Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Why Decision for No Sound in Ground Combat?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Why Decision for No Sound in Ground Combat? Page: [1]
Login
Message << Older Topic   Newer Topic >>
Why Decision for No Sound in Ground Combat? - 6/25/2013 12:41:14 AM   
Tampa_Gamer


Posts: 160
Joined: 12/27/2010
Status: offline
Obviously it was deliberate decision not to put sound in the new ground combat screen, but I would be interested to know why?

I would think the sound would only play while the ground report window was maximized (so as to not conflict with normal sounds). If nothing else, I would hope that a future patch could put a logic hook in and point to a null sound file. Then the modding community can have some fun with it.

_____________________________

For those interested, forum thread link to post with a master list of all my DW mods: Link

Post #: 1
RE: Why Decision for No Sound in Ground Combat? - 6/25/2013 4:26:29 AM   
AstroCat


Posts: 440
Joined: 7/31/2003
Status: offline
Yeah the sounds should kick in when the screen is maximized. It seems really odd that there are no SFX at all. Also, agreed, we'll make the sounds if you give us the triggers.

< Message edited by AstroCat -- 6/25/2013 4:27:16 AM >

(in reply to Tampa_Gamer)
Post #: 2
RE: Why Decision for No Sound in Ground Combat? - 6/25/2013 5:40:37 AM   
FireStarterXoX69

 

Posts: 24
Joined: 5/27/2013
Status: offline
I play the game at 2x speed most of the time so I would find it pretty annoying to have those sound effects. A toggle for something like that would be good, however.

(in reply to AstroCat)
Post #: 3
RE: Why Decision for No Sound in Ground Combat? - 6/25/2013 1:53:56 PM   
Jeeves


Posts: 940
Joined: 9/28/2010
From: Arlington TN U.S.A
Status: offline
I just took the Guardian homeworld at the start of the 8th year with 430 troops versus his 55. Well if I had the sound of combat in THAT fight, it would be REALLY noisy. The battle was brief, my 50 special forces took out his fortified bunker, my 40 ground defense shot down the reinforcements he tried to land, and my 340 troops cleaned his clock right proper. He gave in when odds reached 20 to one in my favor LOL. It took six size 1500 troop transports capacity 1000 each to haul everybody.

Lonnie Courtney Clay
PS The Guardians keep half their troops in troop transports near their homeworld, take note.


_____________________________

Live long and prosper!

Lonnie Courtney Clay

(in reply to FireStarterXoX69)
Post #: 4
RE: Why Decision for No Sound in Ground Combat? - 6/25/2013 2:30:50 PM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
Hey Jeeves, out of interest, what settings do you play?

(in reply to Jeeves)
Post #: 5
RE: Why Decision for No Sound in Ground Combat? - 6/25/2013 3:05:35 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Some kind of ambient combat noise would definitely be an improvement. The sound of the lasers as they fire in set intervals would sound a bit naff though, so just low volume gun fire, screams, explosions with a decent recording length so we don't keep hearing the same sounds.

_____________________________


(in reply to Icemania)
Post #: 6
RE: Why Decision for No Sound in Ground Combat? - 6/25/2013 10:01:48 PM   
Tampa_Gamer


Posts: 160
Joined: 12/27/2010
Status: offline
Agreed Haree78 - for what it is worth, I envisioned the modding community (or at least for my sound mod) reaching back to MOO 2 and even MOO3 as I thought those batte sounds were a good mix. In other words, not a precise blow by blow of each weapon fired and explosion but more a medley of common ground combat sounds. Optimally the logic hook that called the sound when you maximized the window would randomly pick between 1-5 sounds (e.g. groundcombat01.wav, groundcombat02.wav, etc.) allowing us to create our own variety. For those that don't want it played when the window is maximized there could be a toggle button in the options screen.

_____________________________

For those interested, forum thread link to post with a master list of all my DW mods: Link


(in reply to Haree78)
Post #: 7
RE: Why Decision for No Sound in Ground Combat? - 6/26/2013 7:18:52 AM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
Not enough pew-pew?

(in reply to Tampa_Gamer)
Post #: 8
RE: Why Decision for No Sound in Ground Combat? - 6/26/2013 1:35:36 PM   
Jeeves


Posts: 940
Joined: 9/28/2010
From: Arlington TN U.S.A
Status: offline

quote:

ORIGINAL: Icemania

Hey Jeeves, out of interest, what settings do you play?


Pretty much as described in a previous post, race Quameno, one of each race added in galaxy setup, no space creatures, tech very cheap, spiral galaxy, me at core, all empires distant except Dhayut average, all home systems excellent, starting tech default, empires starting size, played as Republic till got Way Of Ancients. Had 5 free lost colonies, 3 free colony ships, colonized all the specials as soon as I found them, super luxuries first. Currently 23 colonies after conquering the Guardians, next up is Gizureans, then Wekkarus, then Ketarovs, then Teekans, then is too far in the future to predict, but my victory conditions are 90/90/90 at 90% of those totaled with no racial victory conditions. I've been playing this game about five weeks and expect it to take five more at 80+ hours per week.

Lonnie Courtney Clay


_____________________________

Live long and prosper!

Lonnie Courtney Clay

(in reply to Icemania)
Post #: 9
RE: Why Decision for No Sound in Ground Combat? - 6/26/2013 7:00:39 PM   
Mad Igor

 

Posts: 248
Joined: 6/18/2012
Status: offline
i don't see how constant "pew pew" sound can be enjoyable
it will annoy me to death.

(in reply to Jeeves)
Post #: 10
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Why Decision for No Sound in Ground Combat? Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.609