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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