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-
- *****************************************************************************
- *********** AIDE DE CAMP User Manual Additions and Corrections ***********
- *****************************************************************************
-
-
- For the latest upgrade and add-on disk information for ADC and other
- HPS games, check out the Internet web site:
-
- http://www.cris.com/~sturmer
-
-
-
- - Aide De Camp, Revision 1.16b Feb 96 -
-
- Please note the following changes and additions that have been made to
- Aide De Camp since the release version. An asterisk (*) preceeds changes in
- the latest update.
-
-
-
-
-
-
- IMPORTANT GENERAL NOTES:
-
- The major improvement in version 1.15(+) is that the program uses about 70K
- less RAM to load and run than version 1.14 (approximately 124 KB for version
- 1.15 vs. about 197 KB for version 1.14). With this extra RAM, almost any
- game should now fit into ADC. But for the really big games, or those with a
- lot of graphics I still urge caution. WHEN IN DOUBT, CHECK FIRST!
-
- A few ADC users have had problems associated with using compressed ADC files.
- In particular, the earlier versions of the disk compression program "Stacker"
- seem to have the greatest potential to cause problems. There have yet been
- no reports of problems caused with the DOS 6.0+ disk compression routines,
- or current version of "Stacker".
-
- I have also had a number of problem reports stemming from the use of QEMM.
- In particular, running in "stealth" mode seems to corrupt the RAM memory
- used by ADC. This causes weird graphics, disappearing mouse cursors, and an
- eventual lock-up. The problem seems limited to "old" versions of QEMM (and
- I understand that the latest patch contains some work in this area), but it
- may be something to keep in mind if you are using QEMM/stealth.
-
- If you use disk compression and experience erratic ADC program execution, try
- eliminating any compression of the ADC files. Normally, you will want to do
- this by turning the compression OFF and reloading the ADC files from scratch
- (remember to save all of the terrain sets, maps and games you've created
- first!). If, after this you're still having problems, please contact me at
- HPS. I respond to customer reports immediately, and will do my utmost to get
- you up and running in the shortest possible time.
-
-
- SECTION 5.1 SYMBOL SETS ( [v 1.15] Upgrade)
-
- Up to 250 unit symbols may now be created (up from 200). The maximum number
- of terrain symbols is still 200.
-
- For games with more than 250 different unit types, (such as Fire In The East
- and ETO) you'll need to consolidate the unit symbols. For example, make a
- single unit symbol for ALL German infantry divisions - no matter what their
- values are.
-
- Since you may now create up to 1500 unit classes, "make" the different units
- by creating a separate class for each. Using the previous example, the 6-5
- strength German Infantry Divisions would be one class, the 7-5 strength
- another, and the 8-5's a third. But, all three classes will "share" the same
- map symbol.
-
- To keep you from wasting your time, if you even suspect that you'll need more
- than 250 symbols - list them all on paper before you begin creating them.
- Remember to include "flip sides" (if appropriate), and any "markers" you want
- to create unit symbols for. If you've got more than 250 symbols, consolidate,
- and THEN begin creating the symbols!
-
-
- SECTION 5.2 NAMING SETS AND SYMBOLS (Clarification)
-
- Do not use the following characters in the name of any set, map, game or
- symbol: ":", "(", "[", or "{". Usually, ADC will not allow you to use these
- characters, but the internal checks can be overridden. If you do use one of
- these characters in a name, unpredictable results may occur. If you get
- consistent "FILE ERROR" messages, a name with one of these characters may be
- the cause.
-
-
- * SECTION 5.3 EDITING SYMBOLS ( [v 1.16] New Feature)
-
- When you edit an existing symbols set, a pop-up menu will appear asking if
- you would like to use the STANDARD editor, or the SPECIAL adjustment tools.
- If you select the STANDARD editor, you will proceed directly as outlined
- in the manual. The SPECIAL tools are outlined below, in Section 5.3.1.
-
-
- * SECTION 5.3.1 Special Symbol Editing Tools ( [v 1.16] New Feature)
-
- The SPECIAL symbol editor aloows you to change existing symbols sets in the
- following ways:
- - Copy one zoom level to another.
