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Thread replies: 53
Thread images: 11

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Remember
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How do you make a map with octagons?
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>>377633504
>>
>>377633659
Ever game in the series after Civ 4
>>
My guide to turn based maps:

Advance Wars >>>>>>> everything else
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Whats wrong with octagons
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>>377634193
Those are hexagons, you nitwit.
>>
>>377633504
Wrong way round anon. Squares have corners where you can get stuck. The close to a circle, like an octogan, the better.
>>
>>377633504
How about circles? Are circles good?
>>
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>>377633659
>2017
>not playing games in the hyperbolic plane
>>
>>377634223
What's so good about AW? If it were good it would have had uncensor patches by now
>>
>>377634398
>expand image
>scroll
>my eyes are fucking pulsing, this shit is moving
Fuck is it because I only slept for 4 hours? What is this black fucking magic?
>>
>>377634742
Just good relatively balanced grid combat, no RPG elements, no macro-managing of your army and funds between battles, every map is it's own stand-alone chess-like challenge.
>>
>>377634193
yeah the switch to hexes in civ was retarded
it actually reduced the number of tactical decisions you could make
>>
>>377634332
>Squares have corners where you can get stuck.

That's a good thing for strategy since you can restrict the enemies movement significantly with a single well placed unit. Octagons and hexagons mean anything can get around your units easily unless you have a big line of them.
>>
>>377634742
>implying AW was censored

You do know Japan got AW after the west did right?
>>
>>377635084
Yeah I could have googled common knowledge. That doesn't make it good. It just makes you come of as ignorant.

>>377635582
>implying
Stop talking if you're ignorant bud
>>
>>377633504
Aren't those the same?
>>
>>377635110
how
>>
I saw a game do it, where, every entity on the screen had a kind of halo around them, and states and statues could change the sizes of those halos, and if you or the enemy were in the other's halo, you were fair game or he was.

It was a rather eloquent way to get around the grid/hexagon/octagon/dodecahedron problem.
>>
>>377634905
>this shit is moving
are you okay anon
>>
>>377634307
this should've been /thread
>>
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>>377633975
>>
>>377633975
They might as well be squares. Hexagons are the largest simple shapes that can be uniformly spread across a plane.
>>
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>>377634905
Do you need to take a break?
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>>377634905
it is pretty painful to look at, whoever chose that color scheme is a fucking maniac
>>
>>377636620
With squares you have 8 different directions to move
With hexagons you only have 6
>>
BUT MUH DIAGONAL MOVEMENT
MUH SQUARE ROOT OF 2
>>
>>377634398
please dom't ever post this again
>>377634905
>>
>>377638684
With squares you have 4 directions. Insisting you should move in more direction than the tiles have sides is absurd. You might as well make all tiles circles and allow units to move a defined distance rather than a direction.
>>
>>377634398
>sphere
>hyperbolic
>>
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>>377640864
>Insisting you should move in more direction than the tiles have sides is absurd
>>
>>377640864
Dude what? Did you never play civ or something? Why do you think anyone should listen to your uninformed opinion?
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>>377641642
Units possess different movement sets. Not all units can move in 8 directions; therefore the board is squares. We're talking about strategy games where units are given amounts of tiles they can move, and the direction they move is chosen.
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>>377640864
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>>377642023
The distance between the center of the squares diagonal to one another is longer than the distance between the center of the squares horizontal or vertical to one another. This does not accurately represent proper strategic scale.
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>>377642203
It does in Civ
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>>377642281
Mathematics disagrees.
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>>377634398
I'd play HyperRogue more if it didn't make me feel so nauseous.
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>>377642203
The fuck does it matter? Turn-based plane is discrete, not continuous, so "length" of one step literally doesn't matter. Square grid gives more movement options, therefore it's superior.
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>>377643128
It's not square based, it's octagonal. You're looking at a square but you're treating it like an octagon. Octagons have empty space inbetween them when you lay them on a grid. This is inaccurate scaling and it's why hexagons are so common.

I know you like squares, and you get ego defensive like a little fucking baby any time anyone says anything you don't immediately agree with, but that's no excuse for you to act irrational.
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File: tiled-pentagons.png (343KB, 620x372px) Image search: [Google]
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>>377633504
>squares
>hexagons
Pleb.
>>
You dumb fuck OP. You can't tile octagons.
>>
Do any games use a triangle grid for their maps?
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>>377644126
>8 sides
>hexagon
uh...
>>
>>377645305
I'm not talking about OP image specifically, I'm talking about the two most common tactical grids in vidya.
>>
THE MAJOR FUCKUP WITH ALMOST ALL TURN BASED GAMES USING GRID BASED MOVEMENT THAT COULD BE SOLVED INSTANTLY IS Units only occupy one big tile
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>>377633504
>implying grid based is ever good regardless of the shape
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>>377644126
Anyone else getting a boner from this?
>>
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>>377634193
1, 2, 3, 4, 5, 6, 7, 8.

6 angles.
>>
Hexagons: Carefully move your boys from chokepoint to chokepoint or the BETA will eat you. Even when you do everything right the BETA will probably still eat you.
Squares: Park 4 units with overlapping support conversations next to one another in a big square, use magic boots until they all have identical movement range, move the block of 4 all over the map while enemies suicide into them.
>>
>>377633504
wild retarded OP appears
>>
>>377642203
Hexagons have the problem that you can't move in orthogonal directions. For example, if the hexagons are oriented so they have a horizontal edge, then you can't actually move horizontally, you have to make half-space zig zags. So while the distance between the centers of neighboring hexagons are always equal (if the hexes are sized right), it's still not that great as a tiling.
Thread posts: 53
Thread images: 11


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