From: San Diego, Ca.
ORIGINAL: Tom Proudfoot
The priority has always been the game itself. Not everyone uses the editor. But all the scenarios in the game were made with this editor and you can do everything with it that isn't hardcoded in (which is mostly events, and, from that previous question, # of campaigns). I hope to clean it up at some point but it basically works and there have always been more important things to address.
The main reason I say it is extra complicated and scary for LnL because of the LOS rules. On most hex types, LOS is determined by a combination of the terrain that the hex is flagged as as well as the background art. For example, LOS going through a 'building' hex can actually go cleanly through the hex if there is a gap in the building art for it to pass through.
The background art for the maps are a single image, and you indicate on the map where the art blocks LOS by drawing little polygons on top of every hex. This is ... tedious. The end result is pretty cool, and I'm not sure if there are any other hex-based computer wargames that actually do this, but it is does take a while to set up.
That said, this has already been done for all the existing map panels, you just go to a screen where you plop them down in a 3x3 grid however you want and that stuff is already all set. There are 29 of those panels, as well as a snowy version of a lot of them.
Unit parameters like FP and whatnot is not on a per-scenario basis. That stuff is all in a .csv spreadsheet used by all scenarios. If you only ever play by yourself, nothing is preventing you from changing or adding more units to the end. But for multiplayer sync reasons, this spreadsheet needs to match between players.
That does sound like an interesting approach for LOS. But I'm glad to hear it's handled this way. And thanks for including the editor, regardless of it's current state.
It does sound good, it sounds almost like they way we played SL back in the day with a piece of thread or a rubber band from hex center to hex center. Anyhting crosses the line, LOS is blocked. Terrain elevations do muddle things up a bit.
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