- - Change the display size (in pixels) of a zoom level.
- - "Blank out" a zoom level (basically erases all symbols).
- - Print out symbols names.
-
- From the pop-up menu, select the tool you wish to use, or RETURN to enter
- the standard symbol editor.
-
-
- * SECTION 5.3.2 Copy One Zoom Level To Another ( [v 1.16] New Feature)
-
- This tool is used when you want to copy the symbols at one zoom level to
- another. Its most common use is to change the sizes of each zoom level
- without doing a lot of work. For example, you may decide that Zoom 2 and
- Zoom 3 are a little smaller than you'd like. You can use this tool to copy
- Zoom 3 to Zoom 2 (which makes Zoom 2 the same size as Zoom 3 used to be), and
- then use the other tools to increase the size of Zoom 3.
-
- This tool does not modify the copied set in any way. So, in the above
- example, Zoom 3 is still there, unchanged, after being copied to Zoom 2.
-
- From the menu, select which sets you would like to copy, either the terrain,
- units, or both units and terrain. Next, select the original Zoom Level. In
- the example, you sould select Zoom Level 3. Then select the "destination"
- Zoom Level. This was Zoom Level 2 in the example. Finally, either select
- "BEGIN COPYING NOW" to start the procedure, "CHANGE SET TYPE.." to adjust
- your selections, or "OOPS!..." to return to the main EDITING TOOL MENU.
- little too small
-
-
- * SECTION 5.3.3 Change Display of a Zoom Level ( [v 1.16] New Feature)
-
- This is a powerful tool that lets you make adjustments to the size of your
- terrain and unit symbols. Your existing symbol designs are left intact, or
- automatically "sized" at your option. Adjustments are made one Zoom Level
- at a time, but to ALL of the symbols in that Zoom Level.
-
- From the pop-up menu, select the Zoom Level you wish to change, or "CANCEL
- AND RETURN" to go back to the main EDITING TOOL MENU. Once you have
- selected a zoom level, you are given the option of selecting the type of
- symbols to modify: terrain, units, or both. You can also select "CANCEL
- AND RETURN" to go back to the main EDITING TOOL MENU.
-
- At this point, you will select the method to be used for changing the symbol
- size. The size modification options are:
-
- - AUTO EXPAND. This option automatically increases the horizontal and
- vertical size of your symbols by a fixed amount, and adjusts your
- existing symbol patterns to fit the new space. For example, if you
- double (2x) the size of the symbol, each pixel in the original becomes
- a 2x2 square:
-
- Red => Red Red
- Red Red
-
- Symbols can be expanded by 2x, 3x, 4x, 5x, or 6x their current size.
-
- - EXPAND BY A FIXED AMOUNT. This option adds a "border" around one or
- more edges of each existing symbol. It is used when the symbol size is
- being increased by something other than an even multiple of its current
- size, when the symbols are being expanded more in one direction than
- another, or when you want to add some sort of border to the symbols.
-
- With this option, you first select the color for the new "border",
- followed by the edge (left, right, top, bottom, or all four sides) on
- which to place the border. Finally, select the border width (in pixels,
- up to 20).
-
- This routine merely adds new pixels to the symbols edges. it leaves the
- existing symbol patterns unchanged.
-
- - AUTO SHRINK. This works just like the Auto Expand option, except in
- reverse. For example, if you select to divide by 2, every other pixel
- in the original symbol will be included in the final symbol:
-
- Red White Yellow Green Blue => Red Yellow Blue
-
- Or, if you select to divide by 3, every 2 pixels will be skipped:
-
- Red White Yellow Green Blue => Red Green
-
- Final symbol sizes are always rounded down, so that a symbol 20 pixels
- wide divided by 3 will result in a symbol 6 pixels wide.
-
- - TRIM SYMBOL. This option is the reverse of expanding by a fixed amount.
- It simply trims a number of pixels from the symbols, along the selected
- edge or edges.
-
-
- * SECTION 5.3.4 Blanking a Zoom Level ( [v 1.16] New Feature)
-
- The BLANK tool is used to "erase" symbol patterns in a Zoom Level. It
- changes all of the pixels in each symbol to Light Gray. As with the other
- tools, it erases ALL of the symbols in the chosen Zoom Level, SO USE THIS
- EDITING TOOL WITH CAUTION!!!
