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frekk
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I like hexes better. They more accurately calculate distance, and of course, this is *actually important* in the game because of things like distance from the capitol, city radius, and so on.
6 or 8 directions, so what? Really, what difference does it make? A few people have said they feel strange without an E-W N-S combination; but that's just because they're not used to it. People said the same thing about isometric maps because everything was "tilted", guess what? They got used to it.
I can see just a single practical argument against hex maps, and it does concern me somewhat: keyboard interface.
Has anyone given any thought to completely alternate systems, like using provinces? That would greatly reduce micromanagement but I'm not so sure about it myself.
Last edited by frekk on 21-11-2004 at 23:12
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paramir
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it hink we should do civ 4 on a 2d map!
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GodSpawn
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Scotland
Oct 2001 time: 05:30
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[In reply to: The OP]
I would much prefer the following scheme:
* Square Grid, and
* Floating point unit coordinates.
By "floating point unit coordinates" I mean that the actual position of a unit or entity is held to a much higher degree of accuracy than the grid.
When the program displays the unit, it would display in its most accurate position, ignoring the grid.
The square containing the unit would be known, however, and it would be used wherever it is needed, for example when seeing which units can attack each other, or when computing the effect of roads and railways.
I think we could get the best of both worlds that way:
* Simple visualisation and 8-direction movement, and
* Accurate movement and range calculations.
Obviously, there would be other ramifications of doing this, but hopefully nothing insurmountable.
(Note that this is really a proposal for a hybrid system where movement is tileless but combat is grid-based.)
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