Heptireme: The Ctp1 Trireme is in Cradle as the "Heptireme", and like most Ctp1 units did not have an Idle animation. Which means that 120 out of 142 total images went unused. And it's even worse, because the 10 "Attack" animations were simply a single fixed image aiming in one of five required directions. Accordingly, the Heptireme didn't move and it didn't attack...but, well, it definitely could sink! Adding a 6-file Idle animation was easy enough (it now waggles the oars), but the real challenge was the Attack. Ships of this era featured a large bronze beak attached to the prow and relied on ramming attacks to sink enemy vessels. Which fortunately is pretty similar to some of the existing images.
In order to put this in-game, I edited several "Move" animations, specifically the 7 through 11 sequence....for all 5 directions. In order to represent a "ramming" attack, the image sequence is animated as 7-8-9-10-11-11-11-10-9-8-7 (so the ship drives into the enemy using its oars, and then backs out). That alone isn't enough, as it merely shows the movement of oars. So the ship also has to be repositioned in each image. As an example, let's look at how this was done for the SE direction. "Movement" image #7 is the starting position, and doesn't have to be edited. But from there, Image #8 moves down two pixels and two to the right, #9 moves four in each direction, #10 moves six, and #11 is shifted a full eight pixels down and eight to the right.
Looking at this in the Naval Combat box, the oars appear to move each Heptireme forward and back, so they no longer sit still like turtles. The attachment gives some indication of this as the Heptireme is contacting the bow of the enemy Bireme, the oars are shifted back and there's whitewater along the sides and to the rear. The final step in the process was to associate this attack with the sound of breaking timbers (another new file), and that completes the effect.
In sum, one of the most important ancient era Naval units is now fully animated.
In order to put this in-game, I edited several "Move" animations, specifically the 7 through 11 sequence....for all 5 directions. In order to represent a "ramming" attack, the image sequence is animated as 7-8-9-10-11-11-11-10-9-8-7 (so the ship drives into the enemy using its oars, and then backs out). That alone isn't enough, as it merely shows the movement of oars. So the ship also has to be repositioned in each image. As an example, let's look at how this was done for the SE direction. "Movement" image #7 is the starting position, and doesn't have to be edited. But from there, Image #8 moves down two pixels and two to the right, #9 moves four in each direction, #10 moves six, and #11 is shifted a full eight pixels down and eight to the right.
Looking at this in the Naval Combat box, the oars appear to move each Heptireme forward and back, so they no longer sit still like turtles. The attachment gives some indication of this as the Heptireme is contacting the bow of the enemy Bireme, the oars are shifted back and there's whitewater along the sides and to the rear. The final step in the process was to associate this attack with the sound of breaking timbers (another new file), and that completes the effect.
In sum, one of the most important ancient era Naval units is now fully animated.
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