hgthechinese
Warlord
- Joined
- Jul 2, 2007
- Messages
- 207
urgh....perfection, u wanna start your own thread? 

Not at all. Why would it?I guess that having tiles with different size makes handling of resources, ect. a bit complicated and counterintuitive.![]()
Nope! My tiling has hexagons so it's legit in this threadurgh....perfection, u wanna start your own thread?![]()
That's a civ 4 thing.Perfection, in a rhombitrihexagonal grid system, would GDRs fit only in the larger dodecagons?
No deal, that would waste valuable programmer time for inferior grids.Easy answer: Option to let the player choose squares or hexes. Let's all argue for that instead of trying to shove our ideals down everyone else's throats. Deal? Deal.![]()
6 is a good number or something, but because it is "organic" or "natural".
Great rhombitrihexagonal tiling is varied yet regimented, therefore the most natural.Wimsey is totally right. Hex is good not because...urgh....6 is a good number or something, but because it is "organic" or "natural".
No offense, but Civ 1 used a simple square grid for its tiles just like civ IV does(although in IV you have the option to rotate the camera since its 3dPeople complaining about the change? Tell them it was like that in Civ I. Anyone who played Civ I will welcome the change (I hated the switch to verticle and horizonal grids!) and anyone who didn't willveneer the desicsion as a fundamental need and holy requirement.
Great rhombitrihexagonal tiling is varied yet regimented, therefore the most natural.
But Civ3 had a 45 degree rotation as well. Did you just avoid Civ altogether for ten years, or what?I believe you are thinking about civ II which i personally hated because of the 45 degree rotation of the tiles and refused to play![]()
Why limit to same size?how about let's be more specific...hex is the most natural, same-sized grid system.
Because variations in tile size will only serve to complicate game mechanics and alienate casual players and many long-time fans. Whatever slim tactical depth varied tile sizes may add, they are not worth the costs.Why limit to same size?
Not if you do it right.Because variations in tile size will only serve to complicate game mechanics and alienate casual players and many long-time fans. Whatever slim tactical depth varied tile sizes may add, they are not worth the costs.
Not if you do it right.
Interesting idea, but you'd need to make sure that the world was always presented as a globe (although that probably wouldn't be obvious unless you zoomed fairly far out)- currently, it's flat until you zoom out to a certain level, at which point it goes "bing" and turns into a sphere.On another note, am I the only one who is annoyed at the globe being a cylindar rather than a sphere (it is just as wide at the equator as it is at the poles)? A hexagonal system would allow the flat map to 'tapper off' at the poles, becoming narrower. This would not work on a square grid system as the squares are dirrectly on top of each other and not slightly to the side, which would enable it to become progressivly narrower.
Here is an example of what a world map could look like with hexagons. Left-right wrapping would work as normal.
[*image snipped*]
Maybe, but if they're going to building the hex-system from the ground up, both ways would be more or less equally easy to implement. Off-set squares would only be significantly more straightforward when modding the existing CIv4 engine, so Firaxis would probably go for the more common appearance.I think if they would implement it would be offset squares to make it seem simpler. It works exactly the same as hexagons...