Lion.Kanzen Posted October 6, 2013 Report Share Posted October 6, 2013 Pettry feature, I awaiting for many alpha, the horn is good but may be better, I know is new sound and feature.Considerate this video and example what can be the horn. Is many here , obviusly I'm not suggesting use this. Quote Link to comment Share on other sites More sharing options...
Gallaecio Posted October 6, 2013 Report Share Posted October 6, 2013 Actually, we might want to use a different sound depending on the civilization, don’t we? And the same might apply to the city bell. Even if it turns out that a bell and a horn are compatible with every 0 A.D. civilization, modders might want to be able to define civilization-specific sounds for this. Quote Link to comment Share on other sites More sharing options...
feneur Posted October 6, 2013 Report Share Posted October 6, 2013 I think it's probably best to keep a single sound for these things, it's important to understand what's going on immediately, so having to learn 12 or more different sounds for the same thing is probably not a good idea. That's not to say that it's a bad idea to have the possibility to set civ-specific sounds for these things, but for the main game I think this is one of the cases when playability trumps trying to find a historical sound for each civ. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 6, 2013 Author Report Share Posted October 6, 2013 I'm. Not saying for every fustian. but have 3 sounds some large, some short. See total war rome 2 horn, our is close but not enough. More deeply strong sound. And when are played in game can be different. For example when your town is razed must be more quickly and the licht can be high when you are in battle can be more lower. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 6, 2013 Author Report Share Posted October 6, 2013 I know here is different implementation. but ear how deep is. I love idea a horn like AOE I. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 6, 2013 Report Share Posted October 6, 2013 I don't think a civ-specific sound would be too difficult to discern for players. The attacked unit(s) flash on the minimap, and eventually we'll probably have chat notifications as well. Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 6, 2013 Report Share Posted October 6, 2013 Yeah different sounds for distinguishing civilizations sounds awesome! Really capture the feeling of each civilization. It'll definitely work better once we get different language voices for different civilization's units. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 6, 2013 Report Share Posted October 6, 2013 I don't think a civ-specific sound would be too difficult to discern for players. The attacked unit(s) flash on the minimap, and eventually we'll probably have chat notifications as well.We have the chat notifications already, but they are disabled by a config option. If you want to see them, set gui.session.attacknotificationmessage to true. I think a different sound for each civ would be nice, as long as they were similar in theme, because we will have several alert sounds and don't want them to be confusing. To experiment with this, change the <attacked> sound group in the entity templates for the civ in question. Note also that each entity template can have its own different sound. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 6, 2013 Author Report Share Posted October 6, 2013 With chat message we can do it outpost to detect enemy invasions, they outpost can send a message warning. And the flashing can be yellow or orange. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 6, 2013 Report Share Posted October 6, 2013 I think it should play the attack notification of the attacking civ, so you know who attacked. I would also be ok with a single attack sound for all civs (a horn would be nice). Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 6, 2013 Author Report Share Posted October 6, 2013 Yeah we need message log, other message when worker are attacked. Your hero is in engage, your city is besieged. And the sound can be different lower to critical warning, when is lower the sound is slow and short, but when is critical is high and long. Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted October 8, 2013 Report Share Posted October 8, 2013 at last, in starcfraft the units say when are attacked, "we can not hold" Quote Link to comment Share on other sites More sharing options...
FeXoR Posted October 8, 2013 Report Share Posted October 8, 2013 (edited) I noticed that in many games the attack notifications are wrong in terms of it's content for example if units attack they might say "We are under attacked!" or even if dominant in the ongoing battle say "We cannot hold!".Audio attack notifications should only occur if units are indeed attacked.A more desperate notification might be given when a fight is turning out bad for the given player. The detection of that might be hard though so I think it should be first thought through thoroughly before added (if at all).On the minimap enemy military units/defensive structures might also blink if they are inside the territory borders or in visual range (Not so sure about this). Edited October 8, 2013 by FeXoR Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 9, 2013 Author Report Share Posted October 9, 2013 The message notification is wrong, if you attack to the female villagers, the games says. About the ai are attack to you.Multiple messages are most adecuated. When you attack, when you are attckaed and when you are attck by building or when your females are attacked by Ai. Quote Link to comment Share on other sites More sharing options...
Donner Posted October 10, 2013 Report Share Posted October 10, 2013 I noticed that in many games the attack notifications are wrong in terms of it's content for example if units attack they might say "We are under attacked!" or even if dominant in the ongoing battle say "We cannot hold!".Audio attack notifications should only occur if units are indeed attacked.A more desperate notification might be given when a fight is turning out bad for the given player. The detection of that might be hard though so I think it should be first thought through thoroughly before added (if at all).On the minimap enemy military units/defensive structures might also blink if they are inside the territory borders or in visual range (Not so sure about this).In what language will the audio attack notifications be? In the native languages? English audio notifications would be strange given that the units speak their native languages.The more desperate "we cannot hold!" notifications could be given if a formation is under attack and is about to collapse. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 10, 2013 Author Report Share Posted October 10, 2013 Hmm the units can speak english or modern languages with with accent of their natives languages to interact with players.And that phrase can work in a rush, an heavy rush. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 10, 2013 Report Share Posted October 10, 2013 The message notification is wrong, if you attack to the female villagers, the games says. About the ai are attack to you. Multiple messages are most adecuated. When you attack, when you are attckaed and when you are attck by building or when your females are attacked by Ai.What does this mean? Are you reporting a bug, can you be specific about what it is? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 10, 2013 Author Report Share Posted October 10, 2013 its not a bug, but have don't sense if i attacking women what say: "Civenemyname" are attaking to you?. Quote Link to comment Share on other sites More sharing options...
LAVS Posted October 11, 2013 Report Share Posted October 11, 2013 We can certainly produce different sounds for each civilization with a same 'audio profile' in order to keep consistency. It's kind of an interesting challenge for the SD team.Please let me now and I could start working on this.Regarding the voices, IMHO it should be in native language. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 11, 2013 Author Report Share Posted October 11, 2013 For now a horn is with deeply sound. Una corneta profunda, sería bueno. No se dónde está la que se esta usando, pero suena mal. Sospecho que podría estar saturada. Quote Link to comment Share on other sites More sharing options...
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