FFH2 0.33 cosmetic issues

xienwolf

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This thread is for posting any Cosmetic Issues with FfH 2.033

  1. In CvUnit.cpp:
    • CvUnit::getInvisibleType() - The Invisible Type for Nox Noctis is Hardcoded to be the first listed in the XML, rather than utilizing a Global Define like is done for Hidden Nationality and each Weapon Tier. This could cause issues in the HIGHLY unlikely event someone re-arranges the InvisibleInfos.xml file. But mostly I mention it because it is Hardcoding and the mod is so well known for NOT doing that ;)
    • NOTE: This is actually a full-on BUG, unless it is intended to leave Nox Noctis Units completely invisible for the main mod, but make it easier for modders to make them visible, as the hardcoded value points to INVISIBLE_SUBMARINE, which no FfH unit can see
  2. In Scenario Screen, Text Key for "TXT_KEY_WB_GRAND_MENAGERIE_DESC" is missing, but only when you first click on the button to access the screen for the game
  3. River of Blood Text announcement displays once per City instead of just once per player. (Magister)
  4. New Startup Screens need music!
  5. Minimap's new larger size is not maintained when loading a savegame. (Solution by w. irving)
  6. Unit Detail Image overlaps the Help Text (Elm)
  7. Malakim Adepts are Women, Malakim Mages are Men (Pyr0mancer - Post 21)
  8. Founding a City on a Graveyard results in Text Keys indicating gifts from Villagers (Pyr0mancer - Post 21)
  9. Pirate Ports have outdated references to constructing them on Land in the Pedia (Vladesch - Post 23)
  10. Mud Golem animations are erratic while working (Twahn - Post 24)
  11. Cannot remove Landmark Tags by choice, they obscure view when zooming in (Cephalo - Post 19 & 26)
  12. Gilden Siveric's Sid's Tip displays old name for Arcus Field, and innacurately states that he doesn't start with Dextrous if built without the building present (BeefontheBone - Post 32)
  13. 3rd Beltane Cycle Story Typos: "gathering food form the forest himself" "sightes of Evermore" lots of apostrophes missing (evanb - Post 39)
  14. Insufficient Room in the Unit Info Panel to display 7 Digits for units with XP > 100 (cabbagemeister - Post 40)
  15. Mary Morbus Event claims it will cause -2 Health in all cities, but only affects the one city (Chip56 - Post 41)
  16. Contagion Spell claims to apply Plagued to the units in the same stack, rather than other units nearby (Chip56 - Post 41)
  17. Gaining an Angel/Manes unit is announced in Red, even though beneficial (Chip56 - Post 41)
  18. When attacked by an enemy you are informed "Your Forces are Under Attack" and also the outcome of the battle. Result is 2 messages, with the first one being quite useless, for each battle (Chip56 - Post 41)
  19. Necrototem effect causes City Graphics to disappear in the transparent sections (srmacpherson - Post 46 screenshot)
  20. At-a-Glance advisor screen cuts off leader icons on the top row (srmacpherson - Post 47 screenshot)
  21. Scrubs, Burnt Forests & New Forests float above the tile (srmacpherson - Post 55 & 65 & 68)
  22. TXT_KEY_MESSAGE_NECROTOTEM missing when approaching a Necrototem (srmacpherson - Post 56)
  23. No Animation/Sound when spreading religions (arcaner - Post 57)
  24. Resources which have an improvement, but you do not have the technology to connect, fail to show that information in Tooltips.
  25. When a mine is built on a tundra or snow terrain it becomes green and lush and looks rather out of place. (srmacpherson - Post 61)
  26. Hippus & Doviello War Elephants still don't know how to ride, or fail at understanding Gravity on a cartoon level. (icantcmyeye - Post 62)
  27. Posted code to solve the "I can't connect Incense/Copper/Death" bug reports (Post 63)
  28. One of the hints displayed when loading a save still mentions conjurers. (stp - Post 66)
    • As well as Inquisitors, Meshabber's fire aura, and the Avatar's conversion of living units. (Pyr0mancer - Post 67)
  29. Still getting too much smoke after Patch C (Zechnophobe - Post 308 of Bug Thread)
  30. Missing Text key: TXT_KEY_CIVIC_FREE_MARKET_STRATEGY (srmacpherson - Post 75)
  31. With and Contagion can be cast without any viable targets in range (unlike Rust) (Chip56 - Post 41)
  32. Spell Description for Courage uses Effect where it ought to use Affect (Also occurs in other places) (Camber - Post 79)
  33. If you are lucky enough to get a slave after killing a dragon, you get a Dragon-Slave! Hear him roar! (Rystic - Post 221 of Funny Screenshots Thread)
  34. Units appear on top of Mountains, but inside Volcanoes (Elm - Post 87)
  35. Amurite Archmages use a Dwarven Voice (Khai - Post - 96)
  36. Dislike of the new Ancient Forests failure to appear at all beneath Towns & Farms ([to_xp]Gekko - Post 97, discussion following for a fair while)
  37. Promotion name: "Starting Settler Bonus" is not flavorful. Reccomend using "Founder" instead (orlanth - Post 13 of spell vs. forest starts thread)
  38. Would be nice to have more options in the Erebus mapscript (Y T - Post 121) - Includes link to revised mapscript with options already added.
  39. Adepts are displaying: Requires: NONE when the Tech is known for building them (ichbinsehselber - Post 758 of Bug Thread)
  40. "Civilization" is mis-spelled "civlization" in the following strategy text entries (English, Spanish, and Italian) - Arthendain, Bambur, Mardero, Rosier, Saverous (xanaqui42 - Post 135)
  41. Smoke (and to a lesser extent Flames) can allow a player to view Features within the normally pure-black sections of unexplored map ([to_xp]Gekko - #erebus)
  42. Unique Features do not properly clear forests away from themselves, possibly due to lacking an LSystem definition ([to_xp]Gekko - #erebus)
  43. Sidar Archers don't mesh well with other units of the Civ for color scheme (QES - Post 136)
  44. The Civilopedia entry for Lanun war tortoises talks about elephants not tortoises. (RobertTheBruce - Post 139)
  45. Unique Improvement Landmark Titles occasionally show up mislabeled (accipitradea - Post 142)
    • Also in MP Landscape Tags show up in multiple locations frequently (#erebus chat)


