FFH2 0.32 cosmetic issues

I played my first 0.32 game without any background songs at all. It was empty for the whole game. Playing as Kuriotates/RoK.
 
found issue with some promotion icon - screenshot added:


That's Enervated that's missing its icon. Known issue, I believe.

As for constellations... shouldn't they trigger at once for all players and have some effect on all players (depending on players' reactions)? After all, it's not as if the constellation would come to prominence for one nation but not for the nation right next door. Also, since the event displays for all players referring to 'your' whatevers, either it should be made a global event or the text that displays should be changed/removed.

Had multiple missing song alerts also, though i don't remember which ones:(
 
Others have already pointed out some of the typos in the text. Maybe a spell-check before the next patch?
 
All issues up to this poitn have been addressed, thanks guys.
 
Review of the unpatched 032 SDK:

Code:
//FfH Improvements: Added by Kael 05/12/2007
bool CvImprovementInfo::readPass3()
{
	if (m_aszExtraXMLforPass3.size() < 1)
	{
		FAssert(false);
		return false;
	}

	m_iPrereqCivilization = GC.getInfoTypeForString(m_aszExtraXML2forPass3[0]);
	m_aszExtraXML2forPass3.clear();
	m_iSpawnUnitType = GC.getInfoTypeForString(m_aszExtraXMLforPass3[0]);
	m_aszExtraXMLforPass3.clear();

	return true;
}

Should there also be a check for m_aszExtraXML2forPass3 > 0?

Code:
//FfH: Added by Kael 04/11/2008
    bool bChange;
    if (iChange > 0)
    {
        bChange = true;
    }
    if (iChange < 0)
    {
        bChange = false;
    }
    if (GC.getBuildingInfo(eBuilding).isHideUnits())
    {
        setHideUnits(bChange);
    }
    if (GC.getBuildingInfo(eBuilding).isSeeInvisible())
    {
        setSeeInvisible(bChange);
    }
//FfH: End Add

This isn't good. It will only work for as long as there is a single building with each of the attributes. Were there 2 buildings which provided the SeeInvisible, then I lost one of them, according to thise I would lose the ability, even though I still have 1 building which allows me to See Invisible...

Instead, you should add a function "countSeeInvisible" and a variable m_iSeeInvisible. Then you have iChange affect m_iSeeInvisible, and the function CvPlayer.getSeeInvisible() would check for m_iSeeInvisible > 0 (do you have ANY buildings which allow you the ability). (for an example of how I mean to set it up you can look at the Boolean Functions in CvPromotionInfo, almost all of them do it that way)
 
Perhaps with the Meteor spell gone entirely, the unit summoned by a dragon's Breathe Fire ability might get a rename to "Dragon's Breath" or something? I feel mean getting poor Eurabatres to vomit space rocks every turn.
 
Perhaps with the Meteor spell gone entirely, the unit summoned by a dragon's Breathe Fire ability might get a rename to "Dragon's Breath" or something? I feel mean getting poor Eurabatres to vomit space rocks every turn.

I personally think it would make much more sense for the Dragons' "Breathe Fire" spell to work like Pillar of Fire instead of summoning a unit like a fireball or meteor.

I also think that the Spell should be renamed Dragon's Breath, and that when Drifa casts it she should do Cold damage instead of Fire.
 
Not a big deal since I know what it's supposed to say, but when I mouseover the icon to build horsemen, it says I don't have Nightmare instead of Stable. I do have horses, which is the other half of the 'OR' with Nightmare. The building req shows properly for Catapult req'ing a Siege Workshop.
 

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In the text file, under <Tag>AI_DIPLO_ACCEPT_LEADER_DECIUS</Tag>, "benifited" should read "benefited".
 
This is going to seem pedantic to some, but I find it important:

Text in-game would look better with one space after periods between sentences, not two. Even this message board here strips out double-spaces and replaces them with a single space. Some of the messages look really awkward. I know most people learned it that way, but it's really a holdover from the typewriter days and isn't suitable for modern typography.
 
This is going to seem pedantic to some, but I find it important:

Text in-game would look better with one space after periods between sentences, not two. Even this message board here strips out double-spaces and replaces them with a single space. Some of the messages look really awkward. I know most people learned it that way, but it's really a holdover from the typewriter days and isn't suitable for modern typography.

Yes, some tradition need to go, and others shouldn't even have become traditions in the first place. I removed the extra spaces when I made the Lore Compendium.

When I edit documents for the U.S. Navy, they demand that there be two spaces after a period. I think it's just so they can demand something.
 
To go with the new Civilization Upgrade tag on things like the Centaurs, the Civilopedia should be customized to only display the Unique Version that they upgrade to, rather than the standard generic Unit (Since that is actually an impossible upgrade now)
 
for Adventure Mode i think it might be better to not make the units bigger (if anything id recommend making them smaller so they seem more to scale compared to improvements and buildings) unless im missing the point of this mode, in which case itd be cool to have a mode that tries to put things more to scale in the manner i described

also, i noticed in the dungeon adventure mod video that its possible to make it so you can rotate using ctrl-arrows thing more than just the 45 degrees +/-, like all the way around even, any chance of getting that in FfH?
 
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