Fabs
Posts: 444
Joined: 6/5/2000 From: London, U.K. Status: offline
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quote:
Originally posted by David F. Wall:
It's not a wayfinding bug. I can't be sure, but I *think* it's a quirk of the editor regarding the placement of multi-hex buildings.
It's been my experience (admittedly limited) that when placing multi-hex buildings with the editor, it sets not only the hex containing the center of the structure but the seven surrounding hexes, to contain building terrain *regardless of the size or orientation of the graphic depicting the building*. I think this can be cleaned up by dropping clear terrain into the hexes that aren't really part of the building,
This in itself can seem a little deceiving, (could someone with more experieence with the editor or the source code confirm this)but there's something more insidious that I am sure of:
Suppose while building a map you put a multi-hex building down, and then decide you don't want it there. The quickest way to make the building graphic go away is drop a hex of clear terrain into the hex where you clicked to get the original building. And away the building goes. However, those six surrounding hexes still think they have a stone building in them, although all trace of the building graphic has disappeared.
This is a really easy thing to miss when you're putting together a map. I'm not sure I'd go out and call it an editor bug, because it occurs to me that there are limits to how much intelligence you can put behind those button clicks and undoing can be a very tricky programming problem.
DFW
You are absolutely right. I have found that when designing maps extreme caution is needed when placing multi-hex buildings and roads or trails.
My experience with wayfinding is that buildings are now generally avoided, but walls, hedgerows, mud, stream/gullies and other potentially hazardous terrain are not.
My advice is: when wanting to move vehicles from point to point where potentially you could be encountering hazardous terrain, move hex by hex.
This is tedious but sometimes quite useful, especially because a highlighted hex in the move radius can sometimes only be reached by going through a hazardous terrain hex, and this may not be immediately apparent. Result:
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Fabs
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Fabs
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