Map Questions

From the first clash at Manassas to the epic confrontation between Lee and Grant, the Brother Against Brother series will bring new levels of historical detail and realism to the battles of the Civil War. This regimental-level game, created by the developers of the award-winning Forge of Freedom, builds on that game’s acclaimed tactical engine, adding scrupulously researched orders of battle, high-quality map graphics, command and control rules reflecting the numerous challenges faced by army commanders, and plenty other features. Beginning with The Drawing of The Sword – which recreates the pivotal opening battles at Manassas , Wilson ’s Creek, Mill Springs and Williamsburg – Brother Against Brother lets you refight the Civil War from start to finish.

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berto
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Map Questions

Post by berto »


In the Beech Grove map (same is true for other game maps), looking at the reinforcements schedule, trying to locate the entry hexes, I notice that the X/Y axes of the map coordinate system are "tilted" to the right. And the X/Y axes are not at the usual 90 degree angle to each other, rather 60 degrees/120 degrees.

If you look at the map in the usual orientation, and expect X coordinates to increase hex to hex, horizontally, left to right, you won't see it. Similarly, if you expect Y coordinates to increase hex to hex, vertically, top to bottom, you won't see that either.

It only begins to make sense if you cock your head 60 degrees rightward, so in that orientation, the X axis runs along the NW to SE diagonal. And the Y axis runs along the NE to SW diagonal.

In the depicted maps, geographical north is vertically straight up; geographical north is at the top center of the map; N is not actually NE, right?

From the player's normal perspective -- vertical & horizontal, top-to-bottom, left-to-right -- and given how map coordinates are handled in almost every other game (indeed, any other coordinate geometry or map system that I know of), it is all very confusing!

Maybe it facilitates the programming, but what is the rationale for doing the map coordinates in this rather odd fashion?
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Gil R.
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RE: Map Questions

Post by Gil R. »

A fine question, and one only Eric can answer. I'm now sort of curious myself.


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RE: Map Questions

Post by ericbabe »

That's a fine question. I'm a mathematician by training, so I will give a mathematician's answer. [:)] Hexes numbered as I have them now form a vector space, which is a fancy way of saying that they behave nicely when it comes to thinking about mathematical properties like distance equations, decomposition by basis vectors, commutivity of operations, linearity of composite functions, and so forth. Labeling the hexes in the other way does not create a vector space and therefore makes the mathematics much, much more less useful. I understand that many maps use the coordinate system you describe, but frankly those maps drive me crazy because they present a coordinate system that doesn't form a mathematically useful coordinate space. Try to write a distance function for the across/down labeling system and you'll see what I mean :-)
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berto
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RE: Map Questions

Post by berto »


Believe me, I know what you're talking about. [;)]

Still confusing to the player, though. Until I wrapped my head around this unusual map coordinate system, I had a devil of a time trying to figure out where the scenario reinforcements would show up. I can imagine that other players will be similarly disoriented.
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