Good Idea?: More Ambiance

Logitech

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First off, this would only be for mods. :(

For a personal mod of mine, I have managed to make a unit that is all ambiance. No movement points. No attack. Blank flc. The trouble now is how to keep it around, meaning; it can't die. :suicide: :ar15: :backstab: :trouble: :deadhorse: :spear: :nope: :nope: :nope:
I could use some ideas right about now.

BTW:These are the sounds I'm putting into the game:
Sea-shore (Waves crashing on beach)
Forest (birds)
Village life (like when you zoom up to a city in Civ IV)
Marsh (Crickets/frogs)

Also, any pointers to other good ambiance will be much appreciated.:)
 
Assuming that there are Immobile, preplaced units...I would assume you could use the settings for the Hot Air Balloon from EFZI2 and the "unit" could never die...

As far as ideas...a 20 frame flic, with 4 frames of a couple birds flying by...perhaps something (Well lined up) to go over a river to appear as a waterfall...in the Water, a couple of dolphins surfacing, or a whale coming up for air...Snow mountain avalanches...sand storms in the desert...or possibly "mirage" type distortion over Oasises...random ripples in the muck of swamps...sudden departures of flocks of birds from jungles...

I hope these are the types of ideas you meant :)
 
Well I'm no flc factory, I just said a blank flc. but if I could find the said flcs, it's posible to have what you said...

You assumed correctly. Dang, knew I forgot to mention something!

I was thinking maybe 'air unit that's invisible', but then the sound doesn't play. (unless I have an AGIS cruiser)

PS: Love your ideas for the flcs! ;)
 
I don't quite understand the desired idea. That's probably due to my lack of understanding and not your actual description. Care to ellaborate for a moron like myself? :D

Do you want a unit that makes ambient sounds as it flies around or did I understand you wrong?
 
I think it could work - assuming that the unit would be on impassable land - and thus no player units could enter the square (otherwise the "ambience" unit would be destroyed/captured).
 
Simply set them to be an air unit, no attack, no defence and no HP bonus and they're not attackable.
But I'm not sure if they'd be affected by some of the air missions you can do
 
ok, now that I understand the idea a bit better, I would like to comment again...

The reason not to edit the ambient sounds, is because they play at 2 speeds ingame, and you cant control which speed.

As far as why use a blank flic and default sounds: Put one on the beach, with the sound of a gull...one in the desert with the sound of a coyote howl...one in the forest with the sound of frogs/crickets...maybe a wild cat roar in the dry grassland...

then as you scroll the map, the sounds will change depending on what terrain you are looking at...you will only hear sounds that are "on the screen"

Logitech: be careful, if you put too many units with the same default sound near each other, the sound just plays OVER and OVER and OVER...
 
Wouldn't it be possible to make a longe sound file with a lot of silence to prevent sound repeating too soon and too often...

(don't know if there'S a maximum extension of unit soundfiles)
 
@Plotinus: Yes, sound.

@Everyone: I'm aiming for a unit that's Default sound is a nature sound; waterfalls, waves on beach, wind across desert and mountains, and beyond.
the unit must not die, it must be immobile, it cannot belong to any civ in fear of premature first contact, and must be as invisable as posible. An 'all transparent flc' takes care of the last one, and I can give the unit to the barbs to solve the first contact problem.

@aaglo: I have impassable land in my mod, but sooner or later a unit is going to be built that can walk/be in that terrain.

@Derf: I pondered that too, but I'll need to test it first. I'll do that tonight...

@Weasle: I like the original ambiant sounds...:D

@Spacer One: Right on!!!:goodjob: I want the sound to be tied in with the terrain. Like Civ IV.

@Samez: I'll start small with the files, just in case...

Thanks for all the sugjestions...:)
 
Logitech, I'll be very interested if you get this working OK. My concern will be like Pounder's - Hidden Nationality units are normally major targets for the AI, and the AI can see them wherever they are on the map. Possibly you could put them in impassable terrain (mountains for example) to fix this problem.

If things work for you then please, let us all know. :)
 
Wouldn't it be possible to make a longe sound file with a lot of silence to prevent sound repeating too soon and too often...

(don't know if there'S a maximum extension of unit soundfiles)

if one unit sound is playing, no other sounds may play...so...

If a unit sound file is too LOOOOOONG it will probably override unit sounds for a while...Also, Id like to point out, that if one unit has a badly done default sound, it will play over and over, nonstop as long as it is on the screen...

nother thought I had, is that since you can make Units "Era specific" you could code the sounds to "upgrade" through history...that makes me imagine a unit with sounds of : A=Hoof beats and carts being pulled ...Med=Armoured Horse w/shoes on road? Ind=Old style automobile engine or traffic sound Modern=Modern autos/traffic

I did some tests with such units (that couldn't be killed) and it seemed that the AI would try to attack each one, then ignore them as long as they didn't move.

So the AI was programmed to behave like a T-Rex?? Well that certainly explains a bit!!!
 
Cool. Now to test it out with a Hidden Nationality defense 0, immobile unit pre-placed on immobile terrain. If it works, then I shall be using it. :)
 
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