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unmerged(52751)

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Jan 11, 2006
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Unlike HoI2, where the map is fixed, which makes it impossible to fix the map so it corresponds to real world geography (like the English Channel Islands (missing), the position of Wake (way too far N), etc)...

Also, I noticed that in HoI2 map names are drawn directly on the map and they are in English (in the english language version). It would be better for modding if place names were set from a separate file.

Eventually, given a HoI3 map that is mod-able, some bright modders could get us a hex map and then everything would be peachy. Right now playing through 10,000 paradox-defined random provinces sounds like a major PITA.

cheers,

kilolima
 

Alexander Seil

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What's the problem with provinces? They work just like hexes, in the grand scheme of things.
 

humancalculator

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potski

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You've never read any of the Dev Diaries have you?

Look at Spain in Dev Diary #9

The lines are the edges of the regions, but you can clearly see the shape of the 4 or 5 provinces themselves within each region, and how regular the whole arrangement is. The only reason they haven't got their ruler out and drawn actual hexes on the map is the hope that the people who hate hexes won't notice it.

If you look at the zoomed in view of Spain from the Spanish forum (I can't see the link, but AlexS will supply it in a few minutes), then it is not so obvious what Paradox have done. There is some (small) variation in the size and shape of provinces and they have cleverly broken-up the landscape with the terrain graphics. So don't let the secret out of the bag, or the hex haters will start moaning again.:rofl:
 

unmerged(45464)

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Jun 19, 2005
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what hexes? OMG not going to play this game ever! hexes are stupid since they remind me of old board games or something. I want a more organic feel than a bunch of hexagons. (or does a hex stand for more than just the geometrical shape of the province?)
 

unmerged(52751)

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thanks for that screenshot link...

Ideally, I would like to see a wargame that removes the raster-based limitations of cells/hexes/territories completely, and defines units' positions by vector (by range/operating radii/front). This would make HoI more like a desktop GIS with a bolted-on historical simulation, and less like computerized chess. Think a modern RTS but done with Paradox's attention to detail and historical accuracy, but NOT a twitch/tactical game.
 

potski

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thanks for that screenshot link...

Ideally, I would like to see a wargame that removes the raster-based limitations of cells/hexes/territories completely, and defines units' positions by vector (by range/operating radii/front). This would make HoI more like a desktop GIS with a bolted-on historical simulation, and less like computerized chess. Think a modern RTS but done with Paradox's attention to detail and historical accuracy, but NOT a twitch/tactical game.

Maybe HOI4 or 5? In the meantime, we're stuck with clearly defined areas for movement/combat/control.

dagas said:
what hexes? OMG not going to play this game ever! hexes are stupid since they remind me of old board games or something. I want a more organic feel than a bunch of hexagons. (or does a hex stand for more than just the geometrical shape of the province?)

"Hex" stands for a farily regular geometrical shape. All the provinces we've seen so far in Europe, except on the coasts, or along national borders:

Have 5 to 7 adjoining provinces
Enclose roughly the same area
Are part of a region with 3 or 4 other provinces

The whole thing is just far more regular than HOI2, which threw up some really odd situations where certain provinces would be impossible to defend/attack, because the very irregular shapes allowed so many/few axis of attack.

See Dev Diary #2.

Now tell me that Vechta, Herford, Minden, Paderborn, etc. are not "hexes". I like it:D
 

Alexander Seil

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thanks for that screenshot link...

Ideally, I would like to see a wargame that removes the raster-based limitations of cells/hexes/territories completely, and defines units' positions by vector (by range/operating radii/front). This would make HoI more like a desktop GIS with a bolted-on historical simulation, and less like computerized chess. Think a modern RTS but done with Paradox's attention to detail and historical accuracy, but NOT a twitch/tactical game.

Airborne Assault does it, but it's hardly viable to do a map of the whole planet and apply the same principle. Your processor will melt. They couldn't even do a whole map scenario for Market Garden because the AI computations slowed it down to a massive crawl - and later versions track supply convoys, making it impossible to do anything other than a very small campaign.
 

OHgamer

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If in the end some players do not like the map that is included in the base game, wait a couple months (or perhaps less) and there will undoubtedly be new map mods to create a gameplay surface that will please all tastes and desires.

Thankfully, the EU3 engine allows for that. See the map mods created for EU3 and Rome since their release to get a glimmer of the possibilities out there for modding the map. It is much easier (not easy, mind you, but easier) than trying to mod the much more hardcoded, complicated to deal with maps that were used in HoI2, Victoria and EU2. (And i say this as someone working on a map mod for Victoria for nearly two years now.).