Gamemaster77
PC > Mac
Camikaze is that you? I don't recgonize your sig.
:O
:O
It takes more movement points to move onto a hill than it does to go over a mountain pass, which uses the same movement points as travelling on flat ground.
Meant avater
oops
Have you ever seem a straight (non-canalized) river in RL? Rivers naturally meander.Nice representations.It certainly made it a lot clearer for me. One major problem with rivers in a hex system, however, is that it is impossible to have a straight river. It would have to zig-zag, which would be equally, if not more, visually awkward.
The problem is that in designing the game the devs need to make an arbitrary decision about whether such passes should be cross-able or not. Neither choice is particularly intuitive, as is illustrated by different choices having been made throughout the civ series. For me this has reached a point where I simply cannot remember if a particular type of "impassable" crossing is crossable or not. (Or at least it took me quiet a while to figure out that you cannot cross land bridges by boat. And non-intuitive features are bad and should be avoided.Rysmiel said:I still don;t see why this feature is problematic.
I still don;t see why this feature is problematic.
Um, dude ? You got it right the first time and corrected it to something wrong.
I still don;t see why this feature is problematic.
Have you ever seem a straight (non-canalized) river in RL? Rivers naturally meander.
Well, find me a (non-canalized) river on google maps that is actually approximately straight on the scale of tens of kilometers (the scale of civ tiles). Most natural rivers actually sort of weave with wavelengths of this scale. In the end, some artistic variation of the river along a base zigzag patern will probaly look more natural than doing the same around a straight line.In an evenly zig-zagging way? Sure, rivers are not perfectly straight in real life, but the general shape of rivers can be roughly comparable to a straight line. But a bit of artistic liberty with the shapes of rivers on the edges of tiles would solve this conundrum.
Crossing sea/land tiles Problem
When there is a point where the corners of two land tiles and the corner of two sea tiles meet in a checkerboard way it is hard to distinguish if only land units can cross or only sea units can cross or both.
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Overall Look Problem
No matter how fancy the graphics make it look when you break it down to just squares and terrain it doesn't look good.
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Overall Look Hew Solution
With a Hex grid being used the tiles and terrain look a little better and more natural.
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It also looks like you cannot pass a diagonal mountain pass, but you can.I can't belive that people actually have problem noticing that the two land-tiles connect. For me it's VERY obvious that a boat can't cross.
Since square-grid are easy to break down, it's also easy to see where a unit is standing, where it can move, how many tiles a area have and so on. I'm certain that more players will need to select "show grid" more often if they have to relate to a hex grid rather than a easy-to-understand square grid.
You'll also get a problem with roads, since they simply cant go straight left/right. While a zig-zag rivers is decent, a zig-zag road doesn't look so good. And it would be a bit funny when your army marches towards Rome as drunken sailors....
Actually, you don't. Road are built on the centers of the tiles not the edges. You can build straight roads all you want on a hex grid.
That is only a problem if you insist on an east-west route. A similar problem exists on a square grid if you want to build an ENE route. It is simply a problem shared by all grids to some extent.
I can't belive that people actually have problem noticing that the two land-tiles connect. For me it's VERY obvious that a boat can't cross.
Well, find me a (non-canalized) river on google maps that is actually approximately straight on the scale of tens of kilometers (the scale of civ tiles). Most natural rivers actually sort of weave with wavelengths of this scale. In the end, some artistic variation of the river along a base zigzag patern will probaly look more natural than doing the same around a straight line.
What altitude/3d boxes would bring to Civ?