Jeffrey H.
Posts: 3154
Joined: 4/13/2007 From: San Diego, Ca. Status: offline
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quote:
ORIGINAL: CSO_Talorgan quote:
ORIGINAL: Jeffrey H. The editing of that sort takes place in the unit data .... A hex is a hex. The scale of it relates to the unit data. Righto! That's another tutorial I'll have to look out for, but in the meantime, mapping may proceed. Sorry man, didn't mean to be glib. From what I have leanered, the map creation process essentially sets you to a hex scale dimensionally speaking. Then your 'real life' unit stats can fold into the unit creation database so that, say 100 AP expended as movement will move a foot soldier an equivalent distance per turn. Oh yeah, forgot about the turn length. Those matter too. Did I mention I haven't done this before ? Rookie Alert ! Say if you had a time scale of 1 day per turn, then a man walking can go say 3 miles/hour, he walks for 10 hours per day, (long march with full gear) over clear terrain, he can cover say 30 miles. If your hex scale is 10 miles, a walking foot soldier could cover say 3 hexes using all his AP for movement. Seems like a logical way to go about it.
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