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View Poll Results: whatcha like?
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Squares
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109 |
36.33% |
Hexagons
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160 |
53.33% |
Octagons
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17 |
5.67% |
Other... please post.
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14 |
4.67% |
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July 2, 2004, 16:27
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#181
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Emperor
Local Time: 00:11
Local Date: November 2, 2010
Join Date: Sep 2002
Location: comming at ya, with banana breath
Posts: 8,459
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I think they are on there way using LOS
Because when you are on top of a hill, you see farther, and you dont see units until they are your ZOC, depending on terrain
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
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July 3, 2004, 00:00
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#182
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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I suppose the Civ3 approach to LOS is adequete.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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August 1, 2004, 02:10
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#183
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King
Local Time: 01:11
Local Date: November 2, 2010
Join Date: Sep 1999
Location: St. Louis
Posts: 1,012
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Actually i think point-to-point vector based movement would be way to go.
Failing that triagles are better than any of the 3 listed, but are a poor substiute to p2p based movement.
__________________
Which Love Hina Girl Are You?
Mitsumi Otohime
Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.
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August 1, 2004, 15:30
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#184
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Deity
Local Time: 03:11
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Busy increasing the population of my country.
Posts: 15,413
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Squares
__________________
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
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August 1, 2004, 19:18
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#185
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Prince
Local Time: 09:11
Local Date: November 2, 2010
Join Date: Jan 2000
Posts: 517
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Quote:
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Originally posted by Lord God Jinnai
Actually i think point-to-point vector based movement would be way to go.
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The problem with p2p movement would be that this system wouldn't have any fixed lower resolution. Let's say that the distance between two units is 13 kilometers, and one of them is moving in a 34 degree angle at 50 kilometers per turn and the other one in 74 degree angle at 100 kilometers per turn... figuring out when and how these units will meet exactly would be a nasty math problem instead of a fairly straightforward tactical decision. It's much easier to grasp simple tile based movement, be it squares or hexes or irregular regions.
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August 2, 2004, 06:45
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#186
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Settler
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Jul 2004
Posts: 2
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I vote for other:
The tiles of the map can be hexagonal, but the actual movement should be on a half-sized triangular grid, with all movement speeds doubled to make up for half size.
If the interface is handled correctly, twelve directions can be emulated, by making them up from combinations of two triangular movements.
Code:
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o
o o
o . o
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o X o
. .
o . o
o o
o |
X is where you start. o is max where you can move to with 1x2=2 movement points.
Okay, it's very much like a hex grid now that I actually look at it. But you asked my opinion, and here it is.
Last edited by StormSeed; August 2, 2004 at 07:03.
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August 3, 2004, 06:59
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#187
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King
Local Time: 01:11
Local Date: November 2, 2010
Join Date: Sep 1999
Location: St. Louis
Posts: 1,012
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Quote:
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Originally posted by Leland
The problem with p2p movement would be that this system wouldn't have any fixed lower resolution. Let's say that the distance between two units is 13 kilometers, and one of them is moving in a 34 degree angle at 50 kilometers per turn and the other one in 74 degree angle at 100 kilometers per turn... figuring out when and how these units will meet exactly would be a nasty math problem instead of a fairly straightforward tactical decision. It's much easier to grasp simple tile based movement, be it squares or hexes or irregular regions.
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Howso would you be forced into 1 resolution if its vector-based? And if you give all units an area of conflict they don't haveto be so exact on where they cross either.
__________________
Which Love Hina Girl Are You?
Mitsumi Otohime
Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.
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August 3, 2004, 16:26
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#188
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Prince
Local Time: 09:11
Local Date: November 2, 2010
Join Date: Jan 2000
Posts: 517
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Quote:
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Originally posted by Lord God Jinnai
Howso would you be forced into 1 resolution if its vector-based? And if you give all units an area of conflict they don't haveto be so exact on where they cross either.
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Areas of conflict don't change the situation; it's still confusing to the player to figure out when the radii of two units collide than where the actual trajectories of the units collide. Besides not all units are hostile to each other so sometimes the radii are going to be ignored anyway.
