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I don't have time to check for every update. If you are unsure if it still works and want to make sure, launch the game solo once with just this active. If a new game show you the overlay and doesn't crash immediately it will not cause any issue.
My mod doesn't even affect checksum or affect any gameplay. It's purely cosmetic and safe to remove or add at any point. You'll be allright.
I purposely made it a bit "different" from those standard addressing systems, since it needs to work for alien minds as well as humans.
I wanted this look and feel a bit alien, since it has to work for alien species, including hives. Also I was inspired by the Babylon 5 war room, that has just random numbers at some square grids. I wanted this to follow a logic, so the label would have a gameplay benefit.
There are a few different existing ways to address a grid of hexes, but none work particularly well for a hex grid that has a center point if you don't want negative axis.
Those in-between hexes that are neither pure 1000 or 2000 would intersperse the number of the neighboring hex. So the in-between hex of 1000 and 2000 would be 1200 (clockwise in descending order, so 1000 has priority over 2000, 2000 over 3000 etc until 6000 meets 1000 again). Then for the next layer I shifted the addressing digits a bit, but the gist is that. The mode 1's a hex has, the more it lies to the top, the more 2's, the more towards the 45 degree angle. More Zeros means closer to the core, more numbers means closer to the edge.
When playing gestalts in single player, I like renaming my systems and planets in a way that they indirectly refer to the hex tile. So Systems get labeled <hexID>-<system#> (i.e. 1200-01 "The first system under my control in 1200 sector, there can be a 1000-1 system as well, the numbers for the system# is unique only per hex tile), colonies get <hexID>-<system#>-<colonyID> (and a few letters to represent the focus outputs of that colony).
This way event messages will reference the hex to me when it mentions the name of a colony with some sort of catastrophe and also what kind of economy outputs are at stake. ColonyID is global and a bit of a pain to rename when you conquer another empire. Looks cool when it is all set up though. :D
Thank you!
Also it is "compatible" with Quadrant, as in you are going to get both overlaid at once (honestly it's a bit too cluttered for me in that case). Sadly there is no way to toggle them, due to how the system works.
The numbers on the hexes are baked in the texture. There is no way to draw them dynamically, but you could just edit the .dds in something like PaintNet to have the numbers you want.
It's stepped in to make the resulting codes be visually a bit more different from each other while still conveying the same information (and not have a row of 1000, 1100, 1110 and 1111 in sequence, since that would make it look very plain compared to my inspiration, the Babylon 5 war room map, which was square based).
I didn't want it to look and feel like excel or a clock face, but convey a sense of direction in relation to the center of the map so it would work with different map sizes and able to be easily spoken in voice chat. I also wanted to avoid having to negative numbers, which are cumbersome to speak and easy to mix up with their opposing counterpart. The material to Hex based coordinate systems that I found in my research could not provide for all of this.
If I still had the layered base file for the map, I'd prepare you a version without the stepped-in numbers. Sadly I wiped it by accident.
Another thing people have noticed about this grid is that the hexes are slightly stretched (their sides are not equally long), just so that it would fit evenly into the round galaxy and the square texture file.
I'm very happy that you are enjoying the mod. :)
So 1200 is one hex from the center and one moved clockwise, 2200 one hex out and two clockwise. This way each coordinate can provide a approximate direction where to look at on the map (angle and distance).
I just can't update the version tag on the old version anymore and for some reason can't activate it in my launcher.