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A question of Scale
Posted: Wed Nov 21, 2007 9:47 pm
by geozero
I searched and so far have found conflicting information about map scale, max hex for maps, etc.
Can soneone tell me what the editor will allow in terms of number of hexes? It looks like 200x200 max, but then you can manually fudge this to increase? Why not just have the ability to set the number from the get go? Just a thought/question...
IN the editor can you indicate how many miles or km per hex?
Thanks...
your answers are leading me closer to getting this...[:)]
RE: A question of Scale
Posted: Wed Nov 21, 2007 10:01 pm
by Awac835
Random maps 100x100
Editor 200x200
You cant set the mile or km per hex since it would have no meaning.
Movement is a certain Action Point cost pr terrain. So you would have to edit the cost of movement to something that fits your map size.
RE: A question of Scale
Posted: Wed Nov 21, 2007 10:06 pm
by geozero
ORIGINAL: Awac835
Random maps 100x100
Editor 200x200
You cant set the mile or km per hex since it would have no meaning.
Movement is a certain Action Point cost pr terrain. So you would have to edit the cost of movement to something that fits your map size.
Great, I did see somewhere where you can make larger maps...not that I'd really want to, but like to know the full capability of the editor.
RE: A question of Scale
Posted: Wed Nov 21, 2007 10:16 pm
by rickier65
ORIGINAL: geozero
I searched and so far have found conflicting information about map scale, max hex for maps, etc.
Can soneone tell me what the editor will allow in terms of number of hexes? It looks like 200x200 max, but then you can manually fudge this to increase? Why not just have the ability to set the number from the get go? Just a thought/question...
IN the editor can you indicate how many miles or km per hex?
Thanks...
your answers are leading me closer to getting this...[:)]
The editor is very flexible. So, although you can't set the miles per hex in the editor directly, you can set it in real terms. One way is to simply use the map overlay feature and count hexes between two known points on the map overlay. If they don't come out correctly, use the tool to add hexes to the bottom or side. The beauty of this is that the overlay will stretch to cover this new area, in affect scaling your hex grid to the scale you want.
Check out the tutorial threads on the mods sub-forum. lots a good info there. I'm currently putting together my own document using the Scenario 101 tutorial, adding some additional commentary on things like scaling and units and how the different features fit together.
You can also adjust the AP cost for moving along a road as another way to "set" the scale.
In my opinion, scenario designers should show a hex scale as part of the scenario descrition for historic scenarios at least.
Rick
RE: A question of Scale
Posted: Wed Nov 21, 2007 10:54 pm
by geozero
Thanks Rick.
RE: A question of Scale
Posted: Thu Nov 22, 2007 1:25 am
by Essro
ORIGINAL: geozero
I searched and so far have found conflicting information about map scale, max hex for maps, etc.
Can soneone tell me what the editor will allow in terms of number of hexes? It looks like 200x200 max, but then you can manually fudge this to increase? Why not just have the ability to set the number from the get go? Just a thought/question...
IN the editor can you indicate how many miles or km per hex?
Thanks...
your answers are leading me closer to getting this...[:)]
From a couple of weeks ago, similar question
ORIGINAL: seille
Painting 40k hexes alone.......What a nightmare.
There is a workarround.
Creata a map with max size 200x200 and then add hexes (settings) at the right or bottom (between 0 and 100)
You can easily create a map larger than 200x200...I currently have one in the works 350x350, no problems and very easy, seriously no worries.
Also, geo I noticed your question about the graphics...and although the game does look better than these screenshots, the terrain is not great to look at and no matter what others say, "looks" are important but this game has other features which make it more attractive. Luckily a number of folks are either working on or planning on graphics mods.
One additional note, the editor of this thing is worth the cost. I really can't think of a game which has a more expansive editor. It's not as easy as TOAW but way more powerful. You can make damn near anything.
RE: A question of Scale
Posted: Thu Nov 22, 2007 6:41 am
by Warspite3
allsop, I second that regarding the editor. its basically a wargame contruction set.
RE: A question of Scale
Posted: Thu Nov 22, 2007 2:44 pm
by Max 86
I have taken some of the stock art and some of the mod graphics Nick is working on and modified it to my own tastes. This is the graphics I am playing with..
