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View Full Version : Is it still hexed based?


Panzer39
04-13-2004, 11:05 PM
Topic. If not, than what is the new format and how does it work?

Curry
04-13-2004, 11:09 PM
Good question.

Les the Sarge 9-1
04-13-2004, 11:14 PM
Looks like tile based to me.

Looks like a Civ grid.

Les the Sarge 9-1
04-13-2004, 11:15 PM
Actually let me let the page speak for itself.

Huge and beautifully rendered 120x38 2-D isometric tile map with a true-to-scale recreation of Europe (max custom map size of 256x256)

That says tile if I am not mistaken.

pzgndr
04-13-2004, 11:20 PM
No. Tiles are really squares viewed at a slight angle, as can be seen in the screenshots. Being an old hex-based grognard myself, this change surprised me. Once we get into moving units about it shouldn't much matter. There are supposed to be some coding efficiencies with squares versus hexes, so we'll have to see.

The scale remains about the same as SC1 and unit attributes will be about the same, with some adjustments here and there. Personally I'm not expecting any major changes to strategy or gameplay with the new tiles. One neat thing is that each tile now has 8 adjacent tiles instead of 6 hexes. This opens up a few more movement and combat possibilities.

Carl G. E. von Mannerheim
04-14-2004, 12:37 AM
Looks like the old ways of Defending russia are out of the question....


This new design should cut back on gaminess


Cvm

Panzer39
04-14-2004, 01:00 AM
ah so if I get this right: its the same type of setup just with the land broken up into squares not hexes. I hope it is the same scale.

Some_God
04-14-2004, 01:04 AM
If it worked for Civ3 (A great game), then it will work here.

Panzer39
04-14-2004, 01:06 AM
When I saw the new graphics my first thought was civ3. Maybe we can get some highways connecting the cities smile.gif

jon_j_rambo
04-14-2004, 02:14 AM
Highways, Bridges, Railroads, & maybe smaller cities too?

Desert Dave
04-14-2004, 02:22 AM
As originally posted by CvM:

Looks like the old ways of Defending russia are out of the question....

Could be, but... when you defend Finland you'll be able to do so with an HQ... a Finnish HQ!

You know what that means!

To all the distant relatives! :cool:

Panzer39
04-14-2004, 02:24 AM
well railroads would not be a bad Idea. Maybe we could strat bomb them to stop operating moves or at least make them cost more.

Desert Dave
04-14-2004, 02:41 AM
As originally posted by Panzer39:

well railroads would not be a bad Idea. Maybe we could strat bomb them to stop operating moves or at least make them cost more. FWIW, and it probably ain't much, but I have been campaigning for this as well. :cool:

Be truly cool for SBs to impede the reinforcement of France during Overlord.

There ARE some other variations quite possible on the usual Op Move routine that was used in SC1. ;)

UgediBugedi
04-14-2004, 04:44 AM
Well, it's called Isometric tiles.

Btw, the game looks great, is it possible to pre order it yet?

zappsweden
04-14-2004, 10:01 AM
Originally posted by pzgndr:
No. Tiles are really squares viewed at a slight angle, as can be seen in the screenshots. Being an old hex-based grognard myself, this change surprised me. Once we get into moving units about it shouldn't much matter. There are supposed to be some coding efficiencies with squares versus hexes, so we'll have to see.

The scale remains about the same as SC1 and unit attributes will be about the same, with some adjustments here and there. Personally I'm not expecting any major changes to strategy or gameplay with the new tiles. One neat thing is that each tile now has 8 adjacent tiles instead of 6 hexes. This opens up a few more movement and combat possibilities. Why does so many board games use hexes then?
I mean, I could make tiles on a 2D paper or a board. What is the history behind using hexagons?

jon_j_rambo
04-14-2004, 10:11 AM
It's a matter of distance with diaganols when it comes to squares. Moving diaganol is faster & allows more units to border each other.

Exel
04-14-2004, 10:20 AM
Originally posted by jon_j_rambo:
It's a matter of distance with diaganols when it comes to squares. Moving diaganol is faster & allows more units to border each other. Yes. Hexes allow equal movement to all directions. With square tiles moving diagonal is advantageous.

KDG
04-14-2004, 04:02 PM
How will diagonal movement and attacks be handled? Will it use 1 1/2 AP's?

From one of the photos, it looks like some of the Axis units could move diagonally between the Russian front line. Is this the case?

zappsweden
04-14-2004, 04:15 PM
Originally posted by Exel:
</font><blockquote>quote:</font><hr />Originally posted by jon_j_rambo:
It's a matter of distance with diaganols when it comes to squares. Moving diaganol is faster & allows more units to border each other. Yes. Hexes allow equal movement to all directions. With square tiles moving diagonal is advantageous. </font>[/QUOTE]But with hexagons, moving zig-zagging when moving east-west is possible while moving north-south must be done in a straight line not to lose speed.

Cheesehead
04-14-2004, 04:19 PM
I'm totally perplexed and disappointed why Hubert would choose squares (tiles if you want) instead of hexes. It makes no sense to me at all. Real wargames use hexes. Period. Avalon Hill figured that out after Tactics II in the 1960's. Can somebody tell me why you would uses sqares instead of hexes.

Curry
04-14-2004, 04:28 PM
Its going to take some adjustment for many of us that grew up on hexes. But I'm willing to learn and give it a chance. Lets give it a chance and see.

kurt88
04-14-2004, 04:38 PM
Yeah, we can always kill Hubert later smile.gif

fischkopf
04-14-2004, 04:42 PM
Lol, imagine the response if hubert had made it quasi-realtime like HeartsOfIron.

SeaMonkey
04-14-2004, 04:43 PM
Cheesehead, its just a matter of mathematics, something computers excel at. The old days we processed the moves and needed an integer value to define our moves for board games, CPU can handle fractions easily. Remember the equation for calculating the hypotenuse of a triangle (x2+y2=z2). This configuration will open up some new and different moves/attacks with mechanization making a greater contribution to the game, hence the name "Blitzkrieg".

Panzer39
04-14-2004, 04:53 PM
Its because they are using the Civ three editor to make it, just compare the graphics and the map editor! smile.gif all kidding aside I am willing to give it a shot. I think it will make all players equal again, well at least for a few weeks.

J P Wagner
04-14-2004, 04:56 PM
So, if I understand this notion correctly, with hex based, it took 6 units to completely surround a unit, but with tiles, you will need 8...if so, then you'll need to assign more units for encirclements which could be more challenging, though it will look strange to see a unit escape by squeezing through a corner...