Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.