-
-
- * SECTION 5.3.5 Printing Symbol Names ( [v 1.16] New Feature)
-
- This tool is used to print a copy of terrain and/or unit symbol names to
- the printer or a file. When the output is directed to a file, the following
- standard file names are ALWAYS used:
- Terrain: TERNAMES.TXT
- Units: UNINAMES.TXT
-
- Files are saved in standrd text (ascii).
-
-
- SECTION 5.6 AUTOMATIC MODE ( [v 1.12] New Feature)
-
- An additional option has been added to the automatic fill mode when editing
- a symbol: "INSIDE LINES". This option allows you to outline an area by
- selecting "corner" points, and then have it automatically filled in.
-
- To use this option, select "AUTOMATIC" from the command line, and then
- "INSIDE LINES". Next, select the color with which to fill the area. You then
- outline the border of the area by selecting "corner" points. The program will
- automatically draw lines between your "corner" points. Together, these lines
- will form the enclosure border for the area.
-
- Any number of "corner" points between 3 and 100 may be selected. ALWAYS END
- UP YOUR BORDER BY SELECTING THE FIRST POINT AGAIN, TO INSURE THAT THE BORDER
- IS COMPLETELY CLOSED! When you have finished outlining the area's border, hit
- "F1" or the Right Mouse Button, and the area will be filled automatically.
-
- A warning that not all areas will fill completely every time. This is
- especially true for complex areas, or when a horizontal fill line is "broken"
- in one or more places. If a portion of your area remains unfilled, you'll
- have to repeat the procedure.
-
-
- SECTION 5.7 LINE DRAWING ( [1.13] New Feature)
-
- Lines no longer have to be vertical or horizontal. Just pick the two end
- points, and a "best fit" straight line will automatically connect them.
-
-
- SECTION 6.1.5 PLAYING AREA HEX LAYOUT (Clarification)
-
- In the PLAYING AREA, numbering for HEX ROWS follows the pattern: down - up,
- down - up, across the map moving left to right. The pattern begins at the
- left most hex column (column #0) of the PLAYING AREA. The PLAYING AREA
- numbering layout is unchangeable, and is never affected by mapsheet placement
- or the value given to the PLAYING AREA upper left hex.
-
- The following diagram shows the pattern applied to the first 2 hexrows
- (where the upper left corner is numbered 0101):
-
- PLAYING AREA HEX NUMBERING
-
- COLUMN# 0 1 2 3 4
-
- ----- ----- -----
-
- ROW 1: 0101 ----- 0301 ----- 0501
-
- ----- 0201 ----- 0401 -----
-
- ROW 2: 0102 ----- 0302 ----- 0502
-
- ----- 0202 ----- 0402 -----
-
- ----- -----
-
-
- Mapsheets always follow the hexrow pattern of the PLAYING AREA over which
- they are placed. Therefore, if a mapsheet is placed with its left hex column
- superimposed upon an even numbered column of the PLAYING AREA, the sequences
- will coincide. Both will have rows that go down - up. Using the above
- diagram, this situation is represented by placing an mapsheet with its upper
- left corner over hex 0101, (column #0, row #1).
-
- However, if the left column of a mapsheet is placed over a odd column of the
- PLAYING AREA, the opposite sequence will result. To see why, now shift the
- mapsheet corner to hex 0201. Instead of proceeding down - up, down -up, the
- mapsheet numbering will go up - down, up - down.
-
- So, if your particular map uses the numbering layout of up - down, you'll
- need to use at least one mapsheet to match the sequence correctly. It also
- manes that you'll have to plan ahead, because you will need to add at least
- 1 extra column of to the total PLAYING AREA.
-
-
- SECTION 6.3.1 DELETING A SECONDARY TERRAIN TYPE (Correction)
-
- To remove a hex's secondary terrain type, place terrain #0 (which is the
- "first" terrain type in the set - and is always PRIMARY) in the hex. This
- assignment of a primary terrain of #0 will erase the secondary terrain and
- replace the existing primary terrain with #0.
