Optional Map Values on the edge of a hex.

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harry_vdk
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Location: Drachten

Optional Map Values on the edge of a hex.

Post by harry_vdk »

Current only hexes can have a value.

But when the edge of a hex can have optional a Visual Hindrange and/or a Mobility Hindrange. there is more controle including direction of movement.

possible usage:
Parallel roads
Cliffs
Swamps
Separation areal (Fens/no-go area/Fens)
Real rivers


And Mobility Hindrange=10, block entrance.


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CapnDarwin
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RE: Optional Map Values on the edge of a hex.

Post by CapnDarwin »

We are looking into what we can do in 2.1 to add some of these elements. We need a cliff side that stops vehicle based units and allows leg to move at a high cost in speed and readiness and then just a pure blocking terrain that no one can get into. You can do swamp like terrain now by setting values yourself. Bogging down is in another thread but would need to be added and AI logic to deal with it. Rob is already planning to change how roads work for movement speed in 2.1 where units have to be moving along them to get the road bonuses. Right now a road hex acts without a sense of road direction.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
IronMikeGolf
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Joined: Fri Mar 19, 2010 7:53 pm

RE: Optional Map Values on the edge of a hex.

Post by IronMikeGolf »

Jim,

I've been pondering minefields and obstacles as hex sides vs as hexes.

On the ground, mines are laid in belts and those belts have an orientation. The granularity of hexsides really enables, in game, executing turning type minefields and obstacles. Just a pair of pennies.
Jeff
Sua Sponte
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