FfH2 0.34 Cosmetic Issues

I go to the Pedia, go to the Leader's section. The Decius link doesn't seem to work. I can, however, access his page when I go to the Bannor civilization entry.
 
The spell Found Temple of the Empyrean is listed as only being cast-able by a Luridus. Should be corrected as being cast-able by Vicar's.
 
agreed about foreign trade being very weird for Auric, God King seems a lot better :D

and yeah, forest tiles with improvements in them don't look forested enough, let's hope someone learns how to handle the plotLsystem file soon :lol:
 
Completely cosmetic, but you are messing up my manual by not having a pop-up button for Mokka! ;) (It would be nice to have a pop-up warning the world when Samhain was cast outside of Manual symmetry)

EDIT: So I'm blind, what's new?
 
This isn't really a "cosmetic" issue, but when Overcouncil convenes to vote on issues, it says, "As Secretary-General, you can choose a U.N. Resolution to put forward for a global vote."
 
Ok, this time I am (possibly) not being blind:

Code:
	lList = ['EMPTY', 'HIGH_GOLD', 'ITEM_HEALING_SALVE', 'ITEM_JADE_TORC', 'ITEM_ROD_OF_WINDS', 'ITEM_TIMOR_MASK', 'TECH']
	sGoody = lList[CyGame().getSorenRandNum(len(lList), "Pick Goody")-1]
	if sGoody == 'EMPTY':
		CyInterface().addMessage(iPlayer,True,25,CyTranslator().getText("TXT_KEY_MESSSAGE_EXPLORE_LAIR_TREASURE_EMPTY",()),'AS2D_POSITIVE_DINK',1,'Art/Interface/Buttons/Equipment/Treasure.dds',ColorTypes(8),pPlot.getX(),pPlot.getY(),True,True)
	if sGoody == 'HIGH_GOLD':
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_HIGH_GOLD'), caster)
	if sGoody == 'ITEM_HEALING_SALVE':
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_HEALING_SALVE'), caster)
	if sGoody == 'ITEM_JADE_TORC':
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_JADE_TORC'), caster)
[COLOR="Cyan"]	if sGoody == 'ITEM_POTION_OF_INVISIBILITY':[/COLOR]
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_POTION_OF_INVISIBILITY'), caster)
[COLOR="#00ffff"]	if sGoody == 'ITEM_POTION_OF_RESTORATION':[/COLOR]
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_POTION_OF_RESTORATION'), caster)
	if sGoody == 'ITEM_ROD_OF_WINDS':
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_ROD_OF_WINDS'), caster)
	if sGoody == 'ITEM_TIMOR_MASK':
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_TIMOR_MASK'), caster)
	if sGoody == 'TECH':
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_GRAVE_TECH'), caster)

While the code is set up to handle giving out a result for POTION_OF_INVISIBILITY and POTION_OF_RESTORATION, neither one is an option in the list, so will never come up.


EDIT:

Wouldn't it be faster to change:

Code:
		for pUnit in lGolems :
			pUnit.setHasPromotion(iEmpower1, False)
			pUnit.setHasPromotion(iEmpower2, False)
			pUnit.setHasPromotion(iEmpower3, False)
			pUnit.setHasPromotion(iEmpower4, False)
			pUnit.setHasPromotion(iEmpower5, False)
			if bEmp1:
				pUnit.setHasPromotion(iEmpower1, True)
			if bEmp2:
				pUnit.setHasPromotion(iEmpower2, True)
			if bEmp3:
				pUnit.setHasPromotion(iEmpower3, True)
			if bEmp4:
				pUnit.setHasPromotion(iEmpower4, True)
			if bEmp5:
				pUnit.setHasPromotion(iEmpower5, True)

To

Code:
		for pUnit in lGolems :
			pUnit.setHasPromotion(iEmpower1, bEmp1)
			pUnit.setHasPromotion(iEmpower2, bEmp2)
			pUnit.setHasPromotion(iEmpower3, bEmp3)
			pUnit.setHasPromotion(iEmpower4, bEmp4)
			pUnit.setHasPromotion(iEmpower5, bEmp5)
 
When the controlled civilizations changes, for instance from High to Low, the leader name doesn't transfer with you.

It would be nice if the leader name followed the player.
 
I don't think this belongs in the Cosmetic Issues thread, but I agree. He should probably favor god king, as he is the only leader who was literally a god. Theocracy would fit well enough thematically too.

I really think that the Theocracy and Religion civics need to be changed to be more useful for this White Hand worshiping civ.

Does favored civic mean the civic they would like others to have or just have it themselves? Sometimes the AI wants you to convert to their favorite civic. Woudn't others having god king undermine his position as THE god king thus making them actually not want other civs to have that civic.

Am I making any sense?
 
Move them onto a mountain range from the left. Whoa! Wild ride that.

(They tip about 45 degrees to the right).
 
During one of the 'explore lair' events it says "The lair is full of corpses. After burying them and performing rites a spirit rises fromt he graves and bless your unit." Notice 'fromt he' instead of 'from the'.
 
Typo in the text file:

Under <Tag>TXT_KEY_MESSAGE_EXPLORE_LAIR_POISONED</Tag>, the word "unti" should read "unit."
 
Apologies if I missed this, but for the first time I am getting red blobs and black blobs where units once appeared. It doesn't seem to matter what the unit is, but usually it is a Blooded Werewolf, if that matters.

If I exit the game and come back, a DIFFERENT unit is blobbed. It never seems to be more than one unit, though. :confused:
 
Maybe it's a memory issue. Try killing off some (of your dozens) of Werewolves and see if that helps.
 
Apologies if I missed this, but for the first time I am getting red blobs and black blobs where units once appeared. It doesn't seem to matter what the unit is, but usually it is a Blooded Werewolf, if that matters.

If I exit the game and come back, a DIFFERENT unit is blobbed. It never seems to be more than one unit, though. :confused:

The same thing happened to me for the first time yesterday. When Acheron appeared, he appeared as Acheron the red Blob! I went into worldbuilder, deleted it and replaced him with another Acheron and it workds fine now.
 
Apologies if I missed this, but for the first time I am getting red blobs and black blobs where units once appeared. It doesn't seem to matter what the unit is, but usually it is a Blooded Werewolf, if that matters.

If I exit the game and come back, a DIFFERENT unit is blobbed. It never seems to be more than one unit, though. :confused:

This sometimes happens to me to, to any unit. It's either a red blob or a black blob. For me it's usually been warriors and adepts. I have all graphics maxed out if that matters.
 
so far i've seen this once, on a dwarven slinger. 2 of the slingers were normally visible, 1 was a blob
 
I had it happen to a named giant spider one .34 game. I haven't seen it (yet) this game. It came and went over the course of the game.
 
Is this cosmetic?

You have built Guild of Hammers!
You have built Guild of the Nine!
(100 turns later)
Would you like to research Guilds?
 
After freeing Brigit, the mouseover on the tile now reads "Must be level -1 to enter."

Also, more of a bug but it's so not important, I've seen coast tiles with fishing boats but no resource. The tile(s) has the fishing boats graphic and mouseover, but it produces the normal and proper 1F, 2C. I assume the AI is building them, but I haven't actually witnessed it yet.
 
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