until I learned by experimentation that the unit does survive sometimes. I dont know if you should tell the player exactly the chance that the unit survives, but atleast tell them that there is a chance.
you could update burning blood to tell us the new effect
(grants burning blood promotion-blitz, +2 move, +40% str and whatever it is the % chance to lose the caster)
 
Frozen-Vomit said:
Could the bruhja unit use single unit graphic like normal vampires do? Doesn't make sense that one vampire (icombat 6) should upgrade to 5 bruhjas(icombat 11?). Also I don't see vampires fighting as pack animals in ffh.

Yeap, will do.
 
Grey Fox said:
Should some things be better documented? Or left to experimentation?

I'm going to give two examples, Vampire Feasting and Bloody Rage (I think it was named, even if its the wrong name you probably understand which spell I mean).

Vampire Feasting. There is no documentation (that I could find), how much experience you get from feasting, nor how much it affects the populace of the City. I guess this adds to the gaming experience, that you find out as you play. But as I am, I checked the python for it to understand how it works exactly. This way I can play the game better and make better choices. (Based on information rather then experimenting).

And the Documentation for Bloody Rage says that it kills the unit after the battle even if it wins. But no, it doesnt. There is a CHANCE that the unit dies. Believing that it dies every time you use this skill made me make fear based decisions rather then sometimes taking that chance. Until I learned by experimentation that the unit does survive sometimes. I dont know if you should tell the player exactly the chance that the unit survives, but atleast tell them that there is a chance.

I always hate giving specific numbers because then they are wrong when we adjust or balance the skill. I know we should update the pedia entries whenever we change the skill, but you know how that goes. ;)
 
Nikis-Knight said:
15d, Arendel has AI_diplo_declare_war_Aredel tag instead of declare war speech.

Oh I see how you are, cause the issues by submitting her entries as Arendal, then submit them as bugs. Im on to your tricks. ;)
 
Are all the terrian defense promotions now also granting attack bonus in their terrain? If this is the case it would be cool if the tool-tips for those promotions say so.
 
The pop-up when you complete your first national wonder says that you have to plan ahead because you can only build two per city - not true with this mod.
 
I would remove the city hub from the building list of non-sprawling civs. It still appears on the city screen, but greyed out with the comment "requires settlement".
 
Could you show all of the towers in the victory screen (tower of divination, tower of necromancy and so on)? This way, it would be possible to see whether an enemy is far ahead on the race, similar to spaceships in the vanilla game.
 
Firestrom said:
is it a bug that magdanine rides on a purple horse sideways?

Some users have reported this, I think it has to do with video driver differences. Magnadine looks fine to most players. It seems liek the same players that have problems with Magnadine may also have problems with the flags.
 
Firestrom said:
is it a bug that magdanine rides on a purple horse sideways?

It's only like that for some. You really should try to fix it Kael, a lot of people are complaining (or one person with a lot of profiles??? o.O).
 
Teg_Navanis said:
Could you show all of the towers in the victory screen (tower of divination, tower of necromancy and so on)? This way, it would be possible to see whether an enemy is far ahead on the race, similar to spaceships in the vanilla game.

I cant find a way to do this, do you have any ideas how to get it added?
 
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