skullmaker
Chieftain
- Joined
- Jul 31, 2003
- Messages
- 6
what about using hexagons instead of squares?
Originally posted by cgannon64
I think we ruled that Squares actually support more movement than Hexagons.
Because with squares you can N, NW, W, SW, S, SE, E, NE. That's 8.
At least after roads. Before that a 1 move unit will move one square and a 2 move unit 2 squares anyway.Originally posted by warpstorm
Actually, a 1.5 move cost for diagonals would correct the exploit on diagonal moves.
No, Kryten and I said, there's no way we'll see this in a CIV3 expansion, although one can hope (but not expect) it for CIV4.To do it now would mean redoing all the pathfinding code, all of the corruption code, the city development code, the worker AI code, and some stuff I'm no doubt forgetting. Not exactly what I'd call a minimum of code changes.
Originally posted by Kryten
TheNiceOne is right....just about EVERY one of those old Avalon Hill and SSI board games from the 1970's, 80's and 90's was based on hexes and not squares, for the simple reason that it made movement in all directions more 'realistic' and even.
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Originally posted by Ian Beale
Can't see the benefit myself. Using squares works well enough for me
Originally posted by warpstorm
It's not much more difficult than squares to implement if you do it from the beginning.
To do it now would mean redoing all the pathfinding code, all of the corruption code, the city development code, the worker AI code, and some stuff I'm no doubt forgetting. Not exactly what I'd call a minimum of code changes.