FfH2 0.21 Cosmetic Issues

Not sure if these come up in other people's game or it just due to civ4's abuse of my graphics hardware.

I have question about how to make everything look/perform better for low graphic level settings I use. I can probably just change this myself if I could only figure how:confused: .

#1 Some of the figures don't show the correct figure when single figure/ no animation options are selected (like the executioner sometimes shows a vanilla civ archer when not moving)

#2 There is a big slowdown when a lot of figures are on the screen at once on my computer so I had it in mind to try and reduce the graphics further by modding the files.
I now have downloaded the .NIF viewer/editor with the notion to turn off animations of terrains such as flames over burning sands and forest/jungles swaying in the wind, ocean waves, etc... but I didn't see any clear way to do this in this software (I am downloading 3dstudio max at the moment).
Not much luck in xml editing so far (tried changing the <bAnimated> tag in the terrain features to 0 for no effect).
The in game preferences option does indeed turn off the animations completely, but only for a few terrain feature (I only notice camps and pastures are now static), so I can't tell if this will help me to run civ4 faster or not when everything else is still moving at once.

I think we cant de-animate the trees. with my older comp i wanted to have this too. (i mean it is graphically barely noticeable, but i think it has a big impact on performance!).
And dds. well, i think you almost cant reduce them more, most of them dont even use mip maps which makes them more than 1/3 kB of the ones (original vanilla ones) with mipmaps...
 
The Civilopedia entry is the one for the Chariot (Infernals), which references "Nightmare horses manned by the damned..." I'd either write a new entry, or use the standard Chariot entry.
 
The Civilopedia entry is the one for the Chariot (Infernals), which references "Nightmare horses manned by the damned..." I'd either write a new entry, or use the standard Chariot entry.

Fixed, thanks. Copy paste is evil.
 
Thanks so much for the advice!:goodjob:

I think we cant de-animate the trees. with my older comp i wanted to have this too. (i mean it is graphically barely noticeable, but i think it has a big impact on performance!).

This is really dissapointing:(
I will keep playing around with it though since it fun to learn about modding.

Is it possible that Fixaris will release anymore patches to address this issue? (I assume this is a bug in the option for toggling animations?).
 
instead of getting "orthus' axe has changed hands' i get 'TXT_ORTHUS_AXE_TEXT' or something like that

That should be fixed with patch "b".
 
Builds that are from vanilla civilization have links to the Improvement or concept that they are building; ones from this mod do not. Example of a Vanilla gametextInfo:

Spoiler :
Code:
	<TEXT>
		<Tag>TXT_KEY_BUILD_FARM</Tag>
		<English>Build a [LINK=IMPROVEMENT_FARM]Farm[\LINK]</English>
		<French>construire une [LINK=IMPROVEMENT_FARM]ferme[\LINK]</French>
		<German>[LINK=IMPROVEMENT_FARM]Bauernhof[\LINK] bauen</German>
		<Italian>Costruire una [LINK=IMPROVEMENT_FARM]fattoria[\LINK]</Italian>
		<Spanish>Construir una [LINK=IMPROVEMENT_FARM]granja[\LINK]</Spanish>
	</TEXT>

I'd appreciate this format (i.e. with the link to the improvement) for the following strings. If you'd like me to give you the formatted text, I'd be happy to do so:

Spoiler :
TXT_KEY_BUILD_ELVEN_FARM
TXT_KEY_BUILD_DWARVEN_MINE
TXT_KEY_BUILD_ELVEN_PLANTATION
TXT_KEY_BUILD_ELVEN_PASTURE
TXT_KEY_BUILD_ELVEN_COTTAGE
TXT_KEY_BUILD_MANA_AIR
TXT_KEY_BUILD_MANA_BODY
TXT_KEY_BUILD_MANA_CHAOS
TXT_KEY_BUILD_MANA_DEATH
TXT_KEY_BUILD_MANA_DIMENSIONAL
TXT_KEY_BUILD_MANA_EARTH
TXT_KEY_BUILD_MANA_ENCHANTMENT
TXT_KEY_BUILD_MANA_ENTROPY
TXT_KEY_BUILD_MANA_FIRE
TXT_KEY_BUILD_MANA_LAW
TXT_KEY_BUILD_MANA_LIFE
TXT_KEY_BUILD_MANA_MIND
TXT_KEY_BUILD_MANA_NATURE
TXT_KEY_BUILD_MANA_SPIRIT
TXT_KEY_BUILD_MANA_WATER
TXT_KEY_BUILD_BARROW
 
