FfH2 Cosmetic Issues Thread

Okay, I know there are numerous reports of spelling errors and such. Is there any way that I would be able to access the appropriate files and edit them? If so, what files would those be and what would I need to do to access them?
 
Minor thing: the svartalfar ranger has a generic icon in the build queue, but a cool looking icon most of the time. i presume it's just an oversight.

Same with other Svartalfar units for me.
 
Okay, I know there are numerous reports of spelling errors and such. Is there any way that I would be able to access the appropriate files and edit them? If so, what files would those be and what would I need to do to access them?

It's the text file, CIV4GameText_FFh2. The file path should be C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\XML\Text. Or something similar.
 
It's the text file, CIV4GameText_FFh2. The file path should be C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\XML\Text. Or something similar.

Awesome, thanks for your help :D Now to begin my mighty crusade. I have a feeling it will take awhile.
 
Awesome, thanks for your help :D Now to begin my mighty crusade. I have a feeling it will take awhile.

You might want to hold off until you've gotten confirmation that Kael wants someone to do this, otherwise you'll end up spending a lot of time for nothing. I think Kael prefers to make changes -- including correcting the text file -- himself.

I know a few versions back someone posted that he had gone through the text file and offered to upload it, but nothing came of it.

Similarly, not long ago I cleaned up all the "effect/affect" things in the text, as well as some other typos I had spotted, and uploaded a zipped version of the text file, but again nothing happened with it.

So you may be best off simply reporting in a post on this thread the mistakes you find in the text file and letting Kael input the changes.
 
You might want to hold off until you've gotten confirmation that Kael wants someone to do this, otherwise you'll end up spending a lot of time for nothing. I think Kael prefers to make changes -- including correcting the text file -- himself.

I know a few versions back someone posted that he had gone through the text file and offered to upload it, but nothing came of it.

Similarly, not long ago I cleaned up all the "effect/affect" things in the text, as well as some other typos I had spotted, and uploaded a zipped version of the text file, but again nothing happened with it.

So you may be best off simply reporting in a post on this thread the mistakes you find in the text file and letting Kael input the changes.

That was my plan. Dump all of the typos in a text file and put it here. I didn't wanna put post after post after post of just typos. Hopefully it'll get a look but then typos probably aren't too high up on the to do list.
 
The blood and gore effects when you fight a Gorilla "splashes" the entire screen. So far the gorilla is the only unit this happens to, all other units have normal "splashes" (what I have noticed).
 
In one of the screens that is displayed while a save is loading there is a grammatical error in the text. Specifically it is one that discusses Mary Mobius and Yersinia. The last "and" should be an "an". I think...
 
Part of an ongoing series of minor grammar/spelling clean-ups. Notes

  • This is basically all text that is longer than a line from the .xlsm file, from the beginning through the leaders.
  • Updating a single post seemed better than having dozens and dozens of separate posts.
  • I've attached three files in a rar: one is the original, the second the changed, and the third a redline version showing changes.
  • The goal, of course, is to be useful to the FFH team. If there is another format/way this stuff should be output, just let me know.

Entries Changed So Far:

Bonus_Mithril, Bonus_Razorweed, Bonus_Reagents, Bonus_Sheut_Stone, Bonus_Academy, Building_Aqueduct, Building_Archery_Range, Building_Bazaar_of_Mammon, Building_Brewery, Building_Courthouse, Building_Dancing_Bear, Building_Elder_Council, Building_Gambling_House, Building_Great_Lighthouse, Building_Harbor, Building_Heroic_Epic, Building_Heroic_Epic_Strategy, Building_Infirmary, Building_Inn, Building_Lighthouse.
 

Attachments

Why not just put all of your changes into your own GameText file, then we can just merge them?
 
Why not just put all of your changes into your own GameText file, then we can just merge them?
Happy to do that--when I had contacted Kael, he asked me to post text edits in this thread. My basic goal is to donate some time to the project, so I'm glad to do so in whatever way is easiest for y'all to integrate. So, the question is what will make that easiest? I can edit the raw XML files, the .xlsm spreadsheet, create Word redlines so folks can see the changes, whatever.
 
Im not sure what qualifies a cosmetic issue but, the starting screen still says THE DAWN OF MAN. Shouldnt this be somehting like: THE REBUILDING OF AN EMPIRE, THE AGE OF REBIRTH, or THE REBIRTH OF MAN (and other assorted civilizations?)? Just my two cents.
 
I'm not sure how many of these have been listed already, but here's my found text typos/errors in the English text (the first listed word is the mispelled version):

Fortunatly (fortunately)
recieves (receives)
santify (sanctify)
souvenier (souvenir)
civlization (civilization)
upgrasded (upgraded)
viscious (vicious)
publically (publicly)
incompetant (incompetent)
exiting (should be 'existing')
availible (available)
Buliding (Building)
excel are (should be 'excel at')
entreet (entreat)
for to long (should be 'for too long')
sympathedic (sympathetic)
fleeign (fleeing)
murder act (should be murder acts)
built and alchemy (should be 'built an alchemy')
will aide (should be 'will aid')
Tary (Tarry)
indefinitly (indefinitely)
In the Mutate_2 event, 'to' should be 'too'
In the Event_Enchanter event, 'offer' should be 'offered'

In the Over/UnderCouncil popups, it refers to the U.N and the Secretary General.
the Tag TXT_KEY_SECRETARY_GENERAL should be added to the CIV4GameText_FFH2.xml file. Example: Head Councilor
Also the tag TXT_KEY_POPUP_CHOOSE_ELECTION should be added, and rewrote to remove U.N. Example: As Head Councilor, you can choose a Resolution to put forward for a vote. (You have %d1_MyNum Votes.)
 
Spotted an error and found the location in the text file:

<Tag>TXT_KEY_HINT_49</Tag>

"exiting" --> "existing"



Also, it would be helpful if the 'pedia entry and mouseover tip for the Hall of Mirrors were beefed up at least a little. I know documentation is still on your "to-do" list, but all you need for now would be a single sentence, e.g. "creates illusion copies of attacking enemy units" (or something like that).

Kael, I do have a more general comment/question. You seem not to have made any revisions to the text file in quite a while. Since the mod is now in feature-lock, wouldn't this be a good time to start making textual corrections? I'm noticing that some of the posts in this thread are repeating reports of textual errors that others have already reported -- seems to me there's no need for that to be happening, since the corrections in question can be made so easily and quickly, in just a few minutes.

Anyway, let us know if there's anything we can do to be helpful/useful in getting the text fixed up beyond simply reporting errors in this thread.
 
In the Mutate_2 event, 'to' should be 'too'

Kael seems to always write "to" instead of "too" in principle.
 
The 'pedia entry for Pirate Coves says that they can be built only on Flatlands. That's no longer correct, since they can be built only by Work Boats now and not by workers any more.
 
The blood splatter effect for the dwarven Chariot is exaggerated, filling most of the screen (the same as that of the Gorilla).
 
I noticed that in a number of places in the text file "receive" is misspelled "recieve." Should be a simple Find and Replace, correcting "recieve" to "receive" throughout the text file.
 
Sometimes the event text for AC events appears on the turn after the event takes place. For example, Stephanos appears and then the popup warning the world that Stephanos has arrived happens the turn after. Also, very occasionally, the event text will not appear at all. This has been happening for as long as I've been playing, from time to time. Not a major problem, but confusing and cosmetically undesirable. If at all possible, the event popup should always happen on the turn that the event occurs. A new player who first encounters Blight but who never receives a popup to explain what happened (this happened my first game) will be very frustrated and unsure of the cause.
 
Back
Top Bottom