
Hari Seldon wrote:Back on topic we still don't know if those 3D hexes are hexagonal dipyramid or hexagonal prisim, or how tall they are (some people say they are infinitely tall and the 3D cubes above they eyemancer table were just for effect).


cloudbreaker wrote:Hari Seldon wrote:Back on topic we still don't know if those 3D hexes are hexagonal dipyramid or hexagonal prisim, or how tall they are (some people say they are infinitely tall and the 3D cubes above they eyemancer table were just for effect).
I just want to say that I'm pretty sure that the 3D cubes are a dumbed-down picture of a person riding a gwiffon (Probably Jillian in a mini-flashback from Stanley, judging by the context) and not anything related to elevation. Hence why it says 'points' and 'move' underneath it.
DevilDan wrote:The cubes always seemed to me like a representation of a single unit or some icon or symbol.
That's what I was getting at when I wrote this earlier in the thread
nobody said that a mountain occupies a single hex, I believe
you said this whil i was responding else where
you will find this is handled by units having a move penalty over certain terrain, ground units CAN'T cross water hexes, what you need to consider is that a mountains hex will have just as many downhill walks as uphill walks, but a rough terrain penalty of -1 move would surely apply. this isn't particularly hard to accomodate at all.


- Erfworld Summer Update - 032The dwagon J-hooked into a dive that took it swooping over the rooftops, directly toward them. Its wings were stiff and swept back as it covered most of the intervening distance in a single glide. As it neared their tower, it pumped its wings hard, three times. It took the tower like there was an invisible skate ramp up the side.




if anyone wants to point out moving to the hex centre is only half a move to finish a turn, you have to leave a hex to enter one so it's always a full move.


Hari Seldon wrote:Back on topic we still don't know if those 3D hexes are hexagonal dipyramid or hexagonal prisim, or how tall they are (some people say they are infinitely tall and the 3D cubes above they eyemancer table were just for effect).
DevilDan wrote:I do think that it may not be a particularly complicated system. Some terrain types will mean a move penalty for certain units. We've seen that even with air units: there's a movement penalty for some flying units when they cross some types of mountain hexes.
The dwagon J-hooked into a dive that took it swooping over the rooftops, directly toward them. Its wings were stiff and swept back as it covered most of the intervening distance in a single glide. As it neared their tower, it pumped its wings hard, three times. It took the tower like there was an invisible skate ramp up the side.

Hari Seldon wrote:Yeah generally speaking ... except when you have to deal with stuff like this:The dwagon J-hooked into a dive that took it swooping over the rooftops, directly toward them. Its wings were stiff and swept back as it covered most of the intervening distance in a single glide. As it neared their tower, it pumped its wings hard, three times. It took the tower like there was an invisible skate ramp up the side.

Return to Everything Else Erfworld
Users browsing this forum: C9H20 and 2 guests