Auteur Sujet: JMM Square Vs Hexagon what do you like ?  (Lu 6731 fois)

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JMM Square Vs Hexagon what do you like ?
« le: 30 novembre 2013, 00:56:38 am »
I'm sure I'm going to regret posting this since I know 'diddlysquat' about 3D geometry as Marlon Brando responded about a question regarding what he learned at the actor's studio...but here it is anyway.

as geometry goes something like this  a square has 4 sides
HistWar if I'm not mistaken works on such a grid all the units and buildings. Unit facing for example
can only be represented in the 3d engine in only 4 possible places.
often when say a regimental gun is in with an infantry unit and that unit is in line or column the artillery model has to comply with the geometry of its host so you'll never see that gun face at 90 degree  ---|---
it will always be in parallel to its parent unit ===== facing
Now having an hexagon grid (like the wargames of old) might not fix this particular problem
but it will give 6 sides instead of 4 and consequently a different look when it comes to facing
unit to unit or flanking a unit, maybe flanking rules could be added in the calculation of morale
and fire effect.
Having said that, I don't know exactly how much difficult it would be to work out this system
or integrated into this game, but I'm just speculating at this point but I would certainly welcome
a why yes or a why not on their reason.
`` Non ridere, non lugere, neque detestari, sed inteligere``
Spinoza

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Re : JMM Square Vs Hexagon what do you like ?
« Réponse #1 le: 17 décembre 2013, 20:58:34 pm »
HW doesn't work with a square or other geometric pattern, only for the building...
The position units is on a "continue space"... like the orientation.. no square, no hexagon...

JMM

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Re : JMM Square Vs Hexagon what do you like ?
« Réponse #2 le: 17 décembre 2013, 22:06:50 pm »
Thanks for clearing that up for me, although being :mrgreen: about what you just
referred to 'continue space'

in virtual geometry how does the program figure out
what direction to face to the front say if a threat is to the front or any other possible angles.
most often the program chooses simple parallel lines or vertical lines ?
we don't have to manually turn a unit to face the threat the AI does this for us ?
I often see lines (F3) not facing in the direction I draw the deployment line, is it my imagination
or I simply can't see like the machine does,  not sure if this is clear or not  :mrgreen:





`` Non ridere, non lugere, neque detestari, sed inteligere``
Spinoza