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The Hive Custodian
8th of June, 2006, 02:12
Hexes
Drawing Hexes
First, a hex-grid template:

/ \_
\_/

Just copy and paste each line to make a larger grid:

/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/


Using a code box:


/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/


Using the "pre" tags and Courier New:

/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/

Shrunk:

/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/

Doomsmile
8th of June, 2006, 03:29
Yay! Hexes! Except, isn't it supposed to be oriented so that the character can't move in a straight line up-an-down?

Takkaryx
8th of June, 2006, 04:12
Thats the only way hexes fit together. Think about it.

Doomsmile
8th of June, 2006, 05:08
I realize THAT. Just wanted to, uh, see if, eh, you... did?
Yes, that will do nicely.

The Hive Custodian
8th of June, 2006, 05:22
Yeah, that's the only way to do it text-wise without taking up an unreasonable amount of space. Besides, you can just rotate the map 90 degrees if you need to convert. Finally, the Age of Wonders series has it done the way I posted it:

(attachment removed)

Doomsmile
8th of June, 2006, 05:25
I was just thinking of Fallout is all.

The Hive Custodian
8th of June, 2006, 05:51
Hmm. How large does the code box get...


/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
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Sweet.

Coordinates
Coordinates can be done as follows:


A B C D E F G H I J K L M N O
1/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
1\__/B1\__/ \__/ \__/ \__/ \__/ \__/ \__/
2/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
2\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
3/ \__/ \__/ \__/ \__/ \__/K3\__/ \__/ \
3\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
4/ \__/C4\__/ \__/ \__/ \__/ \__/ \__/ \
4\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
5/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
5\__/ \__/ \__/ \__/H5\__/ \__/ \__/ \__/
6/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
6\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
7/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
7\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
8/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
8\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
Numbers correspond to the top half of each hex.

Use the Courier New font so you can line up your hexes properly.

The Hive Custodian
8th of June, 2006, 07:02
Distances

Going across the edges of the hexes in a straight line is the simplest. The distance is simply the number of hexes.

Optionally, going on an edge (e.g., from A1 to C1) has an exact distance of sqrt(3). This can be approximated as 7/4 hexes. The first hex moved this way counts as 2 hexes, as does the second and third. The fourth counts as one hex, and then the cycle repeats itself. This applies for spells and effects that cover an area as well.

A B C D E F G H I J K L M N O
1/0 \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
1\__/1 \__/ \__/ \__/ \__/ \__/ \__/ \__/
2/1 \__/2 \__/ \__/ \__/ \__/ \__/ \__/ \
2\__/2 \__/3 \__/ \__/ \__/ \__/ \__/ \__/
3/2 \__/3 \__/4 \__/ \__/ \__/ \__/ \__/ \
3\__/3 \__/4 \__/5 \__/ \__/ \__/ \__/ \__/
4/3 \__/4 \__/5 \__/6 \__/ \__/ \__/ \__/ \
4\__/4 \__/5 \__/6 \__/7 \__/ \__/ \__/ \__/
5/4 \__/5 \__/6 \__/7 \__/8 \__/ \__/ \__/ \
5\__/5 \__/6 \__/7 \__/8 \__/9 \__/ \__/ \__/
6/5 \__/6 \__/7 \__/8 \__/9 \__/10\__/ \__/ \
6\__/6 \__/7 \__/8 \__/9 \__/10\__/11\__/ \__/
7/6 \__/7 \__/7 \__/9 \__/10\__/11\__/12\__/ \
7\__/7 \__/8 \__/8 \__/10\__/11\__/12\__/13\__/
8/7 \__/8 \__/8 \__/9 \__/11\__/12\__/13\__/14\
8\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/

Takkaryx
8th of June, 2006, 07:06
Looks good.

nightinverse
12th of June, 2006, 15:47
Guess what we are using in Fated Meetings from now on?

Doomsmile
12th of June, 2006, 15:53
Yay! Now I can only be surrounded on six sides! Three cheers for hexes!...

... wait- now I can't charge East or West! Aw, dangit.

The Hive Custodian
13th of June, 2006, 09:52
Exact Distances

Sometimes you may want to find the exact distance between two hexes. Use this method to do so:


/A \__/ \__/ \__/ \
\__/ \__/ \__/ \__/
/ 1\__/ \__/ \__/ \
\__/ \__/ \__/ \__/
/C2\__/ \__/D \__/ \
\__/ 1\__/ \__/ \__/
/ \__/ 2\__/ \__/ \
\__/ \__/ 3\__/ \__/
/ \__/ \__/B4\__/ \
\__/ \__/ \__/ \__/

Identify the two points you want to find the distance between.
Choose one of the points to begin from. The other point is your target. In the diagram above, the top point has arbitrarily been chosen as A.
Choose one of the six hexagonal directions that is pointing toward the target. (It doesn't matter which one you choose.) In the diagram above, down has been chosen as the direction.
Count hexes in that direction until your target is at a hexagonal direction from where you are. Note this number as x. In the diagram above, hexes have been counted until point C has been reached. x is 2.
Count hexes toward the target until it has been reached. Note this number as y. In the diagram above, y is 4. Note that if the other direction had been chosen in step 3, point D would have been reached instead. However, x and y are interchangable, so both paths give the same result.
The exact distance is sqrt(x^2 + xy + y^2). In the diagram above, this is equal to sqrt(2^2 + 2*4 + 4^2) = sqrt(28), or about 5.3.

