Thread Tools
Old August 20, 2001, 22:35   #31
ancient
Prince
 
ancient's Avatar
 
Local Time: 07:39
Local Date: October 31, 2010
Join Date: May 2001
Location: Life Goes On
Posts: 519
so you mean the world isnt shaped like a dont, Damn it i feel so mis informed..
ancient is offline  
Old August 21, 2001, 11:43   #32
XarXo
Prince
 
XarXo's Avatar
 
Local Time: 12:39
Local Date: October 31, 2010
Join Date: Jul 2000
Location: of the "I agree"
Posts: 459
Visit this old thread, it treats a similar theme:

http://apolyton.net/forums/showthrea...threadid=23573

__________________
Signature: Optional signature you may use to appear at bottom of your posts
XarXo is offline  
Old August 21, 2001, 14:17   #33
seer_98
Chieftain
 
seer_98's Avatar
 
Local Time: 07:39
Local Date: October 31, 2010
Join Date: May 1999
Location: Danvers, MA, USA
Posts: 54
If you really want to represent a spherical map. Have the left and right side connect. (obvious) and have each row of of rectangles acquire more width are you progress north and south from the middle of the map. (E.g. A belt of 60 squares in the middle of the map. Then a belt of 58 slightly wider rectangles above and below that, and then 56 more rectangles above and below that slightly wider than the last batch. etc. until you have just one or two really elongated rectangles at the poles.)

P.S. I hope the Earth map they include will be an area accurate Peters projection instead of the standard Mercator projection.
seer_98 is offline  
Old August 21, 2001, 15:36   #34
N35t0r
C3C IDG: Apolyton TeamSpanish CiversDiplomacyScenario League / Civ2-CreationPtWDG2 Latin LoversC4DG Team Alpha CentauriansPSPB Team EspañolC4WDG Spamyard TeamBtS Tri-League
Emperor
 
N35t0r's Avatar
 
Local Time: 09:39
Local Date: October 31, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
There was *another* thread in which a triangular-tiled spherical map was proposed.

IMHO, it is the best alternative for a tiled round world of homogeneous tiles. (having more than one shape of tiles would really be hell)
__________________
Indifference is Bliss

Progressive Game ID #0023
N35t0r is offline  
Old August 21, 2001, 15:56   #35
XarXo
Prince
 
XarXo's Avatar
 
Local Time: 12:39
Local Date: October 31, 2010
Join Date: Jul 2000
Location: of the "I agree"
Posts: 459
Quote:
Originally posted by HsFB
There was *another* thread in which a triangular-tiled spherical map was proposed.

IMHO, it is the best alternative for a tiled round world of homogeneous tiles. (having more than one shape of tiles would really be hell)
YES! A link to the other thread is in my other post that you can see near the top of thas page.
__________________
Signature: Optional signature you may use to appear at bottom of your posts
XarXo is offline  
Old August 21, 2001, 15:58   #36
Tventano
Warlord
 
Tventano's Avatar
 
Local Time: 13:39
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Enschede, The Netherlands
Posts: 177
Quote:
area accurate Peters projection
Please no. Peters was very good in selling the very old and very awful equal area cylindrical as a new politcal correct idea. There do exist tons of equal area projections, they simply are not cylindrical.

IMHO it is much more important that a map looks good than that it is exactly equal area. If you would accept a flat map you could go for a nice sinusoidal projection. Or half the earth and take some polar projection.

That distances are too much different at different latitudes is really a problem with the too much used Mercator projection.

Using hexagons with just 12 pentagons is enough to get a nice computerized map, but in game terms that means that there are 12 special points with less neighbours, these artifical problems will play a mayor role in tactics so that is not the way to go.

A way with squares would be to make a nice projection of the earth on a cube (I saw once the formula's in some book in our library) and glue them programmatically to each other. When there will be the eight corners of the cube who will have some special role, but everything else can stay the same. and all squares will have the same number of neighbours.
Only real problem for a company like firaxis would be to redo the shortest path routines.
Tventano is offline  
Old August 25, 2001, 09:45   #37
BlackStone
Chieftain
 
Local Time: 12:39
Local Date: October 31, 2010
Join Date: Aug 2000
Location: London England
Posts: 30
La la
__________________
Cheese eating surrender monkees - Chris 62

BlackStone supporting our troops
BlackStone is offline  
Old August 25, 2001, 10:48   #38
Dauphin
Civilization IV PBEMPolyCast Team
Deity
 
Dauphin's Avatar
 
Local Time: 13:39
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
Using hexagons with just 12 pentagons is enough to get a nice computerized map, but in game terms that means that there are 12 special points with less neighbours, these artifical problems will play a mayor role in tactics so that is not the way to go

I have always been in favour of hexagon tiles for spheres, but gameplay doesn't really require a spherical globe, its just an added extra IMHO.

A way round the 12 pentagons is place two at the poles and force the other 10 to be ocean squares (or other square with no tactical value).

Another problem that I think was raised was that not all the hexagons will necessarily be the same shape, or will they?
__________________
"Everybody knows you never go full retard. You went full retard man. Never go full retard"
Dauphin is offline  
Old August 25, 2001, 12:51   #39
Draco aka Se7eN
Chieftain
 
Local Time: 07:39
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 69
ARE YOU PEOPLE INSANE, your all wrong wrong wrong, what ae you talking about

YOU IDIOT ! ! !

Everyone knows the world is flat.
Draco aka Se7eN is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:39.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team