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Post by swiftfoxmark2 on Mar 9, 2009 19:19:19 GMT -6
Update: There were about 176 unidentified sound files in the old Lords of Magic. I've identified all but 72 so far. Most of them are found under the unit attack section. There are a lot of missing spell sounds and range attack sounds and a few ambient sounds. The Name-breaker I've found doesn't do a great job, as I've only found one with it. The rest were just guesses based on their location. I'll see if I can break the rest. If anyone knows how to do it, I'd be more than happy to share what I've got so far with you guys. I've played the original LOM. Turns out, the ships do not have have selected or acknowledgment audio. They only have their movement sounds. Yeah, I've noticed that. However, they don't use the Death ship sounds when selected like in LOMSE. But like I said, there's so much more that was removed from LOMSE. For example, the Chaos Warrior Lord can shout "CROM!" when attacking. Pretty neat stuff actually. There are some combat sounds for ships in combat. The order ships have attack and move sounds when in combat.
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Post by Boaster on Mar 9, 2009 20:31:41 GMT -6
I do not recall "CROM!" at all when playing the original LOMSE, ever.
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Post by swiftfoxmark2 on Mar 10, 2009 7:06:55 GMT -6
I do not recall "CROM!" at all when playing the original LOMSE, ever. I'll see if I can extract it for you. In fact, I may just create a new sndfx.mpq file with all the sounds I've identified so far and try and include a list of the files that were not in LOMSE.
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Post by swiftfoxmark2 on Apr 25, 2009 14:55:43 GMT -6
OK, I've uploaded a zip file containing all the sounds I've identified so far that were missing in LOM:SE but were in LOM. I've included a list of those files as well. It's about 108 sound files: www.megaupload.com/?d=QQG3DO3TThere are still about 69 files I have yet to identify. The trouble is, name-breaking doesn't seem to do a good job. These files were identified mostly by simple intuition.
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Post by pigtails on May 10, 2009 0:39:43 GMT -6
I have something to add although I'm not sure on the purpose of this thread anymore.
I wanted to know the probability of non faith controlled capitals. I would like to think it's simple copypasta between different files. Possibly a tie in between villages and the capitals unique mechanics. Villages in that they spawn marauders within capture distance. Could that be done? I was hopeful that was what was done with the new special buildings sprites but I was disappointed.
Also is it possible to make the AI on the world map less stupid? In my attempts to lengthen gameplay I usually relinquish territory taken but always the AI is hesitant to retake their conquered assets. Usually it ends up sending them across the world to my main capital to hopelessly chip away at my defense force.
I have some other thoughts but I'm not sure of their value right now so I'll keep them to myself.
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gunther
Member LVL 8
"War does not determine who is right - only who is left."
Posts: 128
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Post by gunther on Jun 23, 2009 10:41:48 GMT -6
could i put those sound files in my game and use them (i know this tread is old but had to ask)
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Post by swiftfoxmark2 on Jun 23, 2009 18:39:44 GMT -6
could i put those sound files in my game and use them (i know this tread is old but had to ask) Sure, you can try. I think you may need to edit the gs.mpq files to point to those sounds as well, but I don't know the structure that well. One thing that really annoyed me about the Special Edition is that they removed some of the ship sounds and set all of them to be the same as Death's. So all the ships sound like they are run by dark elves who like to whip slaves. It probably wasn't a huge deal considering how navel battles weren't relevant on most maps.
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gunther
Member LVL 8
"War does not determine who is right - only who is left."
Posts: 128
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Post by gunther on Jun 23, 2009 18:50:39 GMT -6
darn that to much work for me altho life may be pissed the dark elves took over there ships
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