FfH2 0.34 Cosmetic Issues

Kael

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Joined
May 6, 2002
Messages
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Us th1s thred 2 rep0rt cosmedic isues
 
Posted this in the bug thread, but hey I can post it here as well (more appropriate).

The mouseover info regarding the Pact of Ni.... (the giant thing) has the text /Link in the info, probably wrong.
 
in the civilopedia the "guilds" page is still there, even though the guilds are gone. not sure if this is intended or a leftover though.
 
Grid display error on water tiles:
 

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In the lair exploration event
Spoiler :
with the spirit that rises and gives your unit the spirit guide promotion, after burying some skeletons
the text reads fromt he, this should be from the.

Also the tip telling people to visit this forum says "tell use" it should be "tell us".
 
A pirate sold me a treasure map, but the message stated that a found a map in the lair.
 
quite a few of the pedia links aren't working correctly (still). For example, the link to the frostling promotion, leads to the frostling unit instead (about a dozen of these are about). Also, unit upgrade paths aren't shown correctly for UU's (doviello SoA's upgrade to champions instead of battlemasters (or whatever they're called now)?). Not sure if this can be fixed though.
 
I am confused on this part in the DLL:

Code:
   	CvPlot* pLoopPlot;
   	int iImprovement = pPlot->getImprovementType();
    if (iImprovement != NO_IMPROVEMENT)
    {
        if (GC.getImprovementInfo((ImprovementTypes)iImprovement).getSpawnUnitType() != NO_UNIT)
        {
            if (!isHuman() || GC.getImprovementInfo((ImprovementTypes)iImprovement).isPermanent() == false)
            {
                if (atWar(getTeam(), GET_PLAYER(BARBARIAN_PLAYER).getTeam()))
                {
                    if (isHuman())
                    {
                        gDLL->getInterfaceIFace()->addMessage(getOwner(), false, GC.getDefineINT("EVENT_MESSAGE_TIME"), gDLL->getText("TXT_KEY_MESSAGE_LAIR_DESTROYED"), "AS2D_CITYRAZE", MESSAGE_TYPE_MAJOR_EVENT, GC.getImprovementInfo((ImprovementTypes)iImprovement).getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_GREEN"), getX_INLINE(), getY_INLINE(), true, true);
                    }
                    pPlot->setImprovementType(NO_IMPROVEMENT);
                }
            }
        }
    }


The way it is written, an AI unit moving onto a PERMANENT Lair which happens to spawn units (none exist anymore, but anyway..) will destroy the Lair, even though it is permanent.

Is that intentional?
 
Tooltip over Doviello's Beastman 'upgrade to Sons of Whoitis' ability says 'upgrade to Beastman'
 
I posted this in the bug thread, but it seems that some citeis are getting big red circles in them, which then turn black??
 
It's rather hard to tell exactly where a blizzard is sitting in busier areas. Not too terrible since you can always mouse over the terrain to see if it's there, but a faster method of verification would be nice.
 
my lurchuirp warrior has black dots instead of legs or red dots after building mines of galdur (sp?).
 
The links to the Frostling promotion in the Pedia direct to the unit.

Not sure this is exactly the right place, but shouldn't Ice Golems be Immune to Cold? Mine are being damaged by blizzards, which seems a little odd :)
 
I've noticed a red blob in a bannor city in the world builder. I was unable to find out what exact unit was the red blob though :\

btw, the temple of hand civilopedia page should say something about it turning surrounding lands into ice ;)
 
I am confused on this part in the DLL:

Code:
   	CvPlot* pLoopPlot;
   	int iImprovement = pPlot->getImprovementType();
    if (iImprovement != NO_IMPROVEMENT)
    {
        if (GC.getImprovementInfo((ImprovementTypes)iImprovement).getSpawnUnitType() != NO_UNIT)
        {
            if (!isHuman() || GC.getImprovementInfo((ImprovementTypes)iImprovement).isPermanent() == false)
            {
                if (atWar(getTeam(), GET_PLAYER(BARBARIAN_PLAYER).getTeam()))
                {
                    if (isHuman())
                    {
                        gDLL->getInterfaceIFace()->addMessage(getOwner(), false, GC.getDefineINT("EVENT_MESSAGE_TIME"), gDLL->getText("TXT_KEY_MESSAGE_LAIR_DESTROYED"), "AS2D_CITYRAZE", MESSAGE_TYPE_MAJOR_EVENT, GC.getImprovementInfo((ImprovementTypes)iImprovement).getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_GREEN"), getX_INLINE(), getY_INLINE(), true, true);
                    }
                    pPlot->setImprovementType(NO_IMPROVEMENT);
                }
            }
        }
    }


The way it is written, an AI unit moving onto a PERMANENT Lair which happens to spawn units (none exist anymore, but anyway..) will destroy the Lair, even though it is permanent.

Is that intentional?

No, it says that either an AI unit OR a unit moving onto a non-permanent lair will automatically destroy it.
 
Event that possed a unit in a dungeon, turning it into a demon, with a 3% chance of turning into a barb, used him to explore and got 2 upgrades, each one come with a huge lag to initiate when chosen, ie click combat and wonered if the game had hung, before it resolved.
 
Sea sertpent as a red blob one turn, but normal when it moved one tile to the north:
 

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