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Article #1404Re: Tile systems that work?
From: olsen_jo
Date: Fri, 16 Oct 1992 22:54
Date: Fri, 16 Oct 1992 22:54
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2847 bytes
In article <71405@hydra.gatech.EDU>, ccastej@prism.gatech.EDU (Eric Jensen) writes: > I am writing a tactical wargame in C++, and I was wondering > what people's experiences with hex-maps vs. square-based maps > have been. You'll be best off doing one of two things. If you use square cells, you will want to do sub-cell positioning. Otherwise you will want to use hexes. Movement on squares will be more even (no distance advantage to moving diagonally), but some games don't lend themselves to the sub-cell position technique. Tactical games tend to be the sort where only one unit can occupy a cell, so sub-cell positioning gets tricky because you would then need to track sizes and proximity on a much finer level. Some time soon the net will be seeing ComSim, a game that's been under development since the first of '89 and active use/testing for about a year and a half. It's a military combat simulator that uses square map cells and floating point unit locations. The floating point was sort of dictated by some non-obvious design decisions, and has worked out quite well. Here's a quick rundown of features for those interested: X and Motif based (can be played with no keyboard usage) Realtime Complex instruction set can be used to set actions for each unit Multi-player, players may disconnect and reconnect leaving units live Some unit types can hold others (to several layers) User specifiable and definable set of units/cities "cron"able, can save and restore based on time Multiple alliance levels Private and public text messages Built-in help system A new release has just been made to the "testing team", so with a bit of luck it will go to one of the sources groups within a month or so. Some friends of mine at HP have taken over most of the updating and maintainance while I have been netless for most of the past year. As a quick example of what you can do with the point-n-click instructions, you can set a city up to create bombers and forward them to a waiting aircraft carrier which refuels them and sends them on to attack an enemy city. You can also set up patrol loops, select run/ignore/attack when enemy units are sighted, and a bunch of other nifty things. Start sending me hate mail if it hasn't shown up on the net by Dec 1. :^) John Olsen olsen_jo@uvadm.uvcc.edu
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!gatech!destroyer!sol.ctr.columbia.edu!eff!news.byu.edu!ux1!fcom.cc.utah.edu!park.uvcc.edu!cc.uvcc.edu!olsen_jo From: olsen_jo@cc.uvcc.edu Subject: Re: Tile systems that work? Message-ID: <1992Oct16.155449.1@cc.uvcc.edu> Lines: 46 Sender: news@park.uvcc.edu Nntp-Posting-Host: uvadm.uvcc.edu Organization: Utah Valley Community College References: <71405@hydra.gatech.EDU> Date: Fri, 16 Oct 1992 22:54:49 GMT