HINTS Please report all bugs to me, E-mail S.Emerson@GEnie.GEIS.COM. If you report a bug, I will ship you a fixed update as soon as possible with your bug fixed. To understand the way the map works, think of it as two layers. Layer 1 is the bottom layer or underlay, and shouldn't have any color zero in it. Layer 2 is laid over layer 1, and should have some color zero in it somewhere if layer 1 is to be seen through layer 2. This allows you to lay features such as cities, rivers, and coastlines over standard terrain types. Layer 2 images are limited to image numbers 1 to 125. Layer 1 images are numbered from 126 to 400. Results may be less than desirable if color zero is used in layer 1 or not used in layer 2. Since only one image may be assigned to each layer in a hex, some forward planning might be in order to best optimize your image resources. For instance, would it be better to place your city images in layer 1 or layer 2? If in layer 2, will any unique hex images be required if a city is adjacent to a river? When initially laying out your map, you may find it necessary to blank out the left-most hex on all the odd rows so that your map edge will match the game you are modelling. One of the games I used to proof much of this code by installing was World in Flames, which uses off-map area movement out of the play area, and so the actual hexagon play area started two or three hexes from the game processor edge to give room to draw these areas. Rivers come in two flavors: hex edge and hex-to-hex. Some sample hex-to-hex images have been provided in the default image library, and should cover most requirements. These should be placed in layer one, but may be edited to work in layer two by making everything but the river part of the image color zero. For rivers, roads, coastlines and other terrain features that extend from hex to hex, the hex editor has highlighted the center pixel on each edge in red to make it easy to line up features from hex to hex. Be sure when designing terrain to avoid horizontal lines of only one pixel, or lines with odd numbers of pixels in the horizontal. Also avoid dramatic color contrasts. This will help minimize screen flicker on non-ECS machines which can be quite distracting. Hex edge rivers provide all the standard combinations of rivers possible in a hex. The way I worked these to use as few image slots as possible was to only draw rivers along the upper and left hex edges. If you need a river along a different edge, just draw it in the next hex in that direction. Sometimes a hex may have more than one hex edge symbol, for instance there are several hexes in Third Reich which have border, river, and front boundaries. These must be dealt with individually. You may have to add to these images if additional hex-edge symbology is required, such as borders, weather areas, etc. For best results, limit hex-edge symbology to the left and top sides of a hex. Right side or bottom edge symbols can then be done with the same symbols by using the left side or top of adjacent hexes. If you have to draw borders along the hex edges, for example, you may want to copy each of the river images in the terrain editor and change the color to black, or whatever color you want your border to be. Unique images may have to be created as needed if, say a border and a river share the same hex edge. Hex edge rivers are also useful to delineate sea areas against borderless light blue seas. Images will initially be placed in layer one. Images may be placed in layer two by pressing the "Place Underlay" button. When this button is pressed, the image will automatically be changed to the first default hex-edge river image. To return to layer one, simply press this button until "Place Underlay appears again. If you wish to remove an overlay image, press this button until "Erase Overlay" appears. It's easy to lose track of what you've done on a large map, and duplicate terrain features. If you find that you've done this, you might want to eliminate the duplication, but you want to be sure you get all the hexes that are affected by the duplication updated. I found that if you use the terrain editor "Reverse F/B" function to change a prominent color to, say red, it makes it real easy to spot all occurrences of the hex in question. The default coordinate system names the hexes after their X and Y coordinates. If you are playing with an opponent who doesn't have the Game processor, or you want 100% accuracy, you may want to rename the coordinates based on whatever system the game actually uses. The "Do Coordinates" button will allow you to select a coordinate system for your game. If you don't see the system you need, E-mail me.