FfH2 0.23 Cosmetic Issues

As the Luichirp, if you build an arcane golem in a city with a blasting workshop, it gives you the ability to summon sand lions, and defile the land, because of the way the promotions work together.
 
Whats wrong with that? ;) Personally I think all such exploits should stay.

Does anyone else think that the Luchuirp's alignment seems off? After all, they are one of the civs best suited for a high AC, and this UU starts with entropy magic. A certain revelation in the AoI civilopedia cast some doubt on their hero too...
 
Well, I personaly don't mind if that stays, but it should be mentioned somehow in the civilopedia, or something.
 
The description for Mind Mana doesn't mention the +3% to culture it gives.
 
I'm having some weird issues with the start movie playing twice if I start a game, exit to the main menu, and start another in quick succession.
 
This has probably been reported by now, but once you've killed 4 of the 5 goblins in a unit, the unit dies.
 
A lot of units do that for some reason. Wolf packs, and others. The last one just hangs back, right? Then it says that you win.
 
That's becuase the animation is only allowed to play for so long before it's cut off.
 
And thats one of the reasons why i play with "show as one unit" grafics.
It always annoyed me in vanilla civ if you see 3 vs 3 battles and ALWAYS one looses two and the other looses 1 the one who loost 2 wins. At first I really thought I cant have that much bad luck till I realized thats only cosmetical.
But it still annoyed me to hell.
 
Button art:

the Siege Workshop icon has had a transparency problem for a while now (there is a plain colour square underneath the regular button's rounded corners) and the Machinist Shop could use a distinct graphic to keep it seperate from the Forge.
 
Playing as the infernal,

The horse archer unit should have a demon version of this unit, especially since the graveborn can upgrade to it.
 
On the Kuriotates city display, the 'Press Esc' button is superimposed over a city tile so that attempting to press it causes a worker to move. (Of course the ESC key works fine.)
 
This may just be a vanilla Civ problem, but I've noticed some weirdness with ships and with the Trojan Horse when carrying other units. When these cargo-bearing units have cargo, the cargo often shows up on the map instead of the ship or Trojan Horse graphics.

Also, not cosmetic, but the Trojan Horse does not seem to work properly for units with hidden nationality. I was trying to surprise my neighbors with a gift of three hill giants, but they kept taking pot shots at me as I traveled inland. Maybe it's intentional, but it seems off storywise.
 
Oh - also the animated unit icon in the bottom left of the screen when you have a Great Prophet selected has a transparency problem too. There is a black square around his head where the "religious head glow" should be. The unit itself used on the map does not have the problem. (0.23c)
 
All the entries for Enemies look like this:

Code:
            <Enemies>
                <Enemy>Civilopedia</Enemy>
                <Enemy>ArtDefineTag</Enemy>
            </Enemies>

I assume that this is a defect in the code you use to wrtie your XML.
 
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