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I play the game on silent so this is not an issue for me. I do find it interesting using voice lines to make a distinction between units rather than visual though
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By vladislavbelov · Posted
Could you attach mainlog.html from your logs folder? You could find a path to logs here: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths -
By guerringuerrin · Posted
civ_female_my_lord_shifted.mp3 Gendered-citizens are a great addition. I’m glad they were incorporated into the game. However, since they currently use the same response and spawn audio as Citizen-soldiers, an important feedback element has been lost. Audio feedback is very important—sometimes players don’t even look at the screen to see what they selected, and this is only possible thanks to the audio. The same applies when spawning units: right now, there’s no way to tell by listening whether the unit being spawned is a soldier or a citizen. I was thinking that we could edit the audio to give them male voices. Here’s a very rough example I put together. Please don’t take it seriously—it’s a very rough, low-quality sample, included only for illustration. I also believe there are some voice clips that aren’t currently used but are available. That said, I don’t want to take this lightly. In my humble opinion, artistic curation is very important, and audio falls within that scope. A consistent solution requires approaching this carefully and responsibly, so as not to undermine the work of other developers and artists. -
It's not like just a change of having to remap some habbits, it's loss of information. Visually I could very well adapt, to new civilians models, no problem. But losing the sounds differentiation between them and CSs is a small regression in UX.
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Normally not, however a common assumption is that mod detection is refreshed when opening the mod selection page, which isn't, so you need to relaunch 0AD.
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