FfH2 0.16 Cosmetic Thread

"Summoners are able to summon more powerful creatures than Conjurers. The specifc creatures they can summon are based on the spell spheres they have studied; with Entropy they can summon Balrogs, with Law they can summon the the Host of the Einherjar, with Death the fearsome Wraith. A Conjurer must be at least 6th level before it can be upgraded to a Summoner."

A couple problems:
1) spelling: specifc ->specific
2) Balrogs -> Balor
 
Festivals tech quote is wrong (It says something about war)

Trade quote says "... Trade makes men independent of each other" while IMO it should be dependent, and indeed, if you depend of someone else, you are encouraged to stay friendly towards him.

Tasunke diplomacy text misses punctation (We are always up for a raid Do you know any other good target?)
 
This text is identical to TXT_KEY_UNIT_PHALANX_STRATEGY (although the formatting is marginally different). I'd keep this for the strategy text, and re-write (or throw out) the Civilopedia text.
 
[Edit: Removed due to deleting the file by mistake. Oops.]
 
"and bonus vs Melee units make them perfect for picking off wandering Melee units." should be removed from this text, and perhaps re-written to identify their Marksman promotion.
 
This text refers to conjurers; it should refer to summoners (since that is a unit that can conjure earth elementals).
 
This unit can upgrade to UNITCLASS_LONGBOWMAN. However, neither civilization that can get the Dwarven Slinger has any unit of UNITCLASS_LONGBOWMAN.

I'd remove this upgrade.
 
All fixes updated to this point, thanks Xan.
 
We've been playing FfH extensively for a while now, but rarely contribute to the forums. I was feeling guilty, so here's something: In the Civpedia, the spells "Hope" and "Inspiration" don't actually say the effects of the spells. Just something along the lines of "..inspires the people of the city". Specifying that Hope gives 1 happy, and 4 culture, and Inspiration gives 4 science would be helpful.
 
We've been playing FfH extensively for a while now, but rarely contribute to the forums. I was feeling guilty, so here's something: In the Civpedia, the spells "Hope" and "Inspiration" don't actually say the effects of the spells. Just something along the lines of "..inspires the people of the city". Specifying that Hope gives 1 happy, and 4 culture, and Inspiration gives 4 science would be helpful.

K, I added it, thanks.
 
Spelling: "Theives' Guild" -> "Thieves' Guild"

It comes from systematically going through the editor to find things to add to the Wiki, I assume. Doubly helpful.
I actually use an old version of Visual Studio to get the information, but yes, entering into the wiki helps a lot in spotting defects. Unfortunately it's also very slow, particularly for the time I have to work on it versus the speed of this mod's development. I should semi-automate the process; I'm presently looking into tools to help me do so.
 
The Strategy text for this unit is TXT_KEY_UNIT_BERSERKER_STRATEGY. the problem with this text is that it states the need for a Bear totem (which is not needed for a Clockwork Golem). I'd suggest writting a separate strategy text (or using the default in the interim).
 
The Strategy text for this unit is TXT_KEY_UNIT_BERSERKER_STRATEGY. the problem with this text is that it states the need for a Bear totem (which is not needed for a Clockwork Golem). I'd suggest writting a separate strategy text (or using the default in the interim).
it's easy to copy the old text and just write in the new requirement-though stating them shouldn't be neccessary because the building prereqs are all shown
 
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