FfH2 0.31 Cosmetic Issues

I notice that the colorful Malakim Champion unit carries a pink scabbard, HOT pink.

Apparantly Sezereth deleted that file, not knowing it was used for something. Should be simple enough to replace when 0.32 rolls around.

Although it is interesting to note that the default colour of stuff is Hot Pink :lol:
 
5 months ago, Vorgen made a much better colored version of the Ancient Forests.
http://forums.civfanatics.com/showthread.php?t=248014&highlight=Golden+Ancient+Forest

Up till now, I always use the golden version as I found impossible to see what is what is the current forest design.
It is really great to have goldy (autumn) colors for ancient forests, and even essential for all elves civs to see clearly a distinguo between a regular forest and an ancient one as it has a direct impact on attack/defense and Treants...

Why not including it into FFH? I am sure it would also bring more beauty to the Kingdom of Elves...:)
Spoiler :

(images from Vorgen, showing an ancient forest. Actually, it looks better when you play, as it is mixed with different kind of forests: burned, new, regular, and ancient...)
goldenancientforestob9.jpg

http://forums.civfanatics.com/attachment.php?attachmentid=162665&d=1192887595

Spoiler :

goldenandgreenancientfoqt7.jpg

http://forums.civfanatics.com/attachment.php?attachmentid=162691&d=1192922460
 
yea, I don't know how you would call it golden because it gives it a sickly green shade to it.

I would prefer a healthy looking ancient forest to one that looks halfway dead.

If those were deciduous trees and you added some reds and yellows, it would be appropriate, but for conifers, it makes the trees look sick.

I'll take a look at the fangorn style ancient forest, unless that's already in the game.
 
No. Fangorn is certainly not the same as the default one. The default is a bright, lighter green, while Fangorn is dark and rather gloomy and has trees of various sizes and shapes. The Fangorn style hasn't been implemented in the main mod because (1) some people (especially older players with worse vision or those with lower contrast screens) complain that it is hard to see or that the screen is too dark already and (2, the main reason) seZereth has yet to figure out how to make cuts in the forest (for roads, resources, and improvements). While I like Fangorn style much better, I do have to say that at certain zoom levels (mostly when you are out far enough that you see it almost directly from above.


here is a link to the Fangorn style forests, and here is a link to an upload for it that still works.


I'm still kind of hoping that we can have multiple varieties of ancient forest. For the other one, I'd love it if it could be made of deciduous trees that cycle though all the seasons, sprouting new, bright green leaves, having them grow fuller and darker, then bursting into a variety of autumn colors. Like Lothlorien, I'm thinking they should sprout new leaves as soon as the old ones fall.
 
Thanks MagisterCultuum for the link, I am going to give a try to Fangorn's design...
Anyway, what matters to me is not the color by itself, but the fact that you can easily see what is ancient and what is not!! THIS is the main point. ... the fact that we like or not a color pattern is secondary: this is an endless discussion as we all have different feelings and convictions and I let this to the "experts"...
What is good is that there are potential options and, as long as files are available, we can have cheerful colors /which I like as wood Elves are beautiful and not dark, or more sinister tones / which seems to be more in line with ffh's story line...
 
In a part of cleaning up the XML I have re-written the Civilization Infos to include only the units which a Civ DOES have, or is specifically DENIED.

This meant going through the UnitClassInfos.xml and changing the default unit of each Hero or UU to NONE, and then swapping from listing 20 Civilizations as unable to build the Hero/UU to listing 1 Civilization who can.


I have attached the edited files if you are interested in using them. I tested out the Balseraphs, and they were indeed able to build Loki, but not Acheron (The other buildable Hero with no Requirements). I then tested out the Grigori, and they were unable to build either Loki or Acheron, and successfully spawned an Adventurer.

EDIT: Also should mention that I re-arranged the Civs to be in Alphabetical order (but with Barbarian Civilization last still) and placed the Units in the order of : Hero(es), UU (Alphabetical), Replacement Units (non-sorted), Denied Units (Alphabetical).

I also added in some units which you cannot gain by the normal means, so weren't actually listed before (Manes, Planar Gate critters... I think that is all)
 
There is a reason it isn't done this way in the first place; IIRC it causes WoC errors as the computers still try to build the units that default to NONE.

Vehem I believe encountered the same problem when attempting to add his new heroes this way.
 
I was about to say that it makes no sense for that to be the case, but I remembered that when I set up the Dynamic Unique Units I ran into that issue. It looks at the Default Unit to see if the city is allowed to build it, then displays the actual UU for selection. I've fixed that in my DLL though, so that was probably the reason I didn't notice any issues from the AI with the changes.
 
There is a reason it isn't done this way in the first place; IIRC it causes WoC errors as the computers still try to build the units that default to NONE.

Vehem I believe encountered the same problem when attempting to add his new heroes this way.

Aye - I did. The issue actually arose when a unit that was set up that way was due to be promoted. Have you checked that a unit who's class has no default is able to level up correctly?
 
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?

A little up to date , but every unit is in a group (even alone) . However , this has no more use since a SDK change made after make a unit gaining hidden nationality join a lone group .

Now , i would like that the cultural color of the Llos and sidar change a little . With the elves, you can see at least the ancient forest to have a global vue , but green on all forest is a little hard to play. I've stopped my first game with the sidar because i can't see the borders . Can someone tell where to change these colors please ?

Tcho !
 
yea, while I understand that the Sidar borders are that color because it fits with thier theme of bieng spirits, sort of. I agree with the border bieng hard to see for them sometimes.
 
Assets/XML/Interface/CIV4PlayerColorInfos.xml is where you can set the colors used. And Assets/XML/Interface/CIV4ColorVals.xml is where you define the colors RGB/Alpha values (this XML is not modified in base FfH, so you have to fetch it from the BtS/Assets directory)
 
Thank you , i will try to make them a little more darkest .
 
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