The Hive Custodian
13th of June, 2006, 10:39
Hexagonal Directions

I propose this convention for hexagonal directions:

__
__/ta\__
/ba\__/da\
\__/A \__/
/pa\__/qa\
\__/na\__/
\__/

Pronounce the "a" above as "ah" (as in "amen") and the "q"s above as "k"s (as in "kill"). Never capitalize the directions. If you ever forget what the direction is called, look at the letters themselves: the stems point in the appropriate direction.

To specify an intermediate direction, string two hexagonal directions together. For example, east is either qada (pronounced "kah-dah") or daqa (prounounced "dah-kah").

Distance can be specified by replacing the vowel. An "a" represents a distance of 1. "e" denotes a distance of 2, "i" is 3, "o" 4, "u" five, and "y" six. So, "tu" means north, five hexes.

Pronounce the vowels as if they were followed by "h"s:
"e" as "eh" as in "evermore".
"i" as "ih" as in "ignoramus".
"o" as "oh" as in "oh no".
"u" as "uh" as in "ugly".
The exception is y, which is pronounced as I, as is "Luke, I am your father."

Again, an intermediate direction, or even a path, can be specified by stringing multiple hexagonal directions together. For example, the direction from A to B in the last post is neqo ("neh-koh") or qone ("koh-neh"). If you want to specify a clockwise loop from A to D to B to C back to A, you could say qonebote ("koh-neh-boh-teh").

A little complex, but in two syllables you can specify any hex up to seven hexes in any direction from you, and possibly up to twelve hexes from you.

The Hive Custodian
13th of June, 2006, 11:06
Obstacles

Obstacles can either fill a whole hex:
__
/XX\
\XX/ Or they can fill half (top or bottom) of a hex:
__
/XX\
\__/ or
__
/__\
\XX/ If movement along edges is allowed, you cannot move on an edge if the edge borders an obstacle:

__
__/ \__
/A \__/B \ YES!
\__/__\__/
\XX/
__
__/C \__
/A \__/B \ NO!
\__/XX\__/
\__/
In the first case, you can move directly from A to B on the edge.
In the second case, you must move to C, and then to B.

The Hive Custodian
13th of June, 2006, 12:16
Dungeons and Dragons
Movement
Resisting creatures are counted as obstacles for purposes of movement.

You can squeeze into a hex that is only half covered by an obstacle, with the normal penalties for squeezing.

Space
The spaces of creatures look as follows:

__
/ \ 5 ft. (Medium)
\__/

__ __
/ \__ __/ \
\__/ \ 10 ft. (Large) / \__/
/ \__/ \__/ \
\__/ \__/

__
__/ \__
/ \__/ \
\__/ \__/ 15 ft. (Huge)
/ \__/ \
\__/ \__/
\__/

__ __
__/ \__ __/ \__
/ \__/ \__ __/ \__/ \
\__/ \__/ \ / \__/ \__/
/ \__/ \__/ 20 ft. (Gargantuan) \__/ \__/ \
\__/ \__/ \ / \__/ \__/
/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \__/
\__/ \__/

__
__/ \__
__/ \__/ \__
/ \__/ \__/ \
\__/ \__/ \__/
/ \__/ \__/ \ 25 ft. (Gargantuan-Colossal)
\__/ \__/ \__/
/ \__/ \__/ \
\__/ \__/ \__/
\__/ \__/
\__/

__ __
__/ \__ __/ \__
__/ \__/ \__ __/ \__/ \__
/ \__/ \__/ \__ __/ \__/ \__/ \
\__/ \__/ \__/ \ / \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \ 30 ft. (Colossal) / \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \ / \__/ \__/ \__/
/ \__/ \__/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \__/ \__/ \__/
\__/ \__/ \__/ \__/
\__/ \__/ A creature with two spaces shown can move the hexes on one of its short borders to the opposite side, essentially flipping from one pattern to the other. Doing so counts as moving one hex.

Spells and Effects
A line-shaped area of effect starts from the midpoint of an edge of your hex and extends in any direction. Any hex that the line passes through is affected.

A cone-shaped area of effect starts from the midpoint of an edge of your hex and extends in any direction. It covers a quarter-circle. Any hex whose center lies within the area of effect is affected.

Other areas of effect can either be centered on the center of a hex or one of its corners. Any hex whose center lies within the area of effect is affected.

