FfH2 0.31 Cosmetic Issues

Drown should have the Unitclass, Building and State Religion requirements moved to XML so that they are properly displayed in Tooltips & Pedia.

Flesh Golems block Channeling 1, 2 & 3 + Divine from going to the Golem. But in the new system you do not need Channeling 2 or 3 to cast spells. That should mean that currently a Flesh Golem is quite capable of casting every spell EXCEPT for the Adept level spells... I'll have to test sometime later when I have a chance I guess.

For the Horde: This one ought to have the AI allowed to use it based on Map Size instead of a flat 60. I am not sure that 60 will ever happen on Duel size maps, and I am reasonably certain it is better to wait longer on Huge size.

Gift Vampirism will allow you to cast it if there is a Level > 6 unit with the Vampire, Demon or Undead promotion on the tile, but will then do nothing since it cannot give those units Vapirism.

Heal still has an entry to kill Lifesparks who cast it.

Hellfire should have the Infernal Civilization Pre-req moved from Python to XML so that it is displayed in the Civlopedia and Tooltips.

The way that Kidnap is written, in a city with multiple types of Great Specialists you will always choose a specific type first. Scientist > Engineer > Merchant > Artist > Priest. Thus if a Priest and anything else are both settled, you cannot get the Priest. Or if a Scientist and anything else are settled you can ONLY get the scientist. Is it possible to instead set up a list of the Great Specialists that they have and select one randomly from among that list (Similar to how a random unit is selected from a tile for Spirit Guide)?

In Mask, the following doesn't make sense:
Code:
	if pGroup.isNone() == False:
		if pGroup.getNumUnits() > 1:
			return False
Does that say that if the caster IS in a group, but that group is more than JUST HIMSELF, then send a false? How do you group with yourself? Why not just send a False if they are in a group at all?

Mezmerize Animal: You must be at war with the other team to use this ability. Why not check for if the Animal is Hostile instead? 90% of the animals you run into will probably belong to someone you are not at war with, but will attack you anyways because they are Hidden Nationality.

It seems odd that Malakim cannot build Assassins, but if they are following Esus when they cast their World Spell they are given Assassins in every city...



There is code for each spell in the check to see if you are allowed to cast it which essentially controls when the AI will cast it. For the Worldspells especially the AI tends to cast it as soon as it is allowed to. Could you maybe add in a random function to prevent this from being predictable?

For example: In "For the Horde" the AI is not allowed to cast the spell until there are 60 Barbarian Units. Thus far, the AI will cast the spell as soon as this is achieved. But if you add in a random 0-99 check which must be greater than 100 - (#Barbarian Units / 5), then you wind up with the AI possibly holding back for a rather long time, but overall being much less predictable (not that this particular example is one which can be predicted by the player, Raging Seas already calculates an iCount value, so if that was checked against a random instead of a flat 10, it would be perfect).
 
Just played my first game of 0.31 today -- just a few minor cosmetic things (didn't see them posted already, sorry if they are).

* The Lanun War Tortoise civilopedia entry is full of references to elephants.
* After Faeryl Viconia declared war on me, when I asked other civs about her, they'd say "Faeryl Viconia is alright as long as you keep your eye on him" (not "her").
 
the position of the mana list should be top right and not top left. This is really getting in the way of reading the stats of any big stacks right now.

While you can just close the score tab and still look at the stacks, you can't do that with mousing over the leadernames in the score list, since in the mid to late game when there are alot of diplomatic modifiers, it can be hard to read the stuff at the top.

I have a suggestion to fix this if it's possible. Perhaps there can be a separate button for the mana list, maybe a button below the gold amount box?
 
Barbarian Leader has default Race: Orc.

Currently, default race is being applied to absoluetely EVERY unit you own, no matter how it is acquired.

For the Horde checks for the Orc Promotion on a unit to see if it is allowed for conversion to the Clan.


End result is that any Barbarian without Hero is claimable via Clan Worldspell. Thus the check for Orc promotion is useless.
 
The following Units have a Building Requirement that requires BUILDING_ instead of BUILDINGCLASS_. (Omitting UB's and Temple Requirements)

  1. Beastmaster, Myconid, Druid, Dwarven Druid - Grove
  2. Berserker, Balor, Brujah - Bear Totem
  3. Clockwork Golem, Crossbowman - Machinist's Shop
  4. Cannon, Dwarven Cannon, Catapult, Trebuchet, Chariot, The War Machine - Siege Workshop
  5. Flurry, Marksman - Bowyer
  6. Grigori Medic - Infirmary
  7. Gypsy Wagon, Harlequin - Carnival
  8. Bison Rider, Centaur Charger (CENTAUR_LANCER), Death Knight, Hornguard, Knight, Ogre Warchief, Repentant Angel, Stoneskin Ogre, War Chariot, War Tortoise - Hippodrome
  9. Nullstone Golem, Phalanx - Weaponsmith
  10. Queen of the Line - Shipyard

In each case there is no mention of BUILDINGCLASS for that type anywhere in the UnitInfos File, and no OTHER mention of that BUILDING. So a simple replace all function for each one will fix it. Then no issues should come up when a new UB is added anymore :)
 
<PrereqBuildingClass> and <PrereqBuilding> are two different tags. If you relied on replace, it would put the buildingclass prereqs in the building prereq tag, and thus break it.

