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Found 3 results

  1. As the title suggests, I am wondering if there is a published soundtrack for Ultimate General: Civil War? I absolutely love the music of the game. While there's not enough music to fill a full album, I would love to have what music is here on my iPod! Is there anyway to make that happen?
  2. As a group of enthusiasts we were spit balling this around a couple of weeks ago. Perhaps less important during testing but a simple solution to friendly fire and collision at release. Damaged caused is real. It happened, fog of war, stupidity, heat of the moment bad decision etc. During the game the damage stands. The ship causing the friendly damage has double the points removed from its match score to a minimum of zero points. (Think of this as an on the spot Court Martial inquiry fine and slap on the knuckles). Should point scoring not be taking place, then the fine could be applied as a currency cost either 'as well as' or instead. As the game applies damage and collates points scored I would have thought that blue on blue damage could be recorded relatively easily and then the 'fine' applied for the end of match result. Your thoughts ? Posted on behalf of Sea Lords Virtual Fleet Soundboard group Join Here Captains Crankey Caldwell Master_Scrub Heneage Dundas Robert Danforth Edward Vernon Patrick Walsh Llewellyn Jones RN FLGibsonJr Edward Harvey Jack Aubrey Aplogies if we are repeating anyone elses suggestion here I couldn't locate a direct comparison post.
  3. Having searched the forum and watched the videos on youtube I felt obliged to open a thread about the game's sound aspects. From what I've gathered there seems to be the rather typical game-dev focus on graphics, animation and visual effects over the importance of sound. I would like to stress the importance of good sfx, voice acting and music to make the action come alive - at a much lower cost than e.g. added particle effect layers... Sound, especially voice commands and shouts, the ambiance of a wooden ship reacting to weather and wear and an adaptive soundscape will do miracles for the imagination and immersion. Players initially won't need animated crew under deck with physical dismemberment mode set to "on" if they can hear the effect of a broadside. Simple as that. Right now it seems that the majority of the on-board sound consists of walla's (muted voices coughing or talking incomprehensibly), bosun's whistles, bells and gun's going of. http://en.wikipedia.org/wiki/Walla Simply put: that's just not enough and it's not what combat would have sounded like. Where are the in-language commands being yelled? The calls for assistance, the orders, the screams of the wounded? To underline my point listen and compare these two - without watching: Naval Action Combat: https://www.youtube.com/watch?v=0hCOVm14aDQ - sounds like a handful of sounds looped endlessly, and I believe that's what it really is that I am hearing...Master And Commander Combat (from min 2:00 onward): https://www.youtube.com/watch?v=f06_CkYvIik - clearly distinguishable commands, shouts, orders, screams, yells and cheers. Of course I am not proposing to come up with an audio budget to rival Master And Commander, but just using some of the acoustic elements will make this game come a long way in player immersion. Required Sounds: Yells, Cheers, screams (indistinguishable) single and group Orders: nautical, combat, encouraging, disciplinary (in nation's language) indiv. Shouts: similar to Orders but more emotional (in nation's language) indiv. Proven source for professional multilingual recordings at a budget: http://www.voices.com/
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