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whatcha like? (Time out:0 days after 11-08-2003, 09:51)
Squares
Hexagons
Octagons
Other... please post.
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Asmodean is offline Asmodean
King
Aarhus, Denmark
Aug 1999
time: 06:30
  Old Post 01-09-2003 21:51 Visit Asmodean's homepage!
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#31 Report this post to a moderator
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I must say that I don't like the look´of hexes. They look plain ugly to me.

For me, squares is the lesser of two evils. My main objection against them is the fact that diagonal moves look to give far greater distance than vertical/horizontal moves. But I would still much rather pla on a square map, than on a hex map.

Oh...and the notion of moving diagonally on a hex map is one that I've never heard before. Could make for a fun game. One could easily make a mistake, in thinking that two units are not adjacent, when they actually are. The practicality of it is, I fear low, though.

Asmodean

Vince278 is offline Vince278
King

Dec 2002
time: 05:30
  Old Post 02-09-2003 18:51
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Hexes make perfectly good sense if you were raised on board wargames like me. The only board wargame I can recall that actually uses squares is Tactics II (Avalon Hill). It is one of their oldest games and it is very ugly.

sabrewolf is offline sabrewolf

Emperor
turicum, helvetistan
Jun 2002
time: 06:30
  Old Post 28-09-2003 17:03 Visit sabrewolf<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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i always liked hexagons most.

- distances are the same in all directions (with squares, left/right/up/down are "nearer" than diagonals... a factor SQR(2))

- it looks nicer

- reminds me of "history line: 1914-1918", my favorite turn based strategy WARgame (of course nothing beats the civilization suite )


unfortunatly, all graphics would have to be done new. ok, the 3D meshes probably exist, so they'd just need to render the units in 4 new angles (and remove 6 other), but still.

btw, terrain graphics would get easier, because you don't have to have to have 256 (2^8) combinations just for two different terrain types... it would only be 64 (2^6)

Brent is offline Brent
Prince

Dec 2000
time: 21:30
  Old Post 03-10-2003 08:03
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It would have only seemed fitting if Civ3 had been hexagons. this part of the game changed fron Civ1 to Civ2, so why not from Civ2 to Civ3?!

Another idea would be irregular shapes, like Risk but much smaller. Just make sure each adjacent space is easily discerned as one of the eight compass directions, but there could be fewer than eight adjacent spaces. Would this confuse the AI?

sabrewolf is offline sabrewolf

Emperor
turicum, helvetistan
Jun 2002
time: 06:30
  Old Post 03-10-2003 15:26 Visit sabrewolf<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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small irregular tiles? that would be the horror for any programmer. and the graphics wouldn't be easy either (making irregular pieces fit, that is)

Ecthy is offline Ecthy
Emperor
Zhonghuà Rénmín Gònghéguó
Mar 2000
time: 06:30
  Old Post 04-10-2003 15:41
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Squares are quite good, just not very realistic.

Hexagens are better at that, but you can only move in straight lines into 6 directions, so there's no chance to go straight north if you can go straight east.

octagens are better at this, but harder to arrange. they can be supreme with proer extra squares in between

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:30
  Old Post 18-12-2003 06:15
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I had to vote other, but I'll respect Uber Krux's to not go on about certain... other map philosophies!

Of the above aesthetic choices... hexes are the most appealing to me.

Vince278 is offline Vince278
King

Dec 2002
time: 05:30
  Old Post 18-12-2003 13:35
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I'd still like to see a hex-based Civ...

sabrewolf is offline sabrewolf

Emperor
turicum, helvetistan
Jun 2002
time: 06:30
  Old Post 18-12-2003 16:05 Visit sabrewolf<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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hex-tiles!
yep... more natural form. and you can make nicer maps

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

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The City State of Noosphere, CPA special envoy
May 1999
time: 13:30
  Old Post 18-12-2003 21:34
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You can't use octagonal tiles anyway.

Of course, there is always the triangle.

Shogun Gunner is offline Shogun Gunner

Emperor
Potomac Falls, Virginia
Oct 2000
time: 00:30
  Old Post 19-12-2003 08:43 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Vince278
Hexes make perfectly good sense if you were raised on board wargames like me. The only board wargame I can recall that actually uses squares is Tactics II (Avalon Hill). It is one of their oldest games and it is very ugly.


Right on. Tank units with an attack 2 and infantry with an attack 1. And what about that map????? Wow, that's a flashback.

I voted hexagon, with two hesitations.

1. I don't want the designers to spend money on this over other items. Perhaps they can use a slightly different projection of the map to minimize the diagonal distance issue.

2. Using the numeric keypad on my keyboard is finished if hexes are introduced. I make enough mistakes moving units with squares!

MxM is offline MxM
Warlord
Planet Earth, Solar System
Jan 2000
time: 00:30
  Old Post 19-12-2003 10:11
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I would try something new, like continues movement (or as someone said circles).

But here is another idea:
Each square can be divided by 3 sub squares in single dimension (9 total). Thus unit can be either in the center of the square, or close to the border. The movements of the units can be still measured in original squares. But now unit with movement 1 will have to choose to which sub-tile it moves, thus making it more like a circle. In below figure the thick lines are the original CIV tile borders, the thin lines are borders of sub-tiles, the dot is the unit with movement 1, and the green tiles is where it can move. The rules of engagement, probably needs to be modified too.

Of cause number 3 is chosen arbitrary. It could be 2 or 4 or whatever.

