It does not pay off to allocate, say, 12 bytes. One byte (8 bites) is the smallest unit of memory you can get. Ofcourse, you can reserve, say, 30 bytes, and make a class/function to manage that memory to 5 variables, but it isnt really worth the effort.
The size of map in civ2 is roughly 100x100 tiles and that makes wonderful gameplay. And yet, managing many units on that scale can get really tedious. I am confused a little: Is a hex occupied by unit/city our "basic terrain unit"? If unit/city, can ocupy only one hex, it will limit us to not much more then 100x100 of these. If hex will be smaller (I assume so) then unit/city can ocupy more then one, or exactly as many of them as can be fitted to a bigger hex shape (radius to be decided later?). am I right?
We should keep in mind that "movement hexes" or "big ones" will be _set in stone_ when the map forms. That can make a few issues with cities: if cities will emerge from "basic terrain hexes" we will need to decide city center for uccupying purpose. If city can spread to more the one "big hex", which one is "main"?
Another issue is with terrain. If a "big hex" can consist of different smaller ones, that are actual base for terrain types, it can happen that "movement hex" has a combination of mountain and grassland hexes. How to calculate its movement points then?
I have a strong oppinion that smaller hexes are necessary. I have a fully 3D map in my "game vision" so I am confused with some of the issues I presented here. In order to have a 3D map, you need to have smaller tiles then "movement ones". Also, bear in mind that if we decide to let go of the civ2 system we risk two things: micromanagment, and loss of _strategic_ scope.
It was essential for all games in civ genre to have a well defined and simple map system. Although 3D map is my dream (Imagine actually building a dam on a river!
) I am more then willing to make a gameplay compromise.
The size of map in civ2 is roughly 100x100 tiles and that makes wonderful gameplay. And yet, managing many units on that scale can get really tedious. I am confused a little: Is a hex occupied by unit/city our "basic terrain unit"? If unit/city, can ocupy only one hex, it will limit us to not much more then 100x100 of these. If hex will be smaller (I assume so) then unit/city can ocupy more then one, or exactly as many of them as can be fitted to a bigger hex shape (radius to be decided later?). am I right?
We should keep in mind that "movement hexes" or "big ones" will be _set in stone_ when the map forms. That can make a few issues with cities: if cities will emerge from "basic terrain hexes" we will need to decide city center for uccupying purpose. If city can spread to more the one "big hex", which one is "main"?
Another issue is with terrain. If a "big hex" can consist of different smaller ones, that are actual base for terrain types, it can happen that "movement hex" has a combination of mountain and grassland hexes. How to calculate its movement points then?
I have a strong oppinion that smaller hexes are necessary. I have a fully 3D map in my "game vision" so I am confused with some of the issues I presented here. In order to have a 3D map, you need to have smaller tiles then "movement ones". Also, bear in mind that if we decide to let go of the civ2 system we risk two things: micromanagment, and loss of _strategic_ scope.
It was essential for all games in civ genre to have a well defined and simple map system. Although 3D map is my dream (Imagine actually building a dam on a river!
) I am more then willing to make a gameplay compromise.
Could you clear it out? I think that the "movement hexes" will be the largest type of them; then later there could be smaller ones for graphics purposes. Were you meaning, that are we going to have larger hexes than the movement hexes, and the number of those larger hexes would be roughly the same as the number of hexes in civ2?
If we manage to keep war fun, while abandoning the current units/unit movement/unit micromanagment sytem it will be acceptable. But we have to design some wicked things to do to those generals who loose a battle. Hmm, a torture room instead of throne room maybe 
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