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Old 03-13-2020, 09:03 PM   #1
ParadoxGames
 
Join Date: Feb 2016
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Default Re: Game-world size of hexes

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Originally Posted by larsdangly View Post
4) Do your best not to draw your maps in such a bizarre fashion that you create three immediately adjacent half hexes (this should never occur if your half hexes arise from attempts to draw straight walls, but you never know what some people will try to do!).
I made a map with straight walls that has three+ adjacent half-hexes. In this case, as the rules go, the unit gets to occupy another legal half hex, player's choice.

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Old 03-13-2020, 09:32 PM   #2
tomc
 
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Default Re: Game-world size of hexes

Since the hexes themselves don't exist in the physical world, but are just a tool, would it make sense to logically separate the hex grid from the map, and slide the grid over half a hex in your mind when convenient?
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Old 03-14-2020, 04:44 AM   #3
David Bofinger
 
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Default Re: Game-world size of hexes

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Originally Posted by tomc View Post
Since the hexes themselves don't exist in the physical world, but are just a tool, would it make sense to logically separate the hex grid from the map, and slide the grid over half a hex in your mind when convenient?
As long as everyone's mind is sliding in the same direction I guess that would work. But minds are tricky things: sometimes it's almost like they think for themselves.
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Old 03-14-2020, 06:13 AM   #4
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Default Re: Game-world size of hexes

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Originally Posted by David Bofinger View Post
As long as everyone's mind is sliding in the same direction I guess that would work. But minds are tricky things: sometimes it's almost like they think for themselves.
If a character is in a half-hex, there's only one way to virtually "slide" the grid underneath them to put them in a full hex. It's not hard.
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Old 03-13-2020, 09:53 PM   #5
larsdangly
 
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Default Re: Game-world size of hexes

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Originally Posted by ParadoxGames View Post
I made a map with straight walls that has three+ adjacent half-hexes. In this case, as the rules go, the unit gets to occupy another legal half hex, player's choice.

Picture:
https://cdn.discordapp.com/attachmen...64/unknown.png
I see; you accomplished that by drawing rectilinear features that don't follow the guidelines I suggested above. Of course you are free to do that, but it naturally will break up the hex space in much more complex ways. I was imagining that all rectilinear features would have borders that either trace along the 'dashed line' defined by a set of hex sides in one direction, or along the 'charlie brown's shirt zig zag' along the orthogonal direction. In that case, what I wrote should be always or almost always true. If instead you draw features freely, without considering hex boundaries at all, then of course you will create all kinds of peculiar geometries and you would need a different rule. The one you suggest (pick which adjacent half hex you want to also occupy) might be good. Personally, I would still prefer my original suggestion, as it avoids having to keep track of a piece of information that isn't obvious to both sides just from looking at the map.
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