Could you add soundeffect/speech for machines? Its snarly, when you don't hear a sound/speech. There is a little KaM rule: if you send a unit to anywhere and don't hear a speech, the unit don't start to walk.

R. I. P.
King Karolus
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Do you ever hacked sounds.dat? Which includes all sound files.
Could you add soundeffect/speech for machines? Its snarly, when you don't hear a sound/speech. There is a little KaM rule: if you send a unit to anywhere and don't hear a speech, the unit don't start to walk.Understand?
Actually all soldier sounds are in the speech folder (Data\Sfx\Speech), sounds.dat is just a compilation of smaller sounds like the carpenter sawing the tree trunks etc.
Problem number one is that we have no sound effects for the ballistae and the catapults (I don't like the idea of ripping them from another game).
Problem number two is that my initial attempt at making the catapult use the sound files of the scout failed so I might not be able to do it (chances are there is something in the unit.dat that must be changed which I did not find yet).
That means, that you try crossing scout sounds with exe hack and it doesn't run?
Crossbowman
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King Karolus
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TPR 6:
- mission 6 TPR is saved as a non-encoded file.
TPR 10:
- Ally's fields are placed partially on coal.
- NorthWestern (blue) enemy's butcher's shop isn't placed due to uneven terrain.
Crossbowman
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EDIT: But wait, the fields do appear correctly in the game? Removing the fields that are palced on top of the coal would make the fields too small, I think it's quite good as it is now.
King Karolus
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