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RE: ARHS 3.7

Posted: Tue May 11, 2010 2:44 pm
by CSO_Talorgan
ORIGINAL: Jeffrey H.

The editing of that sort takes place in the unit data .... A hex is a hex. The scale of it relates to the unit data.

Righto!

That's another tutorial I'll have to look out for, but in the meantime, mapping may proceed.

RE: ARHS 3.7

Posted: Tue May 11, 2010 9:54 pm
by Jeffrey H.
ORIGINAL: CSO_Talorgan

ORIGINAL: Jeffrey H.

The editing of that sort takes place in the unit data .... A hex is a hex. The scale of it relates to the unit data.

Righto!

That's another tutorial I'll have to look out for, but in the meantime, mapping may proceed.

Sorry man, didn't mean to be glib. From what I have leanered, the map creation process essentially sets you to a hex scale dimensionally speaking. Then your 'real life' unit stats can fold into the unit creation database so that, say 100 AP expended as movement will move a foot soldier an equivalent distance per turn. Oh yeah, forgot about the turn length. Those matter too. Did I mention I haven't done this before ? Rookie Alert !

Say if you had a time scale of 1 day per turn, then a man walking can go say 3 miles/hour, he walks for 10 hours per day, (long march with full gear) over clear terrain, he can cover say 30 miles. If your hex scale is 10 miles, a walking foot soldier could cover say 3 hexes using all his AP for movement.

Seems like a logical way to go about it.






RE: ARHS 3.7

Posted: Sat May 15, 2010 6:43 pm
by CSO_Talorgan
I was thinking of a very low scale, like 1 km hexes. The problem with this is that if a turn is less than 24 hours then the difference between day and night come into play. I am not aware of the game being able to handle this. Maybe I aim "too low".

RE: ARHS 3.7

Posted: Sun May 16, 2010 12:50 pm
by Jeffrey H.
Well, you might be able to use the weather rules as a means of simulating day and night. Or just trim your movement rates down to a 8 or 10 hour day.