True, but it’s still less jarring than a woman suddenly becoming a man, and vice versa.
Hopefully the Priestesses we see in the screenshots will be a regional replacement for Monks instead of just a skin. That would solve most problems (the voice problem for conversions would still be an issue).
I don’t think devs care about that. Over all this looks like more time and money invested on this DLC than 3K. So they may come with new voice lines including Incas.
Didn’t prevent them from giving Villager voice lines to Gbeto, female Flemish Militia, and all female heroes. Consequently, the female military units don’t differentiate between move and attack voice lines, unlike the male ones.
I wonder what the priestess will sound like when converted by a civ with a male Monk model. Villager voice, the usual male Monk voice, or a modification of the latter intended to sound feminine? I don’t really expect them to record hundreds of priestess voice lines for the existing civs.
Seems more like an age-old technical limitation than a bug to me. When a converted Monk picks up a Relic (or Villager is given a new task), it becomes a different unit and loses anything specific to its previous civ.
One cumbersome “solution” would be to have separate units for all Monk skins in the dataset, which would be very annoying for scenario makers and modders. But, who knows, maybe they’ll come up with a proper solution with TLC.
In AoE3, the Shaolin Master has the ability to turn enemies into Chinese men (Disciples), be it man, woman, or animal…
You don’t get your own civ’s UU voice lines for that unit, right?
How would this work if the new female monk (priestess) were implemented as a unique unit rather than just a skin—similar to how the American monk worked before the new monk skins were introduced?
As far as I know, there aren’t any unique voice lines for UUs (except the 3K heroes, which can’t be converted anyway). So it’s not different from other units.
Units have sound IDs assigned for selection, move command, attack command, etc. When non-human sounds are used (e.g. horse, camel, elephant, siege engine), the same sound files are played for all civs. For voice lines, it changes depending on the owning civ, while the sound IDs are the same. So a Samurai converted by a Polish Monk will speak Polish, for example.
The Mesoamerican Monk was never a unique unit or something comparable, it has always been a regional skin.
I’m pretty sure this tries to represent Rio de Janeiro. I believe the southern beach is Copacabana, and the cabin on the rock to the right seems to mimick the Sugar Loaf. That’s a nice touch (and geography knowledge) from the devs.