Range Calculation Weird Behavior

I’d never heard of this software. Looking at its history page, the version you reference appears to be from the 2005-06 timeframe, and heaps of new features and bugfixes have been added since then. I would trust the current version of GIMP over this much older software 12 times out of 10 when it comes to rendering images correctly–and there’s close to zero chance that optipng is producing something out of spec for the image format as its output.

I agree totally Joel. Photofiltre is easy, light to use and quick. Good for quick stuff. Save a Print Screen image and then print. Easy as.
That said, I had an idea that I will look into soon. If the range calc shows a value of, say, more than 100 (not normally possible with WiF), then I divide the calculated value by (say) 210 and roundup should give me back the required integer. That, theoretically, should solve the problem.
I’ll adfur after doing the changes and testing.

Note that while Photofiltre is at ver 11 (shareware and requires expenditure of money to purchase), the freeware version is not (still 7).

I got the Range equation to work as desired (although I’ve still to perform more testing to be absolutely sure). I reasoned that if Range wants to suddenly use pixels instead of Grid Units, then change the equation to always use pxs and divide by 207 (that value works with the hex grid size used in the module). Final equation is:
-(Math.round(RangePx(OldX,OldY,CurrentX,CurrentY)/207)) (for the DP decrement part). I put in Math.round to allow for any + or - from an integer value.

The only issue I’ve found was if you move a unit with AoE on a ‘longish’ number of hexes, but the move is not in a straight line (as in not horizontally or diagonally, but rather both at the same time), the initial ‘end hex’ increases (but one but can be two for a really long range unit). I’m guessing that the maths for these types of moves gives a smaller px count, thus the calculated number of hexes moved is less than the actual. Not a deal stopper though. Players just need to do their moves horizontally or diagonally and shift into other adjacent rows or diagonals by one when they need to.

Finally got the auto reducing AoE display as you move a plane with it on to work. Does go a bit screwy though if you just drag and drop directly on the intended hex when that hex is offset from the horizontal and diagonal (straight) lines. Moving an aircraft as per the green arrows works great. Moving along the red arrow will result in a calculation error (your range gets a hex or two longer. To ‘move along the red arrow’ use the yellow arrow path (or anything similar). Moving 1 hex at time will always work.