nah, not using a 1.4 calculation. Straight up 1 for 1 moves. It takes a little getting used to, but ya gotta not think of the map as true, it is skewed, but it works. I have been playing another game (CWOL) that uses squares and once you get past the whole off kilter movement it works just fine. I would have considered hexes, but squares is easier to set up. If I was a programming guru I could probably do it, but having spend considerable time trying to get into programming stuff, I have to concede my total lack of skill in the area.
Anyway, its not that difficult to play on a square map, just takes getting used to (especially when trying to figure out what the other guy is doing) and once you learn to view it "skewed" (I picture it in my mind as round and it works for me) you'll get the hang of it easy enough. I gotta admit at first it took me by suprise in CWOL, figuring "he cant reach my units"...then after the turn... "How'd he reach my units?" Its the diagonals that screw with ya since you can go just as far north (for example) by moving NW or NE. I am of course open to ideas on the matter, but I do not want to have calculations which change movement on the diagonal. I got enough movement calculations going on.
I suppose hexes wouldn't actually be too difficult if I put my mind to it, but then I would have major rework to do.