As for the resolution, I'm not sure whether you understood my point: I meant that the problem is that there isn't a single resolution if the movement is completely vector based. On the other hand, if you do impose a single resolution (for example by making all moves begin and end on a grid; a reasonable choice because the terrain has to consist of some sort of polygonal mesh anyway), I don't see the real advantage of vector based movement in the first place.
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August 6, 2004, 00:34
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#189
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by Leland
The problem with p2p movement would be that this system wouldn't have any fixed lower resolution. Let's say that the distance between two units is 13 kilometers, and one of them is moving in a 34 degree angle at 50 kilometers per turn and the other one in 74 degree angle at 100 kilometers per turn... figuring out when and how these units will meet exactly would be a nasty math problem instead of a fairly straightforward tactical decision. It's much easier to grasp simple tile based movement, be it squares or hexes or irregular regions.
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You could always set an intercept course as a vector. (ie. select the unit as a destination (even if it is moving) instead of selecting a map coordinate or waypoint.)
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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August 6, 2004, 09:06
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#190
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Prince
Local Time: 09:11
Local Date: November 2, 2010
Join Date: Jun 2002
Location: Sweden
Posts: 635
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I´m liking the idea of hexes in civ
__________________
You saw what you wanted
You took what you saw
We know how you did it
Your method equals wipe out
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October 20, 2004, 20:59
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#191
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Warlord
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Feb 2004
Posts: 122
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if it was hex ud have to go zig-zag when u were going left and right, it'd be wierd.
But maybe you could make it appear to be gridless, but let it be octagonal under it. Like u could click on a unit and point anywhere on the map, and it would tell u the amount of turns to get there. But when its moving, it follows the octagonal pattern.
Last edited by Quezacotl06; October 20, 2004 at 21:10.
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October 20, 2004, 22:43
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#192
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Prince
Local Time: 18:11
Local Date: November 2, 2010
Join Date: Aug 2001
Location: of the Barbarians
Posts: 600
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Quote:
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Originally posted by Quezacotl06
if it was hex ud have to go zig-zag when u were going left and right, it'd be wierd.
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No more weird than a square grid where moving diagonally uses up no more movement points even though the distance is 1.4 times as far.
__________________
None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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October 22, 2004, 02:31
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#193
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by star mouse
No more weird than a square grid where moving diagonally uses up no more movement points even though the distance is 1.4 times as far.
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__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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October 22, 2004, 08:34
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#194
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Prince
Local Time: 03:11
Local Date: November 2, 2010
Join Date: Jul 2003
Location: Guelph, ON
Posts: 717
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Whay are people still bringing up octagons? They won't work! You can't tile with octagons without using small diamonds or squares as fillers. And we already have octagonal (8-directional) movement with squares!
Sorry if I sound condescending. I'm not trying to be. But we only really have two choices: squares or hexes. (Though I suppose triangles could be a 3rd choice.)
That being said, hexes would be the best choice!
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October 23, 2004, 01:16
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#195
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by Xorbon
But we only really have two choices: squares or hexes. (Though I suppose triangles could be a 3rd choice.)
That being said, hexes would be the best choice!
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Actually, vector movement would be the best choice but probably the most difficult to implement. If we must have some kind of grid movement then yes, hexes are the best.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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October 23, 2004, 04:11
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#196
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Warlord
Local Time: 03:11
Local Date: November 2, 2010
Join Date: Jan 2000
Location: Planet Earth, Solar System
Posts: 296
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I propose very simple solution. Gmm. Actually not that simple
__________________
The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts.
-- Bertrand Russell
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October 23, 2004, 06:32
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#197
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Looks like that would be great for keeping out small animals.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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October 25, 2004, 20:48
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#198
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Warlord
Local Time: 01:11
Local Date: November 2, 2010
Join Date: Jan 2002
Location: st louis
Posts: 281
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I like hexagons better, but if they are used, it just won't feel like civ...
