I play Melee and Wizard (and The Fantasy Trip) a lot. They use a hex grid with an extra level of delineation for mexahexes. Is rendering megahexes on a hex grid so onerous a challenge that it isn't worth suggesting?
I play Melee and Wizard (and The Fantasy Trip) a lot. They use a hex grid with an extra level of delineation for mexahexes. Is rendering megahexes on a hex grid so onerous a challenge that it isn't worth suggesting?
It's worth suggesting, but I'd imagine that this would be a low priority for the devs.
You could make an image with a lot of large hexes and a transparent background and save that as a .png file. Then use that as a layer in your hex map - resizing the image so that it displays the megahexes as needed.
Search the internet for "how do I make a hex grid in xxxxx" - where xxxxx is the image editor you use - for example: "how do I make a hex grid in gimp". Then create a hex grid of the size that would work best for the type of images you use for battle maps.
Thanks for suggesting a workaround!