Why Decision for No Sound in Ground Combat? (Full Version)

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Tampa_Gamer -> Why Decision for No Sound in Ground Combat? (6/25/2013 12:41:14 AM)

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.




AstroCat -> RE: Why Decision for No Sound in Ground Combat? (6/25/2013 4:26:29 AM)

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.




FireStarterXoX69 -> RE: Why Decision for No Sound in Ground Combat? (6/25/2013 5:40:37 AM)

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.




Jeeves -> RE: Why Decision for No Sound in Ground Combat? (6/25/2013 1:53:56 PM)

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.




Icemania -> RE: Why Decision for No Sound in Ground Combat? (6/25/2013 2:30:50 PM)

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




Haree78 -> RE: Why Decision for No Sound in Ground Combat? (6/25/2013 3:05:35 PM)

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.




Tampa_Gamer -> RE: Why Decision for No Sound in Ground Combat? (6/25/2013 10:01:48 PM)

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.




WiZz -> RE: Why Decision for No Sound in Ground Combat? (6/26/2013 7:18:52 AM)

Not enough pew-pew?




Jeeves -> RE: Why Decision for No Sound in Ground Combat? (6/26/2013 1:35:36 PM)


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




Mad Igor -> RE: Why Decision for No Sound in Ground Combat? (6/26/2013 7:00:39 PM)

i don't see how constant "pew pew" sound can be enjoyable [&:]
it will annoy me to death.




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