Stellaris

Stellaris

Stellaris Enhanced Sound Project
Showing 21-30 of 46 entries
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Update: Sep 3, 2018 @ 11:42pm

- Fix some minor errors, thanks to Darrien fron NSC for pointing out.

Battlebrothers, todeh the enemy is at our DOOR.

Update: Jul 12, 2018 @ 5:32pm

- Additional normalizing and tweaks to explosion sounds. Their priority and volume have been slightly lowered.

- Adds two new explosion sounds for ship_explosion (Not to be confused with normal or station explosions).

- Removes Tachyon Lance and Arc Emitter windup looping, I personally do not know why they have looping set to yes in the base game to begin with. You should now hear the chargeup sounds only once.

- Experimental Tweak : Removes/Reduces the weird 0.5 second delays on most weapon fire sounds before they kick in. I am not exactly sure why did the base game want sounds to kick in slower than the actual weapons. Are they really trying to simulate that light travel faster than sound? Perhaps I am missing something, but it was pretty weird and dumb to see my ship fires weapon with no sounds, only for the sound to catch up 0.5 seconds later.

Update: Jul 9, 2018 @ 3:01am

- Reverted back to the patch before to preserve achievement compatibility. (But the laser hit sound variation stays)

All sounds and no compatibility make me a sad boi.

Update: Jul 8, 2018 @ 6:43pm

- Revert the name of all assets back to vanilla replacements as they did not replace the files as I thought they would.

- Missing sounds have as such, been added to the these files so that they will now play.

- Adds more variations to laser_hit sounds so that it won't get as repititive when strikecraft spam their lasers.

- Adds a new Shroud Alert sound when Shroud is ready to enter.

- Adds a new victory sound when you win a battle.

- Adds a new musical cue when you have started or been draged into a war.

Update: Jul 2, 2018 @ 6:20pm

Renamed all sound assets to be unique, so it should no longer cause issues when new sounds are added by PDX.

Also reduces volume for Unbidden Quotes.

Update: Jun 3, 2018 @ 5:15pm

- Changes heavy autocannon sounds (For mod that uses the sound)
- Normalize some other stuffs
- Readjust some more things in the .asset files.
- Reduces the volume of that annoying crisis ambient sounds, until I get a more ear-friendly ones.

Yeah I know, these past few patches are quite boring. But I'm reaching the end-point of the scope of this mod. Most of the future patches will revolve around improving the quality of the contents. There may still be some new sounds added as I see fit however.

ITS OVER ANAKIN, I HAVE THE HIGH GROUND.

Update: Jun 2, 2018 @ 12:25pm

- Further normalization and conversation of some files from mono to stereo.
- Reduce priority for explosions. And reduces the volume of generic explsion.
- Removes priority for XL weapon's windup sounds and reduce their volume closer to vanilla since it doesn't seem to work the way I envision them to.
- Reduces volume for some of the Fallen Ship engines to be more in line with the others.


All work and no play make Blorg a dull xeno.

Update: Jun 1, 2018 @ 9:30pm

- A small batch of normalizing and readjustment of certain weapon sounds.
- Temporarily removes the new queen idle sound as I feels weird currently.

Update: Jun 1, 2018 @ 3:24pm

I....actually forgot what did I change in this update..


Garrus : Crap!

Update: Jun 1, 2018 @ 12:47pm

- Remixes and resamples bombardment sounds and make them more quiet.


Hi, my name is Roy; I am a magic addict.

<Hi Roy>