Can you read or write in C++, or have a bit of background in algorithms like path-finding ones? HEX Mod is a bit on hold at the moment. I will likely be revisiting it over the next couple of months though.
Just started learning C++ a bit, but writing my own scripts entirely nope :/ I meant mostly photoshop because I'm pretty good with that. I was thinking about the concept, I don't know how possible this is but if you'd like disable 2 diagonal moves (for example: south-west and north-east) you pretty much have a hex engine already
1,1 | 2,1 | 3,1 | 4,1
1,2 | 2,2 | 3,2 | 4,2
1,3 | 2,4 | 3,3 | 4,3
1,4 | 2,3 | 3,4 | 4,4
a normal 4*4 grid would (in the system, not graphically) become like:
------1,1 | 2,1 | 3,1 | 4,1
----1,2 | 2,2 | 3,2 | 4,2
--1,3 | 2,4 | 3,3 | 4,3
1,4 | 2,3 | 3,4 | 4,4
Where the distance's from 1,4 would be:
-------3 | 4 | 5 | 6
-----2 | 3 | 4 | 5
---1 | 2 | 3 | 4
-0 | 1 | 2 | 3
Then the second step would be to graphically adjust this, here I got no clue what the programming possibilities are but here's some suggestions perhaps:
-Move the graphics from every line up 0,5 sqm to the east [would be best if that was possible]
-By alternating the disabled sqms between south-west & north-east with south-east and north-west you could play a map that doesn't require every line to be different, only half of them. Then it might be possible through a mod to place the graphics a lil to the right or left of where the unit is in the system. [This way maps will look more normal, but I could imagine this to be more work]
After this you would have a playable hex field and you'd only need to fix the seperate parts of which I'm sure the community wouldn't mind helping (city screen, bombard range, city bombarding, adjusting the AI tactics with the forbidden steps)
After this people like me could help creating new graphics for the new sqms
Ah well maybe you knew all this already (or im just wrong), I'm pretty sure I'm like a few year away of being good enough to even think about how to write something like this myself