-
- Afterwards, you may need to change the hex's primary terrain back to its
- original value.
-
-
- * SECTION 6.3.2 Auto-Fill an Area ( [v 1.13] New Feature)
-
- Enclosed areas on the map can be automatically filled with the same primary
- terrain type. This routine can save a lot of time entering things like
- oceans, large forests, etc. This option is found under the TERRAIN menu, by
- selecting "FILL ENCLOSED AREA". This routine only considers primary terrain,
- it does not affect, and is not affected by, secondary terrain. It is a good
- idea to always save your map before calling this routine, since if there is
- ANY gap in the boundary outlining the area - disaster is usually the result.
-
- Before using this option, the area to be changed must be completely enclosed
- on the map. An area is considered enclosed when it is completely surrounded
- by the same PRIMARY terrain type as it will be filled with. Map edges can
- be used to enclose an area without selecting each hex along the edge - they
- are automatically considered boundaries. In this case, just make sure that
- your area outline meets the same or another edge, otherwise the entire screen
- will become filled in. Boundary terrain is placed using the standard primary
- placement routines.
-
- Once the boundary outline has been complete, return to the TERRAIN menu. As
- mentioned earlier, you should usually save the game at this point. It takes
- only a few moments, and it can save a lot of trouble in case something is not
- as you think (in testing, players someitmes missed a hex in the boundary,
- which left a gap - unnoticable on maps with small hexes). Make sure that
- your "Placing Terrain" is PRIMARY and set to the same terrain type as the
- boundary. If it isn't, select "SET CURRENT TERRAIN" from the menu. Once
- the terrain types match, select "FILL ENCLOSED AREA" from the menu. The map
- cursor will appear. Move the cursor to any hex INSIDE the boundary, and
- select it. The entire area will be filled in with the current terrain type.
-
-
- SECTION 6.7 PLACENAME TEXT COLOR ( [v 1.11] Upgrade)
-
- In the map editor you may now set the color to display placename text. The
- default color is black. To change the display color, select "OPTIONS" from
- the command line, and "NAMES". All placenames on a single map must be
- displayed in the same color.
-
-
- SECTION 7.1 SELECTING A UNIT CLASS ( [v 1.15] New Feature)
-
- When selecting a UNIT CLASS from the pop-up box, the PGUP, PGDN, HOME, and
- END keys can now be used to move up one page, down one page, to the first
- page,and last page, respectively.
-
-
- SECTION 10.7 HEX NUMBERING ( [v 1.10] Addition)
-
- Hex numbering may now be one of four general categories:
-
- 1) Column numbers increasing from left to right, with row numbers
- increasing from top to bottom. This is the standard and default numbering
- system. For example, the upper left corner hex number is 0101 and the lower
- right corner hex number is 5033.
-
- 2) Column numbers decreasing from left to right, with row numbers
- increasing from top to bottom. For example, the upper left corner hex number
- is 5001 and the lower right corner hex number is 0133.
-
- 3) Column numbers increasing from left to right, with row numbers
- decreasing from top to bottom. For example, the upper left corner hex number
- is 0133 and the lower right corner hex number is 5001.
-
- 4) Column numbers decreasing from left to right, with row numbers
- decreasing from top to bottom. For example, the upper left corner hex number
- is 5033 and the lower right corner hex number is 0101.
-
- To use numbering schemes 2, 3, or 4 you MUST use mapsheets. This is true
- even if the entire map consists of only one mapsheet. If at least one
- mapsheet is not defined, then scheme #1 is used by default.
-
- The hex numbering scheme is determined automatically from the values entered
- for the upper left and lower right corner hex numbers for the FIRST mapsheet.
- All subsequent mapsheets MUST use the same numbering sequence, which will
- universally apply to the entire playing area.
-
-
- SECTION 12.5 UNIT CLASS LIMITS ( [v 1.10] Upgrade)
-
- The Aide De Camp manual is incorrect concerning the maximum number of unit
- classes which may be created (see Section 12.5 on page 30). Up to 1500 unit
- classes may be created, not 200 as stated in the manual.
