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Disciples 3 New Development Status - News
By Ionascu Alex
Published: March 26, 2008
Print Hex system
The game combat is now based on a hex system. A former square grid was replaced with a hex one which, to our mind, is something very natural. Say, honey combs, snow flakes, retina of insects...
Our transferring to the hex system enabled us to solve some problems. For example, diagonal link-up of units - square units touch each other in the diagonal positions. Units have different nodes and there can be complex and entangled intersections when squares are tangent to each other with cells or on the cross. When you were to strike a diagonal blow it's difficult to realize whether it's actually feasible or not. Once the hex system is introduced, a unit surrounded by enemies is actually surrounded in a kind of a circle. Thus it's quite easy to see whether the unit is tangent to some other unit's cells/hexes and whether it's possible to attack. The picture got more illustrative and logic.
Now that we've applied a hex system we can implement some innovative solutions re arena tactics, generating arenas, and introducing zones of influence. This can help avoid a great number of challenges, for example, a one-node unit's upgrade into a two-node one. From now on, all the units take up one hex; heavier units possess some special points, though. These are defense points and cover points that enable heavier and stronger units cover weaker ones once the latter are in their zone of influence.
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