Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civ4-General > Squares, Hexes, Octagons...
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
22.Sep: BLUE IS OCEAN, GREEN IS GRASS
22.Sep: SMAC-LIKE UN COUNCIL CONFIRMED
21.Sep: GERMAN `ANONYMOUS` LAUNCHES

bottom of page
  
whatcha like? (Time out:0 days after 11-08-2003, 09:51)
Squares
Hexagons
Octagons
Other... please post.
View Results [Edit Poll (moderators only)]
Author
Thread   
Pages (8): [ <<   5   6   7   8   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
frekk is offline frekk
Chieftain

Jan 2003
time: 05:30
  Old Post 21-11-2004 22:52
Edit/Delete Message Reply w/Quote
#211 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

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

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 22-11-2004 00:56 Visit Trip's homepage!
Edit/Delete Message Reply w/Quote
#212 Report this post to a moderator
Increase the size of your Attachments

Provinces have been discussed ad nauseum many a time. Soren has already announced that the game will be tile-based.

And besides, with provinces you're talking about "a whole new game."

paramir is offline paramir
Prince

Sep 2004
time: 21:30
  Old Post 15-01-2005 10:50
Edit/Delete Message Reply w/Quote
#213 Report this post to a moderator
Full PM-box? Change here!

it hink we should do civ 4 on a 2d map!

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:30
  Old Post 15-01-2005 11:25
Edit/Delete Message Reply w/Quote
#214 Report this post to a moderator
Tired of ads?

quote:
Originally posted by Trip
And besides, with provinces you're talking about "a whole new game."

Which is better than the same old game again and again, as has been done in the past (civ series included). It's time for some major changes to the Civ series. There is no getting past that. If they continue to ignore it, they'll loose out to another developer. Period.
quote:
Originally posted by paramir
it hink we should do civ 4 on a 2d map!

I agree 100%, but it's already done. 3d graphics are here to stay, so I guess we who actually enjoy quality over fads are going to have to cope. I have yet to see a 3d game that comes close to looking as good as a 2d game (speaking about an individual piece of artwork - not the quantity that can be produced) can look. While the Civ3 artwork wasn't the best I've ever seen, it was far better than any 3d game I've ever seen.

GodSpawn is offline GodSpawn
Prince
Scotland
Oct 2001
time: 05:30
  Old Post 06-02-2005 05:19
Edit/Delete Message Reply w/Quote
#215 Report this post to a moderator
Increase the size of your Attachments

[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.)

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

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:30
  Old Post 08-02-2005 12:07
Edit/Delete Message Reply w/Quote
#216 Report this post to a moderator
Put an end to popups!

I think a gridless coordinate system is the best.

When you move a unit, the game uses a path finding algorithm with modifiers (your preferences) to see how long it will take. When you accept a route, the unit moves there by itself automatically.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:30
  Old Post 16-02-2005 02:51 Visit joncnunn's homepage!
Edit/Delete Message Reply w/Quote
#217 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

There are only three polygons that tile:

1. Equalaterial triangle.

2. Squares.

3. Hexagons.

Regular Octagons collide with each other.

Proof:

Place one regular octogon. Check
Place another regular octogon of same size east touching the original. Check.

Now try to place a regular octagon of same size NE of orginal one. overlaps with the one east.

 
Pages (8): [ <<   5   6   7   8   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:30.
Apolyton Time is 00:30.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0352 seconds (88.23% PHP - 11.77% MySQL) with 33 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net