View Single Post
  #12  
Old September 27th, 2001, 09:07 PM
zircher's Avatar

zircher zircher is offline
Sergeant
 
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
zircher is on a distinguished road
Default Re: Newbie/demo question

Thanks. SJ's map is... interesting, but perhaps a bit too convoluted for what I want (being the simple wargamer that I am.) I found that laying the star systems on a hex grid renders the instantaneous effect moot with a minimum of distortion. The warp points show up as a grid of triangles. By placing the warp points at (0,3),(0,9),(6,0),(6,12),(12,3), and (12,9) within a system, each warp point is equi-distant from each other and simply links the edges of star systems together. The 'perk' of such a layout is that no single warp point is better than another. So, the free roaming nature of the universe that I want to model is preserved.

The 'grid' option in the map editor comes close, but it skips some intersections and cuts corners on others. Perhaps a future Version of the map editor will have a true grid setting (one system at every intersection even if it is empty, with an all diagonals or no diagonals option) and a hex grid
--
TAZ

[Oh yeah, stopped by the FedEX ground terminal at lunch time just so I could play with the full Version before getting home.]
Reply With Quote