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theys just forgot adding the attack sound.
From the wikia:
- The Heavy Scorpion in The Age of Kings makes a 'whoosh' sound when it fire its projectile, which it also shares with the Galleon. In The Conquerors and after, the sound no longer occurs and it makes the same sound as the regular Scorpion due to the file being missing in The Conquerors' files.
- In the original The Age of Kings, Galleons made a 'whoosh' sound when they fired their projectile, which they also shared with the Heavy Scorpion. Since The Conquerors, however, the sound no longer occurs due to the file being missing in The Conquerors' files.
If you want to do this, go to Age2HD/resources/_common/drs/sounds and you can replace these files. Files 5447-5450 are the original scorpion sounds. Files 5559-5562 are the galleon files. copy 5559-5562 and rename them as files 5447-5450. The only problem is that regular scorpions will also have the galleon noise as well as heavy.
So the files ARE there. What's strange is that they don't seem to be properly assigned to the galleon/heavy scorp. How nobody on the HD development team have yet to fix this is beyond baffling.
Actually I think I might have been able to fix the problem entirely, for both units (Heavy scorpion and Galleon). Note: doing this will also provide the War Wagons with the sound. Since they were included in The Conquerors, and this bug has existed since then, maybe the true sound that War Wagons were supposed to play when firing is this torpedo sound!.
However, it requires editing the file empires2_x2_p1.dat and thus, until the developers don't fix it and it is applied to all the players, will make your the game incompatible in multiplayer. I recommend to backup the file just in case I have screwed something up. Also if you have overwritten those sound files when you implemented your workaround, you should revert back to the original ones as I don't know if this fix would work properly.
Anyway, to fix it:
1. Launch Genie Editor 3 and load empires2_x2_p1.dat (*** NOT the empires2_x1_p1.dat ***).
2. Go to the "Sounds" tab.
3. Scroll down until number 427. It should say "empty". This is part of the problem.
4. Now you have to click the "Add" button which is in the bottom of the middle column (not the Add button on the bottom left area), and something like "0 - NewFile.wav" should pop up. Select it. Now on the right side column below "Filename" type "wgal1.wav", below "File DRS Resource" type "5555", and below "File Probability" type "5".
5. You have to repeat the above step seven more times, renaming all them until "wgal8.wav" and following the sequence 5556, 5557, ..., until 5562 under "File DRS Resource". In "File Probability", the second one should be "5" like the first one, BUT the other six need to be set to "15".
6. Now go to the "Graphics" tab.
7. Scroll down to "3387 - M_HBOL_F". On the fourth row, the first two boxes, under the name "Sound" it says "-1" "-1 - None". Type on the first box 427.
8. Now click on "3388 - M_HBOL_R" and repeat the same, adding 427 again.
8. Right now, everything is fixed but there is a small problem: when firing, the heavy scorpions will make both sounds at once when firing: their current sound and the whoosh sound. The first is barely noticeable though but, in order for it to just make their original sound, the solution I've come accross is this: In the same "Graphics" tab, go down to "2771 - HWBAL_AN", click on it and then around the bottom of the page you should see a box with the label "Used" ticked. Untick it so "Frame Sounds Used" reverts to 0.
9. Save the file.
Now both Heavy Scorpions and Galleons should play the "whoosh" sound when firing, both with and without Chemistry, just like they did on AOK. And War Wagons + Elite War Wagons receive the sound too. So far I haven't run into any problem.
Because I highly doubt any developer is reading this, I will tell them on the Open Beta thread (which they check frequently I think) so they see this thread and the potential solution.
*** EDIT: I haven't tried it but I am pretty sure that if someone happens to have just the base HD game, without expansions, then they will only have the file empires2_x1_p1.dat. If that is the case, then they will have to edit that file in the exact same fashion. In fact, if someone who has the expansions wants to just play the base game, they will have to edit this other file too.
To sum up: if you have expansions, edit both files, empires2_x1_p1.dat and empires2_x2_p1.dat
If you have just the base game, edit just empires2_x1_p1.dat
But oh my God, it worked. After 17 years of this bug, attempts to fix it, trying to contact the dev team to get them to fix it, it worked. Thank you so much for posting this! It's ridiculous we had to fix it ourselves, but the important thing is that it's fixed.
EDIT: Just launched the game again and after paying some attention, I noticed it was playing the Scorpion select noise whenever I told a galleon to attack. I quickly realized this was due to a change I'd made in effort to fix the sound missing, but it threw me off for a second! 11
Many new HD players don't seem to even realize this bug.
But it's a bug that really needs official fixing. You guys are great!
Added the old AoK Galleon & Heavy Scorpion attack sounds back. Also applies to Korean War Wagons due to also using the same Arrow "Unit" as the Galleon & Heavy Scorpion.
So if you are using that mod, it should be fixed already (I haven't checked it tho).