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Re: (TFT) Hex map



At 02:48 PM 2/13/04 -0500, David Miller wrote:
...
Here's how to measure range without megahexes: Since a megahex is 3
hexes wide in all directions it's a simple matter to count bow ranges
like this: The first 6 hexes are no DX adjustment, the next 6 hexes are
at a -1 DX, the next 6 are at a -2 DX and so on.
...

Yes, except I think the actual conversion varies depending on which direction you trace the range. Going up a megahex column it is 3 per megahex. Going along a hex row it is 7 per 3, or 2 1/3 per megahex. Average is closer to 5 hexes per two megahexes, if you're counting range along the shortest movement path, hex by hex. Using a ruler, it will be shorter. In TFT, the 0-2 megahex initial range bracket can vary from 4-8 hexes, depending on where the figures stand. Of course, there's already a lot of imprecision in the original megahex system, so anything in the range of 4-8 linear hexwidth per two megahex range might make sense.

...
Using this method I think my melee maps look a lot better. I've created
everything from grassy fields using model railroad grass complete with
textured roads to cracked, stone floor dungeons. If I had tried to
incorporate megahexs in my set ups I don't believe I could have pulled
them off as well.

I tend to agree, unless you just like megahexes, which I think do have an appeal for TFT veterans. ;-)

PvK
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