Mark,
I have noticed that most games are going for square spaces on the maps. I understand that hexagons are alot of overhead for the CPU, and I've even heard that some companies prefer to avoid them because they're afraid that hexes will scare off "non-wargamers" or some such silliness.
What I'd like to know is, have you considered offset squares for your maps? This eliminates the .41 movement bonus for moving diagonally, and makes calculating distances (e.g. distance from a provincial capitol) easier.
Thanks for listening,
Big Dave
I have noticed that most games are going for square spaces on the maps. I understand that hexagons are alot of overhead for the CPU, and I've even heard that some companies prefer to avoid them because they're afraid that hexes will scare off "non-wargamers" or some such silliness.
What I'd like to know is, have you considered offset squares for your maps? This eliminates the .41 movement bonus for moving diagonally, and makes calculating distances (e.g. distance from a provincial capitol) easier.
Thanks for listening,
Big Dave
We're going to go with semi-realistic movement costs, so moving along a diagonal will cost 1.4x as many movement points as along an edge. To support this and for other reasons, Clash is probably also going to keep track of where a task force (TF) is within a square. This issue has come up b4 and been discussed. I couldn't find it quickly, and didn't want to take much time since i'm at work
. You can probably find the previous thread(s) with a little searching of the forum if you care to. There is certainly some discussion in Druid's main military model writeup (Mil I, not II) which you can find in the status thread.

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