[freeciv-data] Re: Hexagonal tileset.
"Bobby D. Bryant" <[email protected]> Sat, 11 Jan 2003 14:19:50 -0600
| Newsgroups | gmane.games.freeciv.data |
|---|---|
| Message-ID | <[email protected]> |
On 2003.01.11 13:26:18 -0600 Bobby D. Bryant wrote: [re using Andreas' hexmap tileset] > Strictly speaking the horizontal move should be illegal. Maybe you > can get the developers to support a hex mode where the horizontal > move is disabled? Now that I've played a few minutes I see a couple of other things that would need to be hacked in the game engine if they wanted to support hexmaps as a first-class game option. o In additon to outlawing the horizontal moves (or vertical, for the other hex orientation), those two hexes need to be considered "not adjacent to the unit" for other game purposes as well, such as visibility. o For the cities the natural implementation would be to allow cultivation in two concentric rings of hexes. That gives 6+12=18 hexes vs. the 20 you can cultivate now, which would change the game dynamics a bit but probably not excessively. (In the city map you should cut off the two leftmost and rightmost cells, which are actually three steps away if you disallow the "cheat" moves, but you should add in one cell straight above and below the city.) Hopefully now that you've shown that the display is pretty straightforward the developers will establish a third display mode and start incrementally refining the engine's behavior for it. Bobby Bryant Austin, Texas