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About nuke sound
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Feda
Vehicle Driver


Joined: 08 Apr 2012

PostPosted: Sun May 04, 2014 12:58 pm    Post subject:  About nuke sound Reply with quote  Mark this post and the followings unread

Hello. I was wondering why was the "Nuclear Weapon Launched" sound replaced by some horn-like sound? I barely manage to notice this new one.   I guess that RA sides could have the "A-bomb launch detected" sound as well.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun May 04, 2014 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its to provide a generic sound-effect probably.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun May 04, 2014 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The main reason is that the AI actually no longer uses the nuke as a superweapon, but fires it as a regular weapon that has a very slow rate of fire. As a result of this, the "Nuclear Weapon Launched" speech is never played when the AI fires its nuke.

Another issue is that because of the way the TS engine works, only one single structure in the game is able to launch nukes and since the Temple of Nod was already the designated "NukeSilo", I could only get nukes to work for the Red Alert factions by using a different superweapon and making it look like a nuke, which also meant that these nukes couldn't be announced by the EVA speech when they were launched.

So although it's not really a solution, I right now made the nuke launching structure itself sound a warning klaxon just before launching the nuke, but you'll only hear this warning klaxon when the Nuke Silo/Temple of Nod actually visible on your screen (or is at least close to the area you're viewing on your screen) since it's the structure itself that makes this sound.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 04, 2014 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would prefer the klaxon being replaced with "Nuclear launch detected"
Maybe the TD aud can go in the TD side mixes and the RA "A-Bomb launch" go in the RA side mixes, so they play the correct sound according to the side.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun May 04, 2014 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I already tried that, but unfortunately it doesn't work. The side-specific mix files don't accept sounds.

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Leonis
Vehicle Driver


Joined: 23 Feb 2014

PostPosted: Mon May 05, 2014 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speaking of nukes. Does the AI still only attack your northernmost building? I've played a few games on A Path Beyond recently, and the AI has an affinity for nuking my northernmost Naval Yard, which does next to nothing.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon May 05, 2014 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

The position of your structure doesn't really matter, but the AI currently does indeed keep attacking the same unit or structure with nukes until it has been destroyed.

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Leonis
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Joined: 23 Feb 2014

PostPosted: Mon May 05, 2014 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
The position of your structure doesn't really matter, but the AI currently does indeed keep attacking the same unit or structure with nukes until it has been destroyed.


Well, then, I guess I hilariously lucked out then.  Razz

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 06, 2014 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
the AI currently does indeed keep attacking the same unit or structure with nukes until it has been destroyed.

IIRC there was a key in TS which made a building "forget" the target after each shot, then choose a target again and thus switch through the targets.
I think it was back then when we balanced the adv. guard tower which can't have dual burst AA missiles. It could have been SAM=yes or something else that i tested (though SAM makes it AA-only, so this wouldn't work).
Or was it a different HasStupidGuardMode setting? Damn, my memory.

\Edit
Another possibility: use reaper splits logic with a low RetargetAccuracy so the Nuke hits a random unit/building near the chosen target.
(Using Cluster=10 would be surely funny too -> MIRV Nuke Rain Twisted Evil )

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue May 06, 2014 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe it's StupidGuardMode=yes?

In any case, I'd rather not use splitting missiles with a low RetargetAccuracy, because it might make the AI hit Civilians, friendly units or even nothing at when the target it's aiming for happens to be outside of a base.

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