Thanks for the response Brent,

I decided to load up a some other modules and I see everyone else has 
the same problem, at least the three I looked at anyway.

I don't know that it will be that big of a problem as players should 
be able to figure out which hex is being referenced. Still, it would 
be nice if there were a way to get the hex grid and the location 
reporting to match.

Your first solution would work as far as getting the two to jive, but 
then the module's mapboard hex coordinates would not match the map in 
the game box which is what I'm after. 

You second option might have possibilities so I'll experiment with 
that one.
 
--- In [email protected], Brent Easton <[EMAIL PROTECTED]> 
wrote:
>
> Hi Kevin,
> 
> If you just want to make sure that the reporting matches the grid, 
I 
> would create a grid numbering (create a blank map of appropriate 
size, 
> draw the grid, then use save image), edit it to change A0126 to 
B0100 
> (etc.), then merge that grid onto the map and turn off the vassal 
grid 
> numbering.
> 
> If you want to change the B0100 reporting to say A0126, you have 
> problems. You could try making the A map 1or 2  pixels higher and 
the B 
> map shorter (adjusting the grid offset) so that the pieces on the 
half 
> hexes snap to the A map rather than the B Map.
> 
> Cheers,
> Brent.
> 
> Kevin wrote:
> 
> > I have two maps (Map A and Map B) that are placed A above B for 
the
> > game. I have both maps grided using VASSAL. The maps line up great
> > and the grids are fine, my problem is the reporting of the half 
hexes
> > that join on the edges of the two maps to make a full hex.
> >
> > The grid numbers flow down Map A then to Map B as follows:
> >
> > A0124
> > A0125
> > A0126 (half hex joined with half hex on Map B that has no grid 
number)
> > B0101
> > B0102
> > B0103
> >
> > My problem is that the map shows the half hex grid number from 
map A
> > (A0126) but the hex location is reported as the non-grid numbered
> > half hex from Map B (B0100).
> >
> > I need to know how to fix this. Any help?
> >
> > Thanks in advance.
> >
>







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