Is there really a need for the building prereq anyway? It might be best to to get rid of it and always use <PrereqBuildingClass> instead.
 
when you do a vote for a trade embargo, the popup that comes a turn later says the UN has made a trade embargo, it should say The Council or The Overcouncil has made a trade embargo.

It's a really minor thing though, I just noticed it and thought I could mention it.
 

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in the civilopedia entry (txt) it reads that you can have 3 units of Archmages, instead of the newly available 4 units.

also I had Blight two times, not sure what blight IS though.

not a bug, but maybe interesting: after the barbarian city of Khazad was completely surrounded by my borders, Barbatos started to attack them.

also the Ljosofar were wiped out at turn one by some bears - maybe it would be nice to add "starts in peace with (barbarian) beasts" to them?

after I was able to conquer Asheron with my beast masters, I was quite surprised that he can't move. I think it would be nice if he could at least do some air moves (like floating eye, plus maybe attacking).

other than that: everything went absolutely perfect. great work this mod.
 
in the civilopedia entry (txt) after I was able to conquer Asheron with my beast masters, I was quite surprised that he can't move. I think it would be nice if he could at least do some air moves (like floating eye, plus maybe attacking).

Acheron is supposed to stay in the city guarding the Dragon's Hoard. After repeatedly trying fancy AI effects to get him to stay put, only to consistently see him going running off after a scout or something, and someone sneaking in and grabbing his Hoard, he was duct taped to the ground in 0.30c. There have been suggestions to help him to move again, but considering the hassle he's caused, don't bet on it 'till after Ice. ;)
 
Acheron is supposed to stay in the city guarding the Dragon's Hoard. After repeatedly trying fancy AI effects to get him to stay put, only to consistently see him going running off after a scout or something, and someone sneaking in and grabbing his Hoard, he was duct taped to the ground in 0.30c. There have been suggestions to help him to move again, but considering the hassle he's caused, don't bet on it 'till after Ice. ;)

This change was actually reversed already. That patch made him DOMAIN_IMMOBLE. He is now back to DOMAIN_LAND, but with 0 movement. If he has enough xp, you can purchase mobility for him when he is captured. Sometimes it is good to throw fodder at him first, so he'll have the extra xp when you capture him.
 
okay then it's better he stays where he is.
luckily, the city he was in, was surrounded by the borders of 4 civilizations ;)

what about a tech like *speach to dragons* which gives an item, that could be "attached" at the dragon - or if there is no dragon, gives +1movement anyway? ah well, I see the AI would not be able to use it for that purpose. But I think the AI won't use BeastMasters to catch him anyway.
Or wait! the dragon hoard! if the dragon hoard comes to existance after Acheron is defeated, it could give +2 movement if you are a Beast, and -1 movement (for all other units). So to say: even if you catch Acheron he won't let his hoard in a random city and takes it, wherever he goes. well, just some ideas :)

edit: next time I'll throw fodder at him (cow catapults loaded?) ;)
 
Good point there Mewthario, will dwarven women (such as the Khazad/Luchuirp Settler) have beards? On the one hand Tolkien & Pratchett's dwarves have them, on the other hand D&D & WoW's don't (plus bearded women can be seen as a little silly).
 
the icon for the galleon and the icon for the man o' war are identical, its a real minor gripe, but i also suspect a real easy fix(well, not for me, but for someone with artistic talent). when organizing, managing fleets it can be a little troublesome.

ofcourse, not native to .31
 
Just a little thing, but an elf who builds a hawk.... well, the hawk has the 'elven' promotion. I hate to think the sordid forbidden love affair that would cause this incident.

Also, when you capture workers as an elf, the captured workers gain the elven promotion. I'm sure this is so they can build without chopping down trees, but it's cosmetically weird to do it that way.

Edit: Clarification, they gain the elven promotion if they had no other racial promotion before (IE, humans). An Orc Worker doesn't turn into an elven one.
 
maybe it's a type of hawk that is bred by the elves or is a species that has been magically endowed by the elves, or bred by them?
 
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