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  1. #1
    maksimus's Avatar Ducenarius
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    Default Use of existing voice for new units

    It did not work for me with the existing way of adding voices

    notably, the names of units they shout when you click on them.

    they have voice when move and fight but not when they need to say the name of the unit when you click on them

    anyone know the answer pls? I am modding alx.exe
    “Give me a place to stand and with a lever I will move the whole world.”

  2. #2
    Medusa0's Avatar Artifex
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    Default Re: Use of existing voice for new units

    Edit export_descr_sounds_units_voice.txt. And backup events.dat and events.idx before renaming/moving them.

  3. #3
    maksimus's Avatar Ducenarius
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    Default Re: Use of existing voice for new units

    example.

    end
    unit hellenistic infantry argyraspidai, RS hellenistic infantry argyraspidai, alexandros infantry argyraspidai
    event maxdist 140
    folder eb/data/sounds/Greek3/units
    argyraspidai1.wav
    argyraspidai2.wav
    group
    end

    this did not work.
    also events.dat should be deleted before i load new game with the changes? But i did that, and game loaded new events.dat and this did not give voice.

    i have no idea where is events.idx tho and what to do with it o.O
    “Give me a place to stand and with a lever I will move the whole world.”

  4. #4
    Medusa0's Avatar Artifex
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    Default Re: Use of existing voice for new units

    Quote Originally Posted by maksimus View Post
    example.

    end
    unit hellenistic infantry argyraspidai, RS hellenistic infantry argyraspidai, alexandros infantry argyraspidai
    event maxdist 140
    folder eb/data/sounds/Greek3/units
    argyraspidai1.wav
    argyraspidai2.wav
    group
    end

    i have no idea where is events.idx tho and what to do with it o.O
    The events.idx is in the data/sounds/ folder like events.dat. As long as you have the sound files in the right place (In this case the eb mod folder) it should work. Although you might have to ask the EB team about their sounds, as I am not familiar with that mod and its folder organisations.
    Good luck!

  5. #5
    maksimus's Avatar Ducenarius
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    Default Re: Use of existing voice for new units

    the other file doesnt exist hah
    “Give me a place to stand and with a lever I will move the whole world.”

  6. #6
    Spike's Avatar Primicerius
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    Default Re: Use of existing voice for new units

    yeah, how to modify the unit sounds then? I worked with BI, and try to put sounds to my new units with export_descr_sounds_units_voice, but that wasn't working....

    oh, how did you edit events.idx? it gave weird symbols upon opening

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  7. #7
    Squid's Avatar Opifex
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    Default Re: Use of existing voice for new units

    Do not touch events.idx, rename or delete events.dat, assuming you didn't make any errors sounds will be there for the units you added. If there was still an events.dat then you did not delete it properly as the game does not generate a new one.
    Last edited by Squid; July 20, 2010 at 10:17 AM.
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