-
-
- SECTION 13.5 REMOVING UNITS FROM THE MAP ( [v 1.10] Change)
-
- ADC can now remove units from the map directly to force pool. This option is
- perfect for games like "Third Reich", "A House Divided", "World in Flames",
- and many other games where counter limits are important.
-
- To remove a unit from the map to a pool, select "SINGLE UNIT ACTIONS",
- followed by "REMOVE UNITS TO POOL". Then, select the force pool to place the
- removed units into followed by the units themselves.
-
-
- SECTION 14.1 SELECTING A FORCE POOL ( [v 1.15] Addition)
-
- The PGUP and PGDN keys may now be used to move up one page, or down one page
- on the force pool display.
-
-
- SECTION 15.2 UNIT SYMBOL PLACEMENT OPTIONS ( [v 1.01] New Feature)
-
- Either one or four unit symbols can be displayed per hex, instead of only
- four. Four symbols per hex remains the default value. This option is very
- useful for tactical naval games, where only one ship occupies a hex at a time,
- or where a ship occupies more than one hex.
-
- If only one unit is displayed per hex, ADC will center the appropriate symbol
- in the hex.
-
- To change the display value, select "OPTIONS" from the command line, and
- "UNIT SYMBOLS PER HEX". Type "Y" to toggle the value between one and four.
- You will need to hit "R" to redraw the map to see any changes.
-
-
- SECTION 18.8 UNIT FACING ( [ v 1.10] New Feature)
-
- ADC can now represent a unit's facing by placing a highlight bar as part of
- the unit symbol on the map. To toggle unit facing highlighting on/off, select
- "USE UNIT FACING" from the "FEATURES" menu.
-
- Whenever you set unit facing "ON", you must select the color of the facing
- highlight bar for all units. There is only one highlight color per game and
- every bar will be the same color. The bars are never displayed during replay.
- To change the color, first turn the bar OFF, then ON and select the new color.
-
- Unit facing values are always stored as UNIT VALUE #1 (See SECTION 13.3).
- The computer will automatically change the name of UNIT VALUE #1 to "FACING"
- whenever unit facing is on. Any existing value name will be over written,
- however the actual values will remain unchanged. DO NOT EDIT THE VALUE NAME
- OF "FACING" if the facing option is "ON".
-
- To set a unit's facing, edit the unit value (See SECTION 13.4). Use the
- layout of the NUM PAD keys for the appropriate direction: 7-NW 8-N 9-NE
- 3-SE 2-S 1-SW.
-
- * Unit Facing ( [v 1.16] Addition)
-
- Unit facing highlights can now be straignt East/West, along the horizontal
- hex "vertex". The directions are: 4-West 6-East.
-
-
- * SECTION 18.9 INFO PRINTOUTS ( [v 1.16] New Feature)
-
- Most game data and information can be printed out on a printer. The
- printouts available are:
-
- - UNIT CLASSES. This printout lists all of the Unit Classes currently
- defined in the game, in order. For each Unit Class, the following
- information is given: The Class Name; The Unit Symbol; the Player
- owning the Class; and the Six Unit Class Values.
-
- - UNITS. This printout gives information on all units currently in the
- game. For each unit, the following information is provided: The Unit
- Number (folowed by a colon); the Unit Type (Unit Class name); the
- Owning Player; the Six Unit Values; and the Unit's Current Location
- (hex number and placename, if any).
-
- - TURN REPLAY. The turn replay printout includes everything currently
- in the replay file. It shows unit placements, moves, combats, die rolls,
- comments, and all changes. When the combat setting is to identify all
- attacks before resolving the first one, the printout will indicate that
- this was the case before listing all of the combats and results.
-
- <<NOTE>> The TURN REPLAY is especially useful if you are playing a game by
- mail with an opponent that is not using ADC. Just take your turn
- normally, and when finished, send him this printout.
-
- - FORCE POOLS. This is a list of all of the current force pools and
- their contents. The first line for each force pool gives the pool's
- name, and the total number of units in the pool. Directly under this
- is a breakdown by unit type.
