FFH2 0.33 cosmetic issues

When a mine is built on a tundra or snow terrain it becomes green and lush and looks rather out of place.
Were there not tundra/snow mine graphics before? I can't recall.
 
Hippus and Doviello war elephants still broken

(only have hippus here, but doviello does exact same thing)
(photos from 0.32, but they do the same thing in 0.33)




@Srmacpherson, sounds like you are describing the FoL mine graphics. Is FoL your state religion? Because mines don't change for terrain, they change based on the religion you have present (As a temporary placeholder for civ-specifics)
 
Posting the code to fix one of the most annoying Types of Cosmetic Issues: One which causes False Bug Reports.


Resources which are revealed before being connectable fail to show the Tech required to connect them once you have placed the appropriate improvement on them. Using the code changes in the spoiler fixes that.

In CvGameTextMgr::setPlotHelp
Spoiler :
Code:
		if (eBonus != NO_BONUS)
		{
			szTempBuffer.Format(L"%c " SETCOLR L"%s" ENDCOLR, GC.getBonusInfo(eBonus).getChar(), TEXT_COLOR("COLOR_HIGHLIGHT_TEXT"), GC.getBonusInfo(eBonus).getDescription());
			szString.append(NEWLINE);
			szString.append(szTempBuffer);

			if (GC.getBonusInfo(eBonus).getHealth() != 0)
			{
				szTempBuffer.Format(L", +%d%c", abs(GC.getBonusInfo(eBonus).getHealth()), ((GC.getBonusInfo(eBonus).getHealth() > 0) ? gDLL->getSymbolID(HEALTHY_CHAR): gDLL->getSymbolID(UNHEALTHY_CHAR)));
				szString.append(szTempBuffer);
			}

			if (GC.getBonusInfo(eBonus).getHappiness() != 0)
			{
				szTempBuffer.Format(L", +%d%c", abs(GC.getBonusInfo(eBonus).getHappiness()), ((GC.getBonusInfo(eBonus).getHappiness() > 0) ? gDLL->getSymbolID(HAPPY_CHAR): gDLL->getSymbolID(UNHAPPY_CHAR)));
				szString.append(szTempBuffer);
			}

/*************************************************************************************************/
/**	Xienwolf Tweak							TWEAK												**/
/**																								**/
/**				Ensures that Tech for Connecting Improvement is shown until researched			**/
/*************************************************************************************************/
/**								---- Start Original Code ----									**
[COLOR="Red"]			if ((pPlot->getImprovementType() == NO_IMPROVEMENT) || !(GC.getImprovementInfo(pPlot->getImprovementType()).isImprovementBonusTrade(eBonus)))
[/COLOR]/**								----  End Original Code  ----									**/
[COLOR="Lime"]			if ((pPlot->getImprovementType() == NO_IMPROVEMENT) || !(GC.getImprovementInfo(pPlot->getImprovementType()).isImprovementBonusTrade(eBonus)) || !(GET_TEAM(GC.getGameINLINE().getActiveTeam()).isHasTech((TechTypes)GC.getBonusInfo(eBonus).getTechCityTrade())))
[/COLOR]/*************************************************************************************************/
/**	Xienwolf Tweak							END													**/
/*************************************************************************************************/
			{
				if (!(GET_TEAM(GC.getGameINLINE().getActiveTeam()).isHasTech((TechTypes)GC.getBonusInfo(eBonus).getTechCityTrade())))
				{
					szString.append(gDLL->getText("TXT_KEY_PLOT_RESEARCH", GC.getTechInfo((TechTypes) GC.getBonusInfo(eBonus).getTechCityTrade()).getTextKeyWide()));
				}

/*************************************************************************************************/
/**	Xienwolf Tweak							TWEAK												**/
/**																								**/
/**				Blocks Display of Improvement Requirement if already Improved					**/
/*************************************************************************************************/
/**								---- Start Original Code ----									**
[COLOR="Red"]				if (!pPlot->isCity())
[/COLOR]/**								----  End Original Code  ----									**/
[COLOR="Lime"]				if (!pPlot->isCity() && (pPlot->getImprovementType() == NO_IMPROVEMENT || !(GC.getImprovementInfo(pPlot->getImprovementType()).isImprovementBonusTrade(eBonus))))
[/COLOR]/*************************************************************************************************/
/**	Xienwolf Tweak							END													**/
/*************************************************************************************************/
				{

Red lines are the current code which needs replaced, green lines are the renovated code that solves the issue.
 
In Civilopedia: Fall from Heaven game concepts -> World spells -> Sanctuary incorrectly links to Rally.
 
