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Author Topic: Sound and Action Mod [WIP]  (Read 614 times)

EmperorJon

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Sound and Action Mod [WIP]
« on: April 13, 2011, 02:37:56 pm »

The Sound and Action mod.

How does it work?

You suggest a creature sound for adventurer mode. I think it through. I add it. Also, actions work too sometimes.

Current changes include: (Me toying with actions)

Humans, Elves, Kobolds, Goblins and Dwarves stretch, sigh, groan crack their knuckles etc. every now and then.



Please feel free to start suggestiong ideas for domestic animals, or any other actions, especially combat/alert ones such as roaring, etc.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Dutchling

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Re: Sound and Action Mod [WIP]
« Reply #1 on: April 13, 2011, 03:19:44 pm »

Sound suggestion:
The birth of a dwarven baby!
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EmperorJon

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Re: Sound and Action Mod [WIP]
« Reply #2 on: April 13, 2011, 03:24:22 pm »

o_O
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Jeoshua

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Re: Sound and Action Mod [WIP]
« Reply #3 on: April 13, 2011, 06:50:13 pm »

!SPLAT! *Waaaaah*

McNewmomma: "Och, not another one! I didn't even know I was pregnant!"

McOverseer: "Urist! You're a woman?"

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EmperorJon

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Re: Sound and Action Mod [WIP]
« Reply #4 on: April 14, 2011, 12:30:36 pm »

Lol, maybe I should clarify.

Sounds which are vocalised by creatures in Adventure mode. Vanilla is only the Capybara.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Deon

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Re: Sound and Action Mod [WIP]
« Reply #5 on: April 15, 2011, 11:45:13 am »

Good idea, I thought about that but didn't have time to go through hundreds of my mod creatures and do it.

What should DEFINITELY be in:

1) Sounds of domestic animals. Cows should moo, sheep should bleat, hen should cackle, horses should neigh etc.
2) Sounds of monsters and dangerous animals. Trolls, minotaurs and the like should roar and groan; lions, tigers etc. should roar; snakemen and snakes should hiss etc.

Civilized creatures should not vocalize too often, they should be able to control it after all :P.

P.S. http://en.wikipedia.org/wiki/List_of_animal_sounds
« Last Edit: April 15, 2011, 11:47:35 am by Deon »
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Fniff

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Re: Sound and Action Mod [WIP]
« Reply #6 on: April 15, 2011, 11:53:52 am »

Civilized creatures should yawn sometimes.

Deon

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Re: Sound and Action Mod [WIP]
« Reply #7 on: April 15, 2011, 11:56:53 am »

Okay, you've inspired me, I am working on it RIGHT NOW, I will share my work when I'm done :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository