Two Point Museum

Two Point Museum

View Stats:
Themeing Speakers
Is there a way to set the buzz boost for a wall speaker before you put it down? They default to prehistory, and unless I have a prehistory section to put them in it's far too fiddly to change each one that I placed after the fact to match the nearby
< >
Showing 1-6 of 6 comments
What i've been doing is putting them down and then use the arrows when a speaker is selected to cycle through them all to change to the correct bonus.

I agree with you that it's a pain. Personally the one thing that would help a lot (imo) is if the settings were included when you 'copy' an already placed speaker. A way to set them before placement would also be nice, but the copy function is what I'd use the most if it worked that way.
I didn't even realize the speakers had a theme preset. no wonder my science museum buzz wasn't boosting.
Originally posted by Jehsee Da Bunn:
I didn't even realize the speakers had a theme preset. no wonder my science museum buzz wasn't boosting.
LOL, yah...the fact that they default to Prehistory no matter what museum you are in is super-stupid.

Just occurred to me that what would really be nice is if they auto-set themselves to whatever exhibit types are in their radius, selecting whatever has the most total buzz if more than one type is present.

Now that it has occurred to me, I'm wondering why they didn't do it that way in the first place. Having them auto-set to the most likely ambience that you would want would mean you only have to manually change them on rare occasions where you may want a different setting than what they default to.
Last edited by Jaggid Edje; Mar 14 @ 4:51am
Originally posted by Jaggid Edje:
LOL, yah...the fact that they default to Prehistory no matter what museum you are in is super-stupid.

Just occurred to me that what would really be nice is if they auto-set themselves to whatever exhibit types are in their radius, selecting whatever has the most total buzz if more than one type is present.

Now that it has occurred to me, I'm wondering why they didn't do it that way in the first place. Having them auto-set to the most likely ambience that you would want would mean you only have to manually change them on rare occasions where you may want a different setting than what they default to.

Probably because of the max decoration perk. If a marine exhibit has that and is surrounded by supernatural exhibits that have not reached max buzz, for example, the speaker would default to Marine most likely.

They really should make things that have adjustable properties more obvious. Lots of people aren't aware that you can change the cafeteria food options either, and that one is needed for game progression.
Consdering the fact that the items one can place in the souvenir shop have an additional menu where one has to choose the appropiate theme it seems like the devs missed to act this to to the speakers.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Mar 14 @ 3:45am
Posts: 6