The New Forest (like the scrub feature in #55) also floats above the tile.
Both improvements look silly when placed on hills. The original Ancient Forest also did this, not sure if the new one does as well. I removed all the Ancient Forest tiles from the hills so I don't have a screenshot of that to show you. Civ4ScreenShot0003.JPG
 
One of the hints displayed when loading a save still mentions conjurers.
 
One of the hints displayed when loading a save still mentions conjurers.
All of the hints are horribly out of date. The ones I can think of at the moment are Inquisitors, Meshabber's fire aura, and the Avatar's conversion of living units.
 
Burnt Forests also float above the terrain.
Civ4ScreenShot0009.JPG

In this picture they appear to also have issues with the fire effects. Though anchoring the trees to the ground should fix this.
Civ4ScreenShot0010.JPG
 
This is not a bug, or even really a complaint, but what the heck happened to Yvain? He used to be a fairly suave looking wood elf. Now he's some kind of monster. How did this come to pass?
 
Kael recently decided to make him a Treant, mostly because he liked the graphics that had been made for another mod (Warhammer, I think). I personally am not a fan of these graphics and don't like him being something that I think would lack the divine spark, and wish he would be changed back to an elf, or maybe a Satyr or angel of nature or something.
 
Well, the Idea to make Yvain a Treant probably comes from DnD/Forgotten Realms, were a Elf with high nature affinity could be buried under a tree and then bond with it, to form a Treant (or Nymph or Dryad for females)
 
That could be a good idea for divine casters, with nature 3 the caster could become a treant similiar to how arcane casters become liches.
 
Illusion graphics (from Dark Mirror) do not match the parent unit when it is a UU. Instead you get the generic equivalent. (Actually, this is kind of handy since it makes it easier to tell which is the illusion.)
 
Illusion graphics (from Dark Mirror) do not match the parent unit when it is a UU. Instead you get the generic equivalent. (Actually, this is kind of handy since it makes it easier to tell which is the illusion.)
Erm, mine are showing up just fine, as evidenced by the dozens of permanent Illusion Vampire Lords I managed to create. Do you mean racial graphics instead of Unique Units? To clarify, Unique Units have a different name and different abilities, whereas racial graphics or artstyles are just the appearance of a given unit for certain civilizations.
 
I received
TXT_KEY_CIVIC_FREE_MARKET_STRATEGY

But only noticed it in one game (been AIAutoPlaying a lot lately for map testing, so I may have missed it subsequent times) and have not patched to "c".
 
Erm, mine are showing up just fine, as evidenced by the dozens of permanent Illusion Vampire Lords I managed to create. Do you mean racial graphics instead of Unique Units? To clarify, Unique Units have a different name and different abilities, whereas racial graphics or artstyles are just the appearance of a given unit for certain civilizations.

Good call. I hadn't thought of that possibility. We'll take it off the list pending a response, because it does seem you are probably right.
 
Saw this in the Funny Screenshots thread, not sure if it counts as a bug or a cosmetic issue.
I felt like some kind of cosmic disturbance was balanced when I finally killed Acheron with a Dragon Slayer. Still, I think I may have stumbled upon some kind of bug...
Spoiler Dragon-slaves! Brilliant! :
attachment.php
 
Saw this in the Funny Screenshots thread, not sure if it counts as a bug or a cosmetic issue.

The best part about that screenshot is that it looks like the slave can cast meteor.

"Build me a road, slave!"
"grumble grumble I'll drop a meteor on you, then we'll see who builds a road."
"What was that, slave?"
"I said, Yes Master!"

Probably this should go in the bug thread (or the balance thread).
 
The words "affect" and "effect" have been interposed in some Civilopedia and tooltip entries. I believe I first noticed it on the entry for Courage. "Effect" is a state, condition, or result; in most cases the word is a noun. "Affect" is a verb (except in Psychology, where it is also a noun, but lets not get into that). So if you say "Spell x effects all units in a stack," you are misusing the word "effect." It should be changed to, "Spell x affects all units in a stack." However, if you rewrote it to use "effect" as a noun, it would be fine: "The effect of Spell x is a Courage promotion for all the units in the stack" (or whatever).
 
The Dragon Slaves is a rare occurance, and quite cute :) Overall though I am pretty sure it will be deemed not worth "solving" as a bug/balance issue. The solution would quite likely require hard-coding the DLL, which isn't desirable.

Effect/Affect has been reported numerous times, but so far nobody has combed through to find all such issues. Specific "This XXX in YYY location" typos tend to get fixed quickly, but general "You often do ____" tend to get lost in the shuffle rapidly. :(
 
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