Hexagons needed

haberyan

Chieftain
Joined
Apr 17, 2009
Messages
1
I imagine most of us know the old Avalon Hill wargames that used hexagons, not squares, for the tile shape. Admittedly, squares do allow moving in 8 directions (and hence mimic real life better), and they match keyboard arrow keys well, but they make an otherwise cool map work simplistically (e.g. fighters cover a square, not a circle). Even Civ 4 uses squares. I'm sure they're harder to program into the game, but I miss hexes!
Has anyone thought about using hexes for any Civ version? One way to approximate hexes would be to offset adjacent rows (or columns) of squares by one-half of the square's side, so that each tile contacts six others (for example, one above, one below, one upper right, one lower right, etc).
In an ideal world, Civ 2 could be retrofitted to hexes. Any thoughts?
 
Hexagons would be preferable if you wanted to standardise movement costs in every direction (instead of the x1.41 movement bonus you get for moving diagonally with squares), but it's not possible without the Civ2 source code (unavailable) or hacking the Civ2 executable.
 
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