Re: Newbie/demo question
			 
             
			
		
		
		
		Thanks. SJ's map is... interesting, but perhaps a bit too convoluted for what I want (being the simple wargamer that I am.)  I found that laying the star systems on a hex grid renders the instantaneous effect moot with a minimum of distortion.  The warp points show up as a grid of triangles.  By placing the warp points at (0,3),(0,9),(6,0),(6,12),(12,3), and (12,9) within a system, each warp point is equi-distant from each other and simply links the edges of star systems together.  The 'perk' of such a layout is that no single warp point is better than another.  So, the free roaming nature of the universe that I want to model is preserved. 
 
The 'grid' option in the map editor comes close, but it skips some intersections and cuts corners on others.  Perhaps a future Version of the map editor will have a true grid setting (one system at every intersection even if it is empty, with an all diagonals or no diagonals option) and a hex grid 
-- 
TAZ 
 
[Oh yeah, stopped by the FedEX ground terminal at lunch time just so I could play with the full Version before getting home.] 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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