kinda weird that scouts have 2 human units to them, but when they upgrade to anything they become 1 human unit with an animal... what happens to the other human?
A few things I noticed.
- Niilo
- There is an extra carriage return after the promo name in a lot of the mouse-over text now.
Spoiler :vs
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- Can we get Stone Skin's effect calculated into the combat odds? As much as I love getting lots of experience for low-risk battles, it isn't right. Plus, the AI surely doesn't factor in this spell for determining attack strategy.
- Speaking of Combat Odds, I have a Vanilla problem that would be great to be solved by FfH: not getting combat odds to show up unless you are at war with the owning civ. There are many times where I'm willing to start a war by starting a very key combat, but I'd really like to know my odds first. The Alt key brings up the odds - I don't see why this doesn't include all units on the tile (unless they were afraid of conflicts between enemy and non-enemy units on the same target tile).
- Also, land and naval units don't share combat odds, making it uncertain when attacking one with the other.
- Meteors use a wolf attack sound when bombarding
- The final stages of the Altar of the Luonnotar are announced to the world, but it's location is not saved in the game log like most vanilla game events (where you can click on the logged event and be brought to the location). It would be nice to know which city you need to destroy, especially since the message can appear and disappear while you're still dealing with other windows (e.g., city build lists).
- Illian crossbowmen have pink axes
- The Queen of the Line corner image seems much more colourful than the real deal.
Spoiler :![]()
- Smoke has fire audio while fire has no audio
- When poisoned or diseased, the map indicator points to the source of the poison, not the unit that has just be poisoned / diseased.
- Old problem that I've never seen mentioned, likely due to its trivial nature: if you check a movement path for a unit but don't move it, then change it's movement rate (e.g., Haste), and immediately check the path again, the new movement hasn't been taken into account.
Spoiler :![]()
- Unlike what the description says, Poison promotions do not disappear once a unit reaches full HP; it disappears the turn after (if this is not the intended functionality, then ignore this bullet, as it is a an actual bug instead).
- Some of the text for unit requirements (resources) is non-standard font and preceded by odd characters.
Spoiler :![]()
- PLE promo icons will persist if they appear beyond a certain point on the screen. Mousing over them will produce a Python error. Re-loading the game or minimizing the game window will remove them.
Spoiler :![]()
- PLE spell icons will give you a Python error for just a mouse-over, if you are in the horizontal layout (fourth PLE option)
Spoiler :![]()
- The mouse-over text for that fourth PLE button also has the misspelled word "horizonially".
Warning!-this is a big quote
If people give you this sort of information will it greatly help your moding n stuff?, cuz if i'm not at war so I get bored sometimes...