Last Updated as of: Post #139
 
This could cause issues in the HIGHLY unlikely event someone re-arranges the InvisibleInfos.xml file.

How unlikely is that really? I was planning to change invisibility quite a bit in future versions of my modmod. Of course, I would be borrowing Dom Pedro's Invisibility mechanisms when I do so, which would require compiling a new DLL anyway. (And of course, I'd rather get you to just include the changes in your modcomp.)
 
The "sun" portion of the "Civilization IV" and "Warlords" opening menu options is a big purple square, and looks quite odd. It would probably be best to get rid of the animation.
 
The "sun" portion of the "Civilization IV" and "Warlords" opening menu options is a big purple square, and looks quite odd. It would probably be best to get rid of the animation.

Hmmm, I can't confirm that, I'm not seeing any purple squares or the sun-animation, for that matter.

Edit: Whoops, there it comes, all big and purple and blocky. Forget what I said ;)
 
How long do you need to wait to see the broken sunburst animation? I have seen two go by so far, with no purple blotches. My graphics setting is "Medium"...
 
at the top left the adjustment gauge in city screen seems to be squished.

Spoiler :
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Berserkers are red blobs, and the penguins are completely yellow.

Which civs berserker?

Penguins look fine to me int he game (though they arent textured correctly in the pedia which has always confused me, darn sneaky penguins).

edit: found it, it was the Malakim Berserker.
 
I think the smoke of forest fire is too obfuscating.
 

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Which civs berserker?

Penguins look fine to me int he game (though they arent textured correctly in the pedia which has always confused me, darn sneaky penguins).

edit: found it, it was the Malakim Berserker.


Yeah, sorry I should have mentioned the yellow penguins were in the civlopedia.

And you are correct. It is the Malakim Berserkers.
 
The new ancient forests seem a bit too dark and reddish to me - I'm thinking corrupted blood-forest of darkness and doom whenever I see them.

(But then again, I loved the old ones and couldn't for the life of me see why some were disliking them...)
 
corrupted blood-forest of darkness and doom

Did you forget to read the summon tiger spell pedia entry, Alazkan's entry and Thessa's entry?
 
Two things:

1.
The new ancient forests seem a bit too dark and reddish to me - I'm thinking corrupted blood-forest of darkness and doom whenever I see them.

I agree, the new ancient forests do seem a bit dark... would it be possible to make this the design template for only evil civs that adopt FOL?

2. I think the new animation for forest fire looks nice, but may be a bit too graphic intensive, as my game has ctd twice now, shortly after Dragon's horde has been built...

Otherwise, love the new update and the great new skins on some of the units! Great work!
 
I agree about the Ancient Forests. Additionally, I'm colorblind, and it's essentially impossible to tell the difference between the Ancient Forests and regular Forests while that wasn't a problem at all before. (I do like that improvements are now easier to distinguish under the Ancient Forests, though. If we could return to the old color but with the new design, that would be great.)
 
I like the forest dark, but much prefer the full Fangorn style by seZereth. A slightly "richer" green (still dark, but more green) could be better too.

I also still think that the New Forests should use the old Ancient forest color/texture.



It could be quite nice for ancient forests to depend on alignment. You know though, it could be better still to tie it to the Plot Counter. That would probably entail adding several different forest types, and making features automatically change in relation to plot counter changes like terrains do, in C++ instead of python.


The new Flames are quite nice. I've yet t have a crash with 0.33 but I haven't payed that long either (if you don't count Somnium).


Edit: I just had my first CtD after writing this
 
The selected image (bottom left) for animals (like bear & griffin) is too wide, and covers the description of the selected unit. For example, when a griffin is selected, you cannot tell how many turns it would take to heal.
 
It would be nice if the landmark tags would go away when you zoom in to a world improvement. Most of the artwork for those has a high coolness factor that the tags cover up. Is it possible to toggle them on and off?

The guardian is awsome looking! :goodjob:
 
The new Flames are quite nice. I've yet t have a crash with 0.33 but I haven't payed that long either (if you don't count Somnium).


Edit: I just had my first CtD after writing this


I had no CtD, but I restarted when the Jungle in Africa (on a Earth2 Map) was flamed by Archon and therefore caused the whole map to get grey and when Hyborem arrived (burning sands). The smoke of one tile should not remove sight of 20 tiles (see screenshot above)
 
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