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Re: Fw: Fwd: Square megahexes links

Thanks for the kind words Steve!   Maybe I should ask SJ to tuck a sheet of square megahexes into the back of the new ITL, whenever it comes out.  -- Craig B. 

On 5/4/2018 10:27 AM, Steve Reinhardt wrote:
You're not the only one these made an impression on. Looks like I've saved this message for 11+ years :-)
Links below...
Sent: Friday, June 02, 2017 at 12:20 PM
From: "Steve Reinhardt" <stever08@fastmail.fm>
To: cpassport@mail.com
Subject: Fwd: (TFT) Square megahexes links

----- Original message -----
From: "Craig W. Barber" <craigwbar@comcast.net>
To: tft@brainiac.com
Subject: (TFT) Square megahexes links
Date: Fri, 20 Oct 2006 13:08:31 -0600

Cris, you're a God, tinypic seems to be working. Now I wish my pix had
heavier lines around the edge of each m-H. Oh well.

----- Original Message -----
From: Craig W. Barber
To: Craig W. Barber
Sent: Friday, October 20, 2006 1:00 PM
Subject: Square megahexes

Square megahexes: The idea is to checkerboard a traditional megahex type
A and
a concave type B megahex (they nest) so that the overall field of
all have "straight" junctions with 90 degree angles. This way, you can
plot a
TFT dungeon or town on square graph paper.

I've never worked out the range effects in practice. Theoretically, it
hurt "Thrown" type effects at the expense of "Missile" effects: 14.28%
by 2 more hexes per megahex, on average. More importantly, on a megahex
(for example, for Missile Weaps or Spells), it returns us to the
problem with squares, that is, you can shoot 41% further in a diagonal
direction on a square grid than you can at the 90 degree angles. That
I'm willing to put up with that sometimes if it means that Brandywine
can have
square buildings and dungeons can have corridors intersect at 90 degree




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Steve Reinhardt

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