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Dragon's Tiberium Sound Genes
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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1.470 MB
27 Nov, 2022 @ 8:03pm
26 Jul @ 6:25am
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Dragon's Tiberium Sound Genes

Description

What is included/changed?
Adds a voice gene that makes pawns emit CnC Tiberian Dawn unit sounds.

Through settings added with XML Extensions, you can make the races from Biotech use the gene by default. There is also a setting that can replace the sounds used by any voice gene with the TD Voice gene, assuming the modded gene folder structure is in line with vanilla.

There is also an optional patch that replaces the draft/undraft sounds, as well as the pawn death sound. Note that the death sound is the one played when e.g. a rescued pawn dies in bed.

Why did I make this?
I have been wanting to integrate some basic CnC unit sounds into Rimworld for a while, but didn't want to implement my own sound system. Now that Biotech is out, I figured I would make a dumb mod that adds those sounds through genes.

What this does not do
No xenotypes are added, so either make your own or use the settings to add the gene to Baseliner or similar.

Other CnC music mods I made
Dragon's Tiberian Dawn Music
Dragon's Tiberium Sounds
Dragon's Tiberian Dawn Music Remastered
Dragon's Tiberian Sun Music
Dragon's Red Alert Music
Dragon's Red Alert 2 Music
Dragon's Tiberian Sons Music

How can I support your work?
If you enjoy the content I put out, consider supporting me, it would be greatly appreciated!

[ko-fi.com]
7 Comments
Sileighty-Nine 12 Jul, 2023 @ 6:40am 
This is an amazing idea!
OptimusPrimordial 28 Nov, 2022 @ 5:52am 
You should give pig people that tiberian fiend snorting sound from tiberian sun.
DragonKing  [author] 28 Nov, 2022 @ 3:01am 
Added some various settings for optional patches, let me know if you encounter any issues :)
DragonKing  [author] 28 Nov, 2022 @ 12:16am 
I have managed to do some XML patch magic to optionally find all pawn voices like the pig people, and change their voices to the ones added here. I will likely make those optional patches.

I am also slowly figuring out how to replace the baseliner sounds, as they do not rely on genes. I wonder if the genes kinda "override" the sounds provided in the core game, in order to achieve their effect. hmm...
DisKorruptd 28 Nov, 2022 @ 12:12am 
Honestly? I love this idea. voice genes sound like an awesome way to merge worlds
DragonKing  [author] 27 Nov, 2022 @ 9:01pm 
I was thinking about it, but only just got it working. Might do one if I can get an optional patch working that replaces all other voice sounds with the ones used here.

It is super easy to try out tho, just start a new crashlanded colony with pawns that have a custom xenotype that only uses this gene. Make them stab or shoot each other, and you can test out the sounds :p

I have a feeling it will make large fights pretty funny if I can get a patch working.

This mod uses the "unit lost" EVA sound when someone dies, and the actual sounds of infantry dying is used for the "hurt" sounds. The idle talk sounds are some of the "affirmative"-like sounds for infantry.
{SK} That Lamer 27 Nov, 2022 @ 8:55pm 
Any chance of a video with an example? Sounds interesting.