FfH2 Cosmetic Issues Thread

Something else in the text file.

<Tag>TXT_KEY_SPELL_MEZMERIZE_ANIMAL</Tag>
<English>Mezmerize Animal</English>
<French>Hypnotiser Animal</French>
<German>Raubtier hypnotisieren</German>
<Italian>Mezmerize Animal</Italian>
<Spanish>Mezmerize Animal</Spanish>

"Mezmerize" should be "mesmerize."
 
One of the tips screens that pops up while a save is loading states:

Phalanxes excel are city attack...

It should be:

Phalanxes excel at city attack...
 
strange glitch in the defending animation (the portion of the animation when defending against an opponents animated attack) for the War Elephant ... looks almost intentional ... but the little rider man is all sideways and the spears point down ...
 
Gryphons and Elephants and Bears are so big in the lower left corner that they obscure how many turns they have to heal for.
 
I must admit it does get a little irritating to have to move them every time though. I wonder if rescaling the larger graphics would be an easy fix (not on the map, just on the view to the side)?
 
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.

I like the redline version a lot. You tend to make both grammar and content changes and it makes it easy for me to see what changes you are recommending and cut in the changes I like.
 
The new Bannor Champion have lack icons.
 
Skimming through the 'pedia, I noticed:
1. Could be intentional, but the new temples and holy buildings seem switched; the Temple of the Veil is more imposing than the Stigmata on the Unborn, and the Temple of the Order is more impressive than the Code of Junil. EDIT: And the Temple of Kilmorph seems pretty impressive as well; I don't have the Tablets of Bambur to compare it to, but I think it might also be an advanced temple.
2. I haven't checked in-game, but in the 'pedia, the Tablets of Bambur don't show up.
 
New Guild of the Nine has very "pixelated" fire sprite which doesn't look like fire. It can be fixed via nifviewer for example. Same with other "dwarven" buildings from Kohan. There it's harder since it's anumation.
 
Forming wolfpacks after the Doviello's wolf world spell is a little flawed. Seems like sometimes it leaves a wolf leftover---seems a remainder overflow bug when combining an odd number of wolves. Strangely, it doesn't happen on every combine.


Also when playing High to Low, it's not clear that the Mercurians/Infernals are included as players, as are vassals. Was very suprised to be reborn as the Mercurians.
 
I strongly recommend to change the domain for the infernal Manes. Now it is Domain_Land, and it should be changed tp Domain_Air.
After doing this, they can only stay in cities and not leave them. But they can be rebased like hawks. And this is the reasen. In the mid-to lategame it is just a pain to move all Manes to the Capitol to bundle them there. All Obsidian Gates are used every turn by the manes, many even have to manually walk by foot. Just annyoing. With this little change, it is so easy to concentrate them in one city. No annoying micro anymore.
Plus, maybe the AI will settle more of them, if they cannot wander around with them.
And even lorewise it is ok, cause spirits should be able to change their posiiton as fast as hawks can.
So team, plz change it, its much better this way!
 
Only the head, bow and quiver of the Amurite Archer is visible:
Spoiler Amurite Archer :
amuritebowman.jpg
Game was originally started under 0.41, but was unable to be reloaded due to bug. That bug was resolved with 0.41.1, and now am able to load into game to see this problem. Created a new game as Amurites under 0.41.1 and used worldbuilder to drop an Archer - it has the same problem. Also dropped various other units and did not see any other problems. Original game was as Svartalfar and their Archer was fine.
 
I didn't see this reported before. Playing with the latest version (2009_05_16_FallfromHeaven2): Decius is a big red blob when starting The Fall of Cuantine scenario. I also tried building him through the worldbuilder.
 
Not really a cosmetic issue, but the Amurite AI really should be allowed to trade techs. A better way to stimulate Amurite isolationism would be allowing them to trade techs when having an attitude higher then Cautious, but upping the TechTradeKnownPercent to 60 or something, so that they only could give away techs that are widely known already.
 
Only the head, bow and quiver of the Amurite Archer is visible:
Spoiler Amurite Archer :
amuritebowman.jpg
Game was originally started under 0.41, but was unable to be reloaded due to bug. That bug was resolved with 0.41.1, and now am able to load into game to see this problem. Created a new game as Amurites under 0.41.1 and used worldbuilder to drop an Archer - it has the same problem. Also dropped various other units and did not see any other problems. Original game was as Svartalfar and their Archer was fine.

:eek::eek::eek::eek::eek: freaky...
 
Undercouncil gambling ring resolution states that price of the gambling houses will be reduced by 75% while it actually reduces it by 50%.
 
Undercouncil gambling ring resolution states that price of the gambling houses will be reduced by 75% while it actually reduces it by 50%.
Yeah, I've noticed this too.
 
My opponent just won a religious victory, and so at least 80% of the world population must follow his religion (RoK). No other religions have been founded. On the victory conditions screen, in the Religious Victory section, the % of population following RoK has been displayed as 0% the entire game.

This problem defeats an important purpose of the victory conditions screen - gauging how close your opponent is to achieving victory. Because this information is not displayed correctly you must have explored the entire map and be able to see every city in order to make that determination.
 
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