Attachment: newciv.jpg
This has been downloaded 251 time(s).

Capt Dizle is offline Capt Dizle
King

Sep 1999
time: 00:30
  Old Post 06-02-2004 20:33
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I would like a much larger map made of hexes and roading not allowed in every hex so that it will actually look like it is supposed to.

Oncle Boris is offline Oncle Boris
Prince
Once in a brown moon
Aug 2001
time: 00:30
  Old Post 07-02-2004 03:22
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None of them has a definite gameplay advantage, but it's true I like the look of hexes.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:30
  Old Post 08-02-2004 07:52 Visit lajzar's homepage!
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I vote for squares as in the current model. Why?

Octogons don't work, unless you add in filler squares. Squares with diagonal movement have the same effect anyway.

Hexes provide constant distance, but squares provide intrinsically meaningful compass directions. The extra distance for diagonals be be handled by giving an extra movement cost (x1.5 was used in Lords of Midnight).

Squares have two big advantages. Everyone who has ever played civ is already familiar with how they work, so no new learning curve. The other great advantage is that the programmers are also intrinsically familiar with how they work, so there is little danger of bugs appearing as a result of doing this change. Using squares also means you can keep using the number pad for movement.

Basically, hexes are kinda nice, but the benefits are small, there are definite disadvantages, and there is other stuff that is genuinely broken that could be worked on instead.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:30
  Old Post 11-02-2004 08:45
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What I'd really like to see is a tileless system, but I doubt we'll see that in the near future (maybe in Civ 13? ).

I think hexes are the best option for Civ 4. Distance calculations would be simpler. And hexes would reduce the number of graphics needed for terrains and units. The only problem (IMO) is that you'd have to take away either vertical or horizontal movement.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:30
  Old Post 11-02-2004 09:12
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quote:
Originally posted by Asmodean
I must say that I don't like the look´of hexes. They look plain ugly to me.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:30
  Old Post 14-02-2004 08:24
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Hexes make for more realistic movement and more realistic battle lines of the WWI type. I use these all the time and you have to use far more units to fortify a crooked line of squares than hexes.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:30
  Old Post 14-02-2004 10:55
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But they're ugly.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 14-02-2004 23:05
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quote:
Originally posted by skywalker
But they're ugly.


No they aren't. A more rounded shape makes for more realistic looking terrain.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:30
  Old Post 14-02-2004 23:06
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quote:
Originally posted by Xorbon

The only problem (IMO) is that you'd have to take away either vertical or horizontal movement.


Not really, since you can move directly in a horizontal manner by moving two squares.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:30
  Old Post 17-02-2004 08:55
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quote:
Originally posted by Agathon
quote:
Originally posted by Xorbon
The only problem (IMO) is that you'd have to take away either vertical or horizontal movement.

Not really, since you can move directly in a horizontal manner by moving two squares.


Yes, but you'd have to use two different keys for such movement. Right now, you can use just one key. But hey, I don't see it as a major problem. I mostly use the 'goto' command if I'm moving a unit more than a few tiles anyway.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:30
  Old Post 17-02-2004 08:59
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quote:
Originally posted by Agathon


No they aren't. A more rounded shape makes for more realistic looking terrain.


Yes, they are

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:30
  Old Post 17-02-2004 10:12
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As someone else said, all the Avalon Hill games used hexes and those looked just lovely. A river following a hex border would look so much more realistic.

As for movement - people should use the mouse. I'm surprised that the interface list has not been more heavily posted in. The Civ 3 interface is a disgrace and does not make nearly enough use of contextual menus.

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:30
  Old Post 17-02-2004 14:48
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There is another option - region-based maps like in Europa Universalis and Hearts of Iron. But will you then be bound to play on Earth, or can a computer generate such maps?

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:30
  Old Post 17-02-2004 16:19
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quote:
Originally posted by Optimizer
There is another option - region-based maps like in Europa Universalis and Hearts of Iron. But will you then be bound to play on Earth, or can a computer generate such maps?


I don't like this idea for civ, which has always been a chesslike game for me. The tile system is a must.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:30
  Old Post 18-02-2004 08:36
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quote:
Originally posted by Agathon
As someone else said, all the Avalon Hill games used hexes and those looked just lovely. A river following a hex border would look so much more realistic.

As for movement - people should use the mouse. I'm surprised that the interface list has not been more heavily posted in. The Civ 3 interface is a disgrace and does not make nearly enough use of contextual menus.


I almost ALWAYS use the mouse, because I like C3's pathing system.

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:30
  Old Post 18-02-2004 11:33
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I use the keys to move units, unless I'm sending them agreat distance. But hexes wouldn't make this a problem.

Just use 7,8,9,1,2,3 on the keypad for movement.

Shogun Gunner is offline Shogun Gunner

Emperor
Potomac Falls, Virginia
Oct 2000
time: 00:30
  Old Post 19-02-2004 17:18 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Since I bought a new mouse (Logitech wireless/RF/optical), I find myself using the mouse more and more. I do the pathing thing also because sometimes I only want my units moving to their one turn limit -- especially in PBEM games.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:30
  Old Post 20-02-2004 00:00
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quote:
Originally posted by Optimizer
There is another option - region-based maps like in Europa Universalis and Hearts of Iron. But will you then be bound to play on Earth, or can a computer generate such maps?


As you point out, region based maps work when you have a known map laid out- you can not use them really to generate maps with such a system.

 
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