-
-
- * SECTION 18.10 CLASS FILE IMPORT ( [v 1.16] New Feature)
-
- For large games, it is often easier to enter the Unit Class information in
- a database or spreadsheet program, and import the data into ADC. This
- feature allows you to do that, with either "fixed field" or "delimited" data
- files. The only difference in the two types is in the way the file is
- "flagged" to indicate where each value ends.
-
- In a fixed field file, each piece of data is a specified length. For
- example, the Unit Name would always be 12 characters, the Unit Symbol 10
- characters, the Owning Player 12 letters, and the Unit Values three
- characters each. If the name or a value isn't long enough, spaces are added.
- If the value is too long, it is truncated. A couple of lines of a fixed
- field file might look like this:
-
- GE Pz Div GE Pz Div German 6 8 0 0 0 0
- GE PzG Div GE PzG DivGerman 6 6 0 0 0 0
- GE Air GE Air German 12030 10 0 0 1
-
- Note each line follows the fixed pattern:
- nnnnnnnnnnnnsssssssssspppppppppppp111222333444555666
- Where "n" stands for a letter in the class name, "s" for a letter in the
- symbol name, "p" a letter in the player name, and "1" -"6" are characters in
- the class values.
-
- Delimited files, on the other hand, use some unique character to show the
- break between values. Normally, this is either a comma or a tab. Using the
- above example, a delimited file using commas would look like:
-
- GE Pz Div,GE Pz Div,German,6,8,0,0,0,0
- GE PzG Div,GE PzG Div,German,6,6,0,0,0,0
- GE Air,GE Air,German,120,30,10,0,0,1
-
- IMPORTANT!! Either fixed field or delimited files are acceptable to ADC.
- The only requirement is that each Unit Class line be saved in the following
- order (whcih is also used in the above examples):
- - Class Name
- - Class symbol name (or number)
- - Owning Player
- - Class Values 1 to 6
-
- Most spreadsheet or database programs give you the option of saving
- file in one or both of these formats. Many also let you specify the order
- for the values. Please check your spreadsheet or database manual for more
- information on saving your file.
-
- Once you have chosen to IMPORT from the FEATURES menu, select the type of
- file you have saved from your database/spreadsheet and enter its name. If
- at least one Unit Class has already been defined in the current game, you
- will be given the option to APPEND the new data to that already defined, or
- to REPLACE it. If you select REPLACE, all existing class definitions will
- be eliminated. Otherwise, the new data will be added to the end of the
- existing Unit Class list.
-
-
- * SECTION 18.10.1 Importing Delimited Files ( [v 1.16] New Feature)
-
- If you are importing a delimited file, you will need to inform ADC which
- character is being used as the delimiting value (the "flag"). If the file
- if "tab" delimited, you may select this option from the pop-up menu directly.
- Otherwise, select "USE ANOTHER CHARACTER", and then enter that character. In
- the example above, you would enter a comma.
-
-
- * SECTION 18.10.2 Importing Fixed Field Files ( [v 1.16] New Feature)
-
- When importing a fixed field file, you must inform ADC of the width of
- each value/column. These values are set by the database/spreadsheet program
- when the file is saved. In some cases they can be set by the user, in others
- they are the speadsheet/database column widths. Whenever possible, you
- should structure your files to match the ADC default widths. This can
- eliminate a lot of problems and keep things running smoothly.
-
- ADC uses default value widths of:
- 12 characters - Unit Class Name
- 10 characters - Symbol to use
- 12 characters - Player Name
- 3 characters - Each Unit Class Value (1-6)
-
- If your columns are larger than the default width, ADC ignores any extra
- characters. If they are less than the default, ADC will add spaces to the
- end of the value. Becasue these automatic actions can have unforseen
- consequences, you should always try to output your file from the database or
- spreadsheet in the default ADC widths.
-
-
- * SECTION 18.10.3 IMPORTING SYMBOL NAMES ( [v 1.16] Addition)
-
- When importing unit classes, you have the option of either specifying unit
- symbols by number or name. However, it is an all or nothing situation - all
- of the classes must either use a number or all must use the name.
