heres a screenshot from steam https://steamuserimages-a.akamaihd.net/ ... F353274C2/
i am not sure what to think about design. if one square is 50m2 or less, how can a phalanx move through this space, which shouldnt be more than 10m2, space between 2 squares, populated by other phalanx units
i know certain level of abstraction must be present but is there any explanation for this , considering phalanx do not lose cohesion or anything by moving through this tight space
Movement in FOG2
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TheGrayMouser
- Field Marshal - Me 410A

- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
Re: Movement in FOG2
The length of a diagonal of a squares is x times the square root of two... so if the assumption is a grid is 50 meters wide (btw I don't know if there is ANY official measurement for this...) then it is 70(aprox) meters across the diagonal. So there is actually 40 meters of "room" between two units adjacent on a diagonal, like in your sample... Plenty of room so to speak ( although obvioulsy the graphics dont really show it)lapdog666 wrote:heres a screenshot from steam https://steamuserimages-a.akamaihd.net/ ... F353274C2/
i am not sure what to think about design. if one square is 50m2 or less, how can a phalanx move through this space, which shouldnt be more than 10m2, space between 2 squares, populated by other phalanx units
i know certain level of abstraction must be present but is there any explanation for this , considering phalanx do not lose cohesion or anything by moving through this tight space
Re: Movement in FOG2
FOG2 has a bit weird non-linear way of abstracting scale, direction and distance. Those two units are not really standing next to each other, you are already in between them and by moving forward you are still in between them. That diagonal situation is closer to two units standing with a square of free space between them when facing non-diagonally. If both of those units turned 45 degrees one of them would have to move one square for them to be right next to each other.
Re: Movement in FOG2
My god! They’re all holed up in on that map edge.lapdog666 wrote:heres a screenshot from steam https://steamuserimages-a.akamaihd.net/ ... F353274C2/
i am not sure what to think about design. if one square is 50m2 or less, how can a phalanx move through this space, which shouldnt be more than 10m2, space between 2 squares, populated by other phalanx units
i know certain level of abstraction must be present but is there any explanation for this , considering phalanx do not lose cohesion or anything by moving through this tight space
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Patrick Ward
- Slitherine

- Posts: 1221
- Joined: Thu Sep 04, 2014 2:49 pm
- Location: A small island in the Outer Hebrides.
Re: Movement in FOG2
60m^2 per square was a starting figure, as the image below from one of the early art docs shows. The european village is kind of to scale. Middle Eastern less so. and trees were scaled up and made to look like painted plastic ( rather than the more usual transparent planes) to reduce poly counts and rendering overheads.
In gameplay terms the scale can change depending on the factors added to the units. When the units number about 300, then yeah 60m could be right. When we scale up to the 1000s of soldiers per square, then perhaps you need to stretch it somewhat.
Essentially 60m was a starting point but it has to be somewhat maleable.
In gameplay terms the scale can change depending on the factors added to the units. When the units number about 300, then yeah 60m could be right. When we scale up to the 1000s of soldiers per square, then perhaps you need to stretch it somewhat.
Essentially 60m was a starting point but it has to be somewhat maleable.
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Pat a Pixel Pusher
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Pat a Pixel Pusher
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Re: Movement in FOG2
i see, makes sense

