You're talking about workarounds for a problem that does not exist when using hexes. And the main idea is to introduce even more distortion (the diagonal of a 1x1 square is not 1.5)? Yeah, I'm sure repeating that will be convincing.
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It isn't a problem anyway. Within the context of the game world, there aren't any distances except squares, and I can't fathom why you'd be so hung up as to care that you can cover more "distance" as measured in millimeters of your monitor. That's much less of a problem than the movement restrictions imposed by hexagons.
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Originally posted by ColdPhoenix View PostLet's have circles! They're infinitely better!!!!
Squares were often used as they are easy to draw. Bunch of lines one way, bunch of lines at right angle to the first set and, if measurements are good, squares!
Hexes are hard to draw, but a no brainer with computer power. Hexes became popular because they got rid of any issues with diagonal movement.
Its a game, with lots of artificial constraints. I could care less if its squares or hexes as long as it meets the important criteria.
Is it fun to play.Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'."
http://www.schlockmercenary.com/ 23 Feb 2004
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Originally posted by wodan11 View PostI don't understand what you mean by "there aren't any distances except squares"... can you clarify? And, what are "the movement restrictions imposed by hexagons"?
I can see only one real "problem" with a square grid. Your soldier is standing at point A. Point B is five squares directly east, while point C is two spaces north of the midpoint between A and B. Assuming they're all the same terrain, it's as easy to go ACB as AB; the straight line is not a faster route between two points. However, I honestly never noticed this while playing Civ, because it's a theoretical problem--the terrain is never even close to regular.
Frankly, I'd rather have freedom of movement.
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Originally posted by Elok View PostI can see only one real "problem" with a square grid. Your soldier is standing at point A. Point B is five squares directly east, while point C is two spaces north of the midpoint between A and B. Assuming they're all the same terrain, it's as easy to go ACB as AB; the straight line is not a faster route between two points. However, I honestly never noticed this while playing Civ, because it's a theoretical problem--the terrain is never even close to regular.
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Originally posted by Brael View PostSame, I also build my early roads diagonally as in most cases it lets me connect cities with fewer worker turns used.
(It's alright if the piece has unlimited movement, like a bishop or queen in chess).
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Originally posted by ColdPhoenix View PostI always explore diagonally as it reveals more terrain that way.
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Originally posted by Elok View PostI can see only one real "problem" with a square grid. Your soldier is standing at point A. Point B is five squares directly east, while point C is two spaces north of the midpoint between A and B. Assuming they're all the same terrain, it's as easy to go ACB as AB; the straight line is not a faster route between two points. However, I honestly never noticed this while playing Civ, because it's a theoretical problem--the terrain is never even close to regular.The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts.
-- Bertrand Russell
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Originally posted by Modo44 View PostYou're talking about workarounds for a problem that does not exist when using hexes. And the main idea is to introduce even more distortion (the diagonal of a 1x1 square is not 1.5)? Yeah, I'm sure repeating that will be convincing.
For example for hexagon grid as shown here:
\_/ .\_/
/1\_/2\
\_/ .\_/
the actual distance between numbers 1 and 2 separated horizontally is 15% shorter than calculated by hexagon rule.The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts.
-- Bertrand Russell
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Originally posted by Elok View Post...whereas I always explore where there aren't as many mountains or forests, which are the meaningful movement restrictions.If there is no sound in space, how come you can hear the lasers?
){ :|:& };:
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The movement distortion, when moving against the grain, is much less with hexes than with squares at the diagonal.
Anyone have the math to figure it with hexes? I haven't got any hex grids handy ...
I tossed all my wargames out almost 3 decades ago.
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