Joy Of Hex Document

Joy Of Hex Document


Introduction:

  • Introduction

    A quick introduction to the Joy Of Hex project.

    Joy Of Hex:

    The Menus And Application Flow:

  • Game Menus

    A quick look over the Joy Of Hex menus to see what they can do.

  • Flow Of Control

    A run through the various flows of control that are available. The choices are: play against the computer, play against local human opponent, and play against a human via email.
  • The Toolbars:

  • Unit Orders

    This page discusses the Unit Orders toolbar by explaining how you can use it to give orders to units so that they might do what you want during the execution phase.

  • Air Support

    This page discusses the Air Support toolbar by explaining how you can give orders so that aircraft can appear during the execution phase.

  • Naval Support

    This page discusses the Naval Support toolbar by explaining how you can give orders so that warships can give barrage support during the execution phase.

  • Administration

    This page discusses the Administration toolbar. It is on this toolbar that you can see how many replacements that you have on hand. You can also change your unit connections during night planning turns.
  • Micelaneous Window Regions:

  • Arrow Pad

    This page discusses the Arrow Pad which is used to navigate about large hex maps.

  • Side Bar

    This page discusses the side bar which appears along the right side of the window. There is a description of what data is displayed in the side bar. The sidebar only appears during the planning stage.

  • After Action

    This page discusses the After Action battle reports which appear within the toolbar region whenever somebody clicks on a hex that has a battle report.
  • Specific Game Engine Details:

  • Terrain Types

    This page shows all the possible terrain images and what they are meant to represent.

  • Terrain Movement Costs

    This page discusses the various movement costs that are associated with the various terrain hexes.

  • Terrain Details

    This page shows all the possible terrain detail images and what they are meant to represent.

  • Terrain Detail Movement Costs

    This page discusses the various movement costs that are associated with the various terrain details.

  • Unit Types

    This page shows all the possible unit designation images and what they are meant to represent.

  • Unit Parameters

    This page discusses the various parameters that make up a unit.

  • Execution Phase

    This page discusses the execution phase, giving a breakdown of the events that occur during the execution phase.

  • Game Climates

    This page discusses the various game climates that you will encounter as you play various scenarios.
  • Game Comments:

  • Scenarios

    This page discusses the scenarios that are included with this game.

  • Joy Of Hex Editor:

    The Menus:

  • Editor Menus

    A quick look over the Joy Of Hex Editor menus to see what they can do.
  • The Toolbars:

  • Edit Terrain Image

    Create the main hex map graphic by setting the terrain type and adding details to the hex borders. Add a text string to the map image. Resize the hex map. Set vital game details, like battle start date, game duration and name of sides. Also various image randomisers.

  • Edit Terrain Values

    Add hilltops, bunkers, fortresses, infantry bridges, tank bridges, ferry bridges, supply hexes, victory hexes and game AI hexes. Also the initial ground state can be set.

  • Unit Requirements

    Define if a scenario has naval support and which hexes these naval units can fire upon. Define the scenario's air support that comes in the form of bombers and recon. Add units and set the turn at which they arrive. Set the Replacements for both sides. Set the hex ownership. Attach units to head-quarters and head-quarters to hexes. Set the dugin quality and rotate the unit stacks.
  • Some Tutorials:

  • Tutorial 1

    This is the most basic scenario that one can make and still have it playable.

  • Tutorial 2

    A unplayable scenario that shows the most basic form of map editing that is possible - that is through the editing of the terrain types.

  • Tutorial 3

    A unplayable scenario that shows the next level of map editing that is possible - that is through the editing of the terrain details.

  • Tutorial 4

    A unplayable scenario that shows how to create a complex order of battle, with head-quarter to unit supply connections, that extends over two turns.

  • Joy Of Hex-Map2PICT:

    Joy Of Hex-Map2PICT is a rather simple application in that it only opens up a map file created by the editor and creates a PICT graphic of that map.

    There are two steps to creating a PICT image from a Joy Of Hex map file:

    1) Use the Open Map... menu item from the File menu to bring up the standard get file dialog which you can use to locate the Joy Of Hex map file that you are interested in. (If everything worked out then a rather small and pointless window shall appear. This window is there to merely show you that some file actually is open ... I guess that this isn't my greatest interface innovation to date.)

    2) You can then select either the Save PICT or Save As PICT... menu items from the File menu in order to bring up the standard put file dialog which you can use to re-name and place your PICT file.

    For large maps you might need to give Joy Of Hex-Map2PICT more memory to work with by doing a "Get Info" with the Finder and changing the memory requirements to something larger.


    Generalised Comments:

  • Version History

    A summary of the various upgrades to the game and editor that have occured to date.

  • Comments

    A collection of various comments that were too small to get their own page.

  • Glossary

    A list of terms and some explainations of what these mean.

  • Registering

    Here is the info on how you can register Joy Of Hex.

    The Single Brain Cell Web Site