-
- If you decide to use numbers, the first symbol in the list can be specified
- as either number zero or number one. Number zero is the program default
- (what you see in the symbol editor), but for most people it is easier to
- start with 1 instead (and which is also shown on the symbol printout).
-
- If you want to use the symbol name, just insure that the name is entered in
- the database EXACTLY as the symbol is defined (and which is shown on the
- printout). ADC will not ignore capitialization, so for example, "GE Pz Div"
- does NOT match "Ge Pz Div". However, in these cases, ADC will place let you
- know a "close match" was found, and ask you if it is OK.
-
- If ADC can not match a symbol, you will have to select the symbol manually.
- In this case, a pop-up menu will appear, and you must select a symbol just
- as if you were selecting it for a newly defined Unit Class.
-
-
- SECTION 19.11 AUTOSAVE FEATURE ( [v 1.10] Addition)
-
- An automatic save feature has been added to the Map Editor and Operations
- segments. When activated, in-progress maps and game turns will be saved to
- your hard disk approximately every 30 minutes. Thus, the risk of accidental
- loss of data (and time) can be minimized.
-
- The automatically saved files are stored as "AUTOSAVE.MAP", and
- "AUTOSAVE.OPS" for maps and operations, respectively. These files are
- overwritten with each successive automatic save.
-
- If you need to reload an automatically saved file, use the internal ADC file
- actions outlined in SECTION 19.6 to import a file. However, in this case, the
- importing directory would be your ADC directory. If you can't determine which
- file is the auto-save, then you can copy the autosave file to another
- directory temporarily, and import it from there.
-
- The automatic save feature may be disabled when entering the Map Editor or
- Operations mode by typing a "D" at the auto-save screen prompt.
-
- Whether you are using the auto-save or not - SAVE OFTEN!!!
-
-
- APPENDIX B: IF YOU WANT "HEXES" INSTEAD OF "SQUARES" ON THE MAP:
-
- I received a number of comments from ADC version 1.0 players on this topic.
- In response, the following new features are incorporated in versions 1.1(+) to
- make terrain look more like the "hexes" on the mapsheets. However, for ease
- of use and speed, the actual symbols remain "squares".
-
- 1. Putting a hex grid on your map:
-
- You can now automatically "outline" terrain symbols to provide a continuous
- hex grid on your map. This outline must be added to each symbol individually
- using the symbol editor.
-
- To use this option, select "AUTOMATIC" from the symbol editor command line,
- and then "HEX BORDER". Select the desired color, and the border will appear
- automatically. Notice that the border appears on only three sides - which
- prevents overlap when adjacent hexes are displayed.
-
- Once you have decided to display the hex grid for a given zoom level, ALL
- primary terrain symbols of that zoom level should normally be given a border.
- It is not necessary to give any symbol a border.
-
- Borders should be added LAST, once your finished adding and changing all of
- the other pixel colors. Secondary terrain symbols should NEVER be given a
- border!
-
- The first time you add borders, your symbols may look strange. However,
- don't despair. Just reserve judgement until after you've looked at the
- complete map. Then, if you don't like what you see, you can go back and
- adjust or remove the borders accordingly.
-
- 2. Getting "Angled" hexsides:
-
- Hexsides may be displayed either straight vertically (as in version 1.0), or
- "angled" to correspond to the hex borders. The default is angled.
-
- To change the hexside display in either the map editor or operations segment,
- select "OPTIONS" from the command line. Then pick "HEXSIDES" to toggle the
- display value. Remember, you'll have to hit the "R" key to redraw the map to
- see the effects of the change (once you're out of the pull-down menu).
-
-
- QUESTIONS AND ASSISTANCE:
-
- If you have any specific questions or need general assistance with ADC,
- please contact me at the address/phone number listed on page 48 of the ADC
- manual, or 408-241-6886 (FAX). I can also be reached on the following BBS
- Services all of which have Internet access (BBS information and participation
- subject to change):
-
- GEnie: S.HAMILTON
- CompuServe: 74774,771
- Internet: 74774.771@compuserve.com
- World Wide Web: http://www.cris.com/~sturmer
-
- Thank you again for purchasing Aide De Camp, and enjoy the program.
-
- Scott Hamilton
- HPS Simulations
-