What would you change?

clut said:
I actually quite like the skeleton spell sound effect. it's a horrid, dirty sound, which is how I'd imagine a skeleton to sound if it was suddenly dragged into this world against it's will.

It annoys me that I don't know how much XP adepts and summoners/sorcerers need to level up. Could this be added into the pedia??? along with the fact that you can't build summoners/socerers? I know this now, but when I first started playing I was trying to train these units and didn't understand why I couldn't.

That actually was added in 0.15 so the mouseover help says that they cant be built and they require level # (whatever the level is) to create.
 
anisotropy said:
The feature I would love is when building a mana node, if there was a scrollover or popup that showed me how many of that mana type I already had as a resource. I know I can look in the city screen, but if I get too many, I can't scroll through them all (the scroll function seems to not work). I think it would be good if the mod could track, for instance, the number of water mana resources I had so I would know if I needed to build another to get water II for free (for example).

Yeah, thats on my want list. Im trying to figure out a decent way to do it. My problem is the build gametext function isnt passed the player data so I have no way to know who is asking for what. But I agree this needs to be done somehow.
 
Hypnotoad said:
I couldn't find any information on what the effects are of using up a great priest to create a holy building. I'm going for a magical victory and want to know what mana the Ashen Veil holy city would give me, but I couldn't find it in the civlopedia.

It doesnt give any. Stigmata of the Unborn gives some if you build it, and thats noted in the pedia.
 
clut said:
I actually quite like the skeleton spell sound effect. it's a horrid, dirty sound, which is how I'd imagine a skeleton to sound if it was suddenly dragged into this world against it's will.

For all of those who like or hate skeleton sound... Kael might remember that I was one who SENT IT :D
It was before FfH 2 was out, I sent Kael some sounds along with bunch morrowind spell sounds. IIRC I named that skeleton sound as Summon Hellhorse... :)
 
I think it should be made clear how many soldiers are in a unit (for absolutely no reason).
 
it might be useful for the pedia to break units up into groups based on the civ they are for, with one extra group for universal basic units, though only if theres ways to make subgroups (it would be way too much clutter to put all the civs as choices from the main pedia list)
 
The only thing that annoys me is the lack of hard data in the 'pedia, too much flavor text. The flavor stuff is good, but stuff like "the doviello get +1 food in tundra" and "malakin have defense bonus in desert and get Lightbringers instead of scouts" and "elves can build in forests" and "dwarven mines are unpillagable" and the way mana works and a ton of other things that I have only figured out by reading this forum really oughtta be in there

*gaspgaspgasp*
 
Quetz said:
The only thing that annoys me is the lack of hard data in the 'pedia, too much flavor text. The flavor stuff is good, but stuff like "the doviello get +1 food in tundra" and "malakin have defense bonus in desert and get Lightbringers instead of scouts" and "elves can build in forests" and "dwarven mines are unpillagable" and the way mana works and a ton of other things that I have only figured out by reading this forum really oughtta be in there

*gaspgaspgasp*
do doviello get +1 food in tundra? malakim get lightbringers instead of prophets actually
 
i dunno on either count, honestly, which proves my point :)

I know doviello are associated with tundra somehow, because that map script puts them there... maybe just because its in their leader pics. And Malakin start with a lightbringer, so I assumed they were scouts.

edit: Dont get me wrong, I think the flavor stuff should stay, but underneath it there should be the "goods".
 
Kael said:
It doesnt give any. Stigmata of the Unborn gives some if you build it, and thats noted in the pedia.

Similarly, I had trouble finding the Necronomicon for OO. I was expecting it to give some sort of Necromancy Mana and so had already built a water mana node (although water does make sense...). This wasn't easy to find, if it is in there. A link in the OO entry to the Necronomicon would be helpful...

I didn't know that the high temple for the Veil was Stigmata of the Unborn, which is what made it hard to look up.
 
Quetz said:
The only thing that annoys me is the lack of hard data in the 'pedia, too much flavor text. The flavor stuff is good, but stuff like "the doviello get +1 food in tundra" and "malakin have defense bonus in desert and get Lightbringers instead of scouts" and "elves can build in forests" and "dwarven mines are unpillagable" and the way mana works and a ton of other things that I have only figured out by reading this forum really oughtta be in there

*gaspgaspgasp*

I agree, thats why the Xuenay's strategy tags have been added to the dawn of man screen for every civ. Hopefully we can polish and improve them so players can have a quick reference on what each civ does.
 
The hawk's recon and rebase buttons are still the fighter ones. Despite there being a recon button available in the arts folder.
 
The sacrifice sound is quite irritating.

Especially when sacrificing lots of units in lots of cities, it's just awful.

Artwork for the chaos marauder seems slightly off (not actuallt holding weapon, weird death animation, etc.

Ditto for the icon for marauder. It doesn't really look like the unit.

Other than that, quite good!
 
Curse you Kael! I cannot resist anymore. :p

There are exactly two things which bothers me in your otherwise excellent mod.
1. The hawk/raven animation (when it flies over the land) takes too long. Can you make the bird fly faster?
2. The scrollbar of the resource list in towns when you managed to get alot of different types (it nearly collides with the specialist list). It just don´t look good to me (on the other hand maybe it´s just my problem playing at 1024x768).

Yours,
AlterMann

PS: Man, you´ve made me so addicted to this game...
 
M@ni@c said:
The hawk's recon and rebase buttons are still the fighter ones. Despite there being a recon button available in the arts folder.

K, fixed .
 
triangle said:
The sacrifice sound is quite irritating.

Especially when sacrificing lots of units in lots of cities, it's just awful.

Thats the same sound as the raise skeleton sound, I'll see what I can do.

Artwork for the chaos marauder seems slightly off (not actuallt holding weapon, weird death animation, etc.

Yeah, I'll ask SeZ if he can fix that. I know that unit was one of his first and he has come a long way since then as we have all seen.

Ditto for the icon for marauder. It doesn't really look like the unit.

Yeah, that goes for about a 90% of the units Im afraid. We dont make any custom 2d art so the art team makes these awesome models and I try to hunt down a pic that kinda looks like it.
 
You ought to find someone that can do some nice custom 2D art, Kael. There has to be someone out there that's a fan of FfH and has some nice 2D art skills.
 
Chandrasekhar said:
You ought to find someone that can do some nice custom 2D art, Kael. There has to be someone out there that's a fan of FfH and has some nice 2D art skills.

The problem is the quantity of work that would be required and the fact that anyone willing to do that amount of work for free probably isnt capable of the same level of detail and quality as jason engle, brom, and the other artists i steal from.. I mean pay homage to.

The CCG mania has been really good for professional 2d fantasy art.
 
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