In city screen it is imposible to click back button (Cycling cities), only forward one work. Back is obscured.
 
The text viewable in the Civilopedia claims that the Burning Blood promotion is gained on the defeat of an Angel. This is incorrect; the promotion gained is Vile Touch.
 
When one gets near to finishing the Altars, the message is:

"An enemy is amost done with the altar of the luonotar"

I am not my own enemy... i rather like myself... why am i being warned that i, being unfriendly to myself, is about to win with the altar of the luonotar.


Edit: rather a cryptic message;)
 
Mokka's Cauldrom pedia entry says "Any living unit that dies in the City with Mokka's Cauldron will be raised as an undead OF demonic unit of similar strength."
should be OR not OF.
 
I built Abashi today and now I find myself extremely annoyed by his constant roaring. Can the volume of a dragon's roaring be lowered a bit? Right now it's like having a bunch of pipes all dropping in the room constantly.
 
[PARAGRPAH:1] is mispelled; it should be [PARAGRAPH:1]

Also note that Thane of Kilmorph's Strategy text states that they have Guerilla I, which is no longer true.

The Drown's strategy text claims "They are just as strong as Axeman without the requirement for Copper.". This is no longer true.
 
Game - Unit Animation - Shadows don't have full attack animations. They seem to jerk slightly and may just freeze in place during combat.

UI - XML/Text Display - Sometimes a hover window gets stuck on the screen until a full screen refresh like clicking through the Civilopedia or waiting through a complete turn takes place. This makes it very difficult to see information sometimes during a player's turn.

UI - XML/Text Display - Left hand (default) unit information window can get very crowded with many units in a city. Text stacks up on itself due to all the unit promotions and statistics to a point where units at the top of the list are outside of the viewing window. I admit, I'm a stickler for wanting to see good information in list form but with all the promotions sometimes it seems to overwhelm the capabilities of the interface in these windows. Is there any way to extend it horizontally somewhat to give more room for the text to fit on single lines instead of doubling up?

UI - Unit Displays - Large Groups - Sometimes in a large group of units, it is hard to scroll through them repeatedly in order to select specific units needed for specific abilities or spells. It's not a bug or that big of a deal. However, is there a way to keep the scrollbar from resetting itself after each action or, better yet, a way to display more than one line of unit cards at a time in the scroll window? I'm a fan of Monster Stacks, apparently, and I end up spending alot of time scrolling around just trying to select the specific unit I want to use.

UI - Unit Displays - Large Groups - Along the lines of thought above, how is the order of unit cards within the scroll function determined? Could it be preformatted with high defensive value/class units first, dps melee/ranged units next, casters last with summoned units always appearing at the last point in the scroll or something? Sometimes, picking a summoned unit out of a stack of units becomes a mini-game of "Whack-A-Mole." :)
 
Unlike the other Sphere II and III promotions, there are no pre-requisites on these promotions other than the previous promotion. This may increase the chance that a new player or the AI will choose them erroneously.
 
Gilden Silveric's and Kithra Kyriel's strategy text indicates that he has Woodsman II, which is not true (it's Elven).

The middle of Hemah's strategy text "Hemah is a powerful mage who starts with the ability to cast Fireballs with 2 range longer than normal, cast the Escape spell," is incorrect. Also, "civlizations" in Hemah's strategy text should be "civilizations".
 
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