RTSR |
Posted on 04/26/15 @ 01:51 AM
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This mod, eliminates a lot of the sounds of the game, intended for online players, who (as me) may need to hear useful sounds in the game, so that their eyes give them strategic information, and also their ears in an easier way.
The aforementioned means that the following sounds were deleted:
Selecting a unit
Tasking a unit (any task)
Attacks (both inflicting and receiving)
GPs existing sounds (the sound of casting remains, but some GPs make sounds while existing, like plenty vault, healing spring, so on)
Ambient sounds, like vultures, wind, etc
The functionality is that the sounds with this mod only give the minimal amount of relevant information while a competitive game, so this is NOT a good mod for scenarios and fun playing, just for competitive playing.
Some sounds weren't deleted as they're not relevant in competitive playing, like selecting the Gaia Goddess, if you ever get to select a Gaia Goddess in a competitive game, well, you deserve to hear the sound of selecting her, right? Same goes for heroes like Amanra, and so on.
Apart from trimming a lot of sounds, i added new sounds, that go in effect when the player creates a new unit. For example, the sound that is emitted when you create a minotaur, is different from that when you create a kebenit. All the create sounds are different for every unit you can get in an online game.
The sounds I choose to the 'create' sounds, are sounds that are meaningfull to me, like for one, a lot of sounds were taken from Age of Empires II. For example, when a new pharaoh spawns, the sound of a new monk from AoEII is emitted. The sound of the hammer ship also comes from AoEII, the sounds for the creation of Greek Heroes, use the first two chord of the Third symphony of Beethoven, cause, as you might know, the Third is about heroism. My main race is the Egyptians, so I used the most significative sound I came up with for the creation of the Egyptian villager: a sound from the Grosse Fugue, the most obnoxious, and literally horribly beautiful fugue that Beethoven ever wrote (if you dl this and hear it, you'll see why I used that sound for the eggy villager).
So, Beeth is not as meaningful to everyone as it is to me, so if you want to change a sound for something more meaningful to you, extract the files in the sounds(2).bar files with AOMED (or any program that you know gets the job done), and replace the desired sound. All the 'create' sounds start with the word 'create', like 'createattyvillager.wav', remember the format should be .wav. Then you can either repack the .bar files with AOMED, or you can place the new sound file in the 'sound' folder from the AoM main folder.
I have been playing online like this for a couple months so it is OoS free.
Installation: the .zip file that compounds this mod, contains only two files "sounds.bar" and "sounds2.bar". If you notice, in the sounds folder of the AoM main folder, there are two files called the same, so to install this mod, you just have to replace those 2 files.
IMPORTANT NOTE: PLEASE, backup the original "sounds.bar" and "sounds2.bar", you can make it the way you like, for example, rename them "soundsOriginal.bar" and "sounds2Original.bar" and leave them in the same folder, then open the .zip file of this mod and copy the new files in the sounds folder.
Any problems write me here, have a good day.
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