Flight
Modify the manuverability table as follows:


Manueverability
Perfect Good Average Poor Clumsy
Turn any 120 60 30 30* in degrees per 5 ft. (* per 10 ft.)
Turn in Place any 120 60 nil nil per 5 ft. movement given up
Maximum Turn any any 120 nil nil in degrees in a single space
Up Angle any any 60 45 30 in degrees
Down Angle any any any 60 30 in degrees

The Hive Custodian
27th of June, 2006, 15:44
Large Grids
For larger grids, it is better to use numbers for both rows and columns; after all, it's much harder to subtract one letter from another. Hexes are then given in (x, y) format, x being the horizontal coordinate, and y being the vertical coordinate. I've discovered that it's easier to number only every other vertical line. A 40x30 grid:

__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
29\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
28\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
27\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
26\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
25\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
24\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
23\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
22\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
21\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
20\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
19\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
18\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
17\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
16\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
15\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
14\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
13\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
12\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
11\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
10\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
9\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
8\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
7\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
6\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
5\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
4\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
3\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
2\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
1\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
0\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \
\__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39

The Hive Custodian
28th of June, 2006, 05:19
null
"null" means no movement, no turn, the hex designated as the center of the map, or north on the map.

Rotations
Rotations can be expressed in 30-degree increments. Clockwise rotations begin with the letter "s":
sa = 30 degrees clockwise
se = 60
si = 90
so = 120
su = 150
sy = 180

Counterclockwise rotations begin with the letter "z":
za = 30 degrees counterclockwise
ze = 60
zi = 90
zo = 120
zu = 150
zy = 180

These also provide an alternate method of specifying direction:
null = 12 o' clock = ta = t = north
sa = 1 o'clock = tada = td = data = dt
se = 2 o'clock = da = d
si = 3 o'clock = daqa = dq = qada = qd = east
so = 4 o'clock = qa = q
su = 5 o'clock = qana = qn = naqa = nq
sy = zy = 6 o'clock = na = n = south
zu = 7 o'clock = napa = np = pana = pn
zo = 8 o'clock = pa = p
zi = 9 o'clock = paba = pb = bapa = bp = west
ze = 10 o'clock = ba = b
za = 11 o'clock = bata = bt = taba = tb


__ __
__/12\__ __/ 0\__
__/11\__/ 1\__ __/za\__/sa\__
/10\__/12\__/ 2\ /ze\__/ 0\__/se\
\__/10\__/ 2\__/ \__/ze\__/se\__/
/ 9\__/ \__/ 3\ /zi\__/ \__/si\
\__/ 8\__/ 4\__/ \__/zo\__/so\__/
/ 8\__/ 6\__/ 4\ /zo\__/sy\__/so\
\__/ 7\__/ 5\__/ \__/zu\zy/su\__/
\__/ 6\__/ \__/sy\__/
\__/ \zy/

Relative vs. Absolute
When you move or turn, you can either specify your destination relative to you or relative to the world map (absolute). The word "to" indicates absolute position or facing. For example:

"Move null" means "don't move".
"Move to null" means "move to the hex designated as the center of the map".
"Turn si" means "turn 90 degrees clockwise".
"Turn to si" means "turn to face east".

BigRedRod
17th of July, 2006, 03:54
That is a fairly effective way of showing a map without actually using any images (or the accursed irony map generator), although showing terrai nis clearly quite tricky. Unearthed Arcana actually has rules on using hexes in D&D.

Oddly enough I've never really looked in to using them, strange really as I'm of the opinion that they are superior (providing you can cope with lots of partially filled hexes)

Linklegacy77
17th of July, 2006, 04:08
*claps for THC* You have earned yourself a Link Boomerang

The Hive Custodian
17th of July, 2006, 04:13
It is a great honor. Thank you.

*runs off to sig it*

itches
17th of July, 2006, 04:50
Damn, less then a day old and already this forum has provided something that interests me. Good work.

The Hive Custodian
17th of July, 2006, 04:59
Zooming

You can perform a faux zooming effect by changing the text size. Press Ctrl-minus to "zoom out" and Ctrl-plus to "zoom in". Remember to reset your text size when you're done.

nightinverse
17th of July, 2006, 05:07
Damn, less then a day old and already this forum has provided something that interests me. Good work.

What can we say? We've been trying to keep THC to ourselves for years.

Dirigible
18th of July, 2006, 16:13
This is a very thorough peice of game-tech, Hivey. Colour me impressed, shading to mauve.

elmer_jok
25th of September, 2006, 14:50
Very good break down THC. I love it. I'm off to bookmark at this very moment. Maybe this'll help my games a bit. I'll do a little poll to the players and see what they prefer.

[WanderingMagelok]
26th of September, 2006, 04:25
You have also earned one [WanderingMagelok] Cretin of Darkness.
The First of its kind in fact. That is a truly impressive Hex Grid.

I may have to start a GURPS game just to use it.

The Hive Custodian
26th of September, 2006, 05:48
Sigged. Thank you as well.

Interesting to see that of all my creations, this has been by far my most popular. Hopefully with time I will create something that will exceed even this standard.

generaljimX
26th of September, 2006, 05:55
I may implement hexes in some game, sometime. Don't know when, but I will.