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October 26, 2004, 01:55
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#199
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Emperor
Local Time: 00:11
Local Date: November 2, 2010
Join Date: Dec 1969
Location: LF & SG(2)... still here in our hearts
Posts: 6,230
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Yeah, a tessaract map!
__________________
(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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October 26, 2004, 15:26
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#200
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Warlord
Local Time: 00:11
Local Date: November 2, 2010
Join Date: May 2002
Location: Utah, USA
Posts: 282
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Triangles would work better then Hex for the keybord, but it may be confuising.
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October 26, 2004, 18:13
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#201
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by Straybow
Yeah, a tessaract map!
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A 4D map?
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October 26, 2004, 19:11
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#202
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Emperor
Local Time: 00:11
Local Date: November 2, 2010
Join Date: Dec 1969
Location: LF & SG(2)... still here in our hearts
Posts: 6,230
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That's what MxM's map grid looks like to me.
__________________
(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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October 26, 2004, 23:53
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#203
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Prince
Local Time: 03:11
Local Date: November 2, 2010
Join Date: Jul 2003
Location: Guelph, ON
Posts: 717
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Quote:
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Originally posted by Straybow
Yeah, a tessaract map!
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The only problem with that kind of map is, if you make a wrong turn with a unit, it could end up 5 turns in the future.
Or you could send your tanks to the past...
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October 27, 2004, 00:59
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#204
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Or appear anywhere on the map...
(Space movement in CtP does that to some degree)
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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October 30, 2004, 06:40
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#205
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Prince
Local Time: 09:11
Local Date: November 2, 2010
Join Date: Jan 2000
Posts: 517
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It would be interesting to see a strategy game where time travel is a component. A real component, not just a scripted story element, so that you could beat your enemy by sending tanks to smash his capital when it was still a small village.
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October 30, 2004, 10:01
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#206
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King
Local Time: 03:11
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Waterloo, ON, Canada
Posts: 1,500
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That would be impossible. How would the game know at 4000BC that in 2100AD you're going to invent a time machine and return to kill them? They would have had to have been eliminted immediately or else there would be no continuity. Not to mention that if that scenario did occur, it probably wouldn't strike you as necessary to then go back in time to destroy a civ that had never existed from your perspective. Plus, you would just destroy every civ this way as soon as your crew got to 4000BC and the game would be over before it started.
__________________
"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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October 30, 2004, 16:23
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#207
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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And therefor you wouldn't need to go back in time, etc., etc.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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November 20, 2004, 17:52
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#208
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Settler
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Nov 2004
Location: Nova Scotia
Posts: 3
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Quote:
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Originally posted by punkbass2000
That would be impossible. How would the game know at 4000BC that in 2100AD you're going to invent a time machine and return to kill them? They would have had to have been eliminted immediately or else there would be no continuity. Not to mention that if that scenario did occur, it probably wouldn't strike you as necessary to then go back in time to destroy a civ that had never existed from your perspective. Plus, you would just destroy every civ this way as soon as your crew got to 4000BC and the game would be over before it started.
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I agree that it's a shady idea. A positive outlook could say that when the game starts...that is the beginning of time. That mindset solves the cordiality loop. With a temperal aspect added to the game one would need the ability to defend against such attacks. Such as spies revealing spies. "Time" travelling units could be a new platform of combat...a new evolution. A little more dangerous than when a Civ. starts running with nukes.
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November 20, 2004, 19:39
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#209
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Chieftain
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Jan 2004
Posts: 70
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It'd be kind of cheap that whenever the game starts, you see m1s rolling through your initial town.
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November 21, 2004, 02:17
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#210
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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We've discussed going back in time but how about forward? This is more easily done and without those paradox problems.
For example: You reach a tech that allows you to build a Time Portal in a town. You can then send units forward through this portal to any time and location desired (say 1-20 turns). On the lowest setting it effectively gives you instantanous movement to anywhere on the globe. On the higher settings it would allow you to mass troops anywhere on the globe. I'd limit it in a way similar to airlifts, perhaps 1 unit per point of origin per turn.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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