utahjazz7
Deity
No, I wouldn't say that I'm offended by it. I just think it's funny how picky people are. For example, the "death bump" makes up maybe two or three frames of an animation that lasts one second. That's anywhere from 2/15ths to 1/5th of one second. Plus, the animation is non-repeating, so you don't have to watch it over and over. The shield carrier hits the ground and everything disappears.
As far as the firing angle goes, the problem is the way that the CivIII units attack each other. Even though the name of this unit is "Siege Archer," the animations will be utilized exactly like the Archer, Bowman, and Longbowman. So, if he's firing up into the air, the arrow would not even be close to hitting the in-game opponent.
For example, what happens if he's fighting against an enemy unit that does not have the ranged attack animation flagged? The Spearman, let's say, is standing right next to the Siege Archer, but the Siege Archer is firing over his head. I think it would look wierd. It might work for a bombard animation, but as far as I know the bombard action uses the AttackA animation.
Plus, look at the Longbowman's attack animation; the arrow is almost hitting the ground two frames or so after it's fired. I would think that in real life a longbowman would shoot his arrow higher to get more distance, but the Longbowman unit doesn't because it wouldn't work right in-game. Well, that's my opinion anyway.
The skin color issue I can understand. The problem there is that I'm using a mac to make the units, and the colors look lighter on the screen I'm looking at than they do on the Windows machine that I use to finalize the units from the rendered images. Anyway, I'll try to prevent this in the future. Perhaps you could just supply me with the RGB color values that you use for skin, and we can eliminate that problem.
As far as the firing angle goes, the problem is the way that the CivIII units attack each other. Even though the name of this unit is "Siege Archer," the animations will be utilized exactly like the Archer, Bowman, and Longbowman. So, if he's firing up into the air, the arrow would not even be close to hitting the in-game opponent.
For example, what happens if he's fighting against an enemy unit that does not have the ranged attack animation flagged? The Spearman, let's say, is standing right next to the Siege Archer, but the Siege Archer is firing over his head. I think it would look wierd. It might work for a bombard animation, but as far as I know the bombard action uses the AttackA animation.
Plus, look at the Longbowman's attack animation; the arrow is almost hitting the ground two frames or so after it's fired. I would think that in real life a longbowman would shoot his arrow higher to get more distance, but the Longbowman unit doesn't because it wouldn't work right in-game. Well, that's my opinion anyway.
The skin color issue I can understand. The problem there is that I'm using a mac to make the units, and the colors look lighter on the screen I'm looking at than they do on the Windows machine that I use to finalize the units from the rendered images. Anyway, I'll try to prevent this in the future. Perhaps you could just supply me with the RGB color values that you use for skin, and we can eliminate that problem.