(Note:  This file contains information for all of the releases to date, in 
 chronological order - release notes for the most current version are first, 
 followed by previous versions)




                ****  Aide De Camp version 2.07b  ****
                            Release Notes
                              4 Jan 99

>>> Note: 2.07b fixes a small error introduced with 2.07.


>>> Note: For whatever reason, therre appears to be a limit on BMP size when
          running in Windows 95/98.  This limit seems to be about 4 million
          total pixels, with a maximum of 1700 pixels on a side.  Bitmaps larger 
          than this will not be loaded properly.  Depending on the system 
          configuration, even bitmaps somewhat smaller than this can cause memory 
          problems.

          This limit applies to all bitmap files, including the terrain and
          piece symbols as well as scanned in maps.

          The limit does not seem to apply to systems running Windows NT.

          In order to help get around this limitation, a multiple scanned-in
          mapsheet option was added in version 2.07.


Play Game Module:

-Adjusted ADC-1 set converison routine to set all display options "ON".
  This will keep converted maps and games from initially looking like they
  are missing terrain or units.
-Added a new option to import classes and pieces from existing games.  Select
  Advanced (Main Menu) and Import from an Existing Game.
-Now able to use the new "elevation" settings from the map editor (see below).
  Hexes with "zero" elevation will default to the current elevation determination
  scheme based on the terrain in the hex.  The new elevation system does not affect
  the AGL height of secondary terrain features, they are still determined by the 
  terrain types in the hex.


Map Editor Module:

-Added "Multiple Base Mapsheets" option to the scanned-in map routine.  To
  use this option, follow the procedure to create a normal scanned-in map.
  On the scanned-in map options form make sure the box next to "Use
  Multiple Base Mapsheets" is checked.  This box is located under the box
  and button to select a single mapsheet.  Make sure all of the hex size and
  orieintation values are set properly, and click "Continue".  The next form
  allows you to:
    *Select individual BMP files to use as base mapsheets.
    *Set the X and Y (in pixels) value for the upper left corner of each BMP.
    *Set the total map size, in hexes.
  Mapsheet upper left corner X and Y values can also be changed in the
  map editor.
-Added a new "elevation editor" which allows players to set the ground level (GL)
  elevations individually for each hex regardless of the primary terrain in the 
  hex.  Elevation values above ground level (AGL) for secondary terrain are not 
  affected.  Elevation values must be greater than zero, or they will be ignored
  (and the normal terrain elevation will be used).

  To place elevation levels, select "Elevations" from the main menu.  Elevations 
  can also be "filled" in an area enclosed by the elevation, just like terrain.  
  Select "Elevations | Fill Map Board Elevations" from the main menu.


Symbol Editor Module:

-You can now paste graphics into symbols from the Windows clipboard.  Either 
  select "Paste" from the Image Regions (Main Menu) or use <Ctrl>-V.  This
  routine makes it easy to use graphics created or viewed in other graphics
  programs.  After performing the paste command (either from the menu or
  <Ctrl>-V, the same procedurte is followed as when placing an image region - 
  click the mouse in the desired location to place the clipboard graphic.
-It is now possible to "auto-size" higher zoom level symbols to the lower zoom 
  levels.  This feature can really speed up creating a symbol set by  
  eliminating the need to recreate each zomm level symbol from scratch. 

  To use the new feature, create your zoom level 3 symbol first.  Then, select
  "Edit | Scale Copy Zoom 3 to 2" from the main menu.  The zoom level 2 symbol
  will be created automatically from the existing zoom 3 one.  Then select 
  "Edit | Scale Copy Zoom 2 to 1" from the main menu.  This will create the
  zoom level 1 symbol.  The new symbols may often still need some minor editing
  due to limitations in the auto-size routine, but using this new feature will
  still save a great deal of time and effort.
  

Things that didn't work right:

-Fixed a problem where pieces in force pools were appearing in the Piece
  Action Box in certain hexes.
-Fixed a problem in the replay where some pieces weren't showing up.
-Fixed a problem where deleting players if classes had been defined for that
  player.
-Fixed a few problems with the Scanned-in map subroutines. 




                ****  Aide De Camp version 2.06  ****
                            Release Notes
                              28 May 98


Things that didn't work right:

-Fixed "General Protection Fault" crash when converting ADC-1 sets.  This
  problem was introduced in the version 2.04 upgrade.
-Fixed mapsheet editor and numbering for mapsheets using alpha characters.
-Fixed mouse pointer shift in the map editor for offset-square map
  orientations.
-Allies were seeing "hidden" symbols for each other's pieces.



                ****  Aide De Camp version 2.05  ****
                            Release Notes
                              22 May 98

>>>>  Important Note: Please check your mapsheet numbering!!

  In fixing a mapsheet numbering problem, version 2.05 *may* change the mapsheet
  numbering of exisitng games.  Please check your games the first time they are
  loaded into version 2.05 to insure the numbering is correct.  If the numbering is 
  off, you will need to bring up the map in the Map Editor Module and adjust the 
  mapsheet numbering values as needed. 


Play Game Module:

-In the replay, pieces now "flash" on the screen when they are added, removed, or 
  changed.


Things that didn't work right:

-Player Alliances weren't being initialized correctly.
-Replay didn't always show all of the pieces in final location after moving.
-Re-sizing a map which used a hex grid overlay to a larger size resulted in problems
  editing the new areas.
-Adjusted auto-reveal (range) to eliminate "corners" which were technically one hex
  beyond the nominal search range.
-Fixed check box on Player form where "Place Hidden" was always on.
-Sorting the order of pieces in a hex is now restricted to only "fully known" pieces.
-Fixed a problem where the default hidden symbol was being reset if symbol zero (the
  first piece symbol in the list) was selected.
-Fixed a mapsheet numbering problem (see note above) where changing the first hex up/down
  or right/left had no effect.  




                ****  Aide De Camp version 2.04  ****
                            Release Notes
                             10 April 98

Play Game Module:

-Several new display options were added:
  * You can toggle hexlines, hexsides, placenames, and pieces on or off.
  * You can now set the number of symbols to display per hex independently
    for each zoom level. (This replaces the single Symbols Per Hex value)
    The values are still limited to one or four symbols per hex.
  These new display values are saved with the game file.

-Added ability to designate "Allies" between two or more players.
  Alliances are only meaningful in games with hidden pieces.
  Basically, pieces belonging to allied players are treated as one force.
  Allied players can always see each other's pieces, and during the
  reveal routines allied pieces never try to sight each other.
  Alliances have no effects outside of the hidden piece reveal routines.
  
  A special use of the alliance feature is to distinguish between pieces
  belonging to a single player but having different reveal ranges.  For
  example, a British reconaissance aircraft class type may have a reveal
  range of 10 hexes, as compared to a range of 5 for British ground
  classes.  In this case, you can create two players and ally them:
     A British "Ground" player with a reveal range of 5 hexes.
     A British "Air" player with a reveal range of 10 hexes.

  Because allied pieces are always known to the other allied players,
  you don't need to log-in as the owning player to move allied pieces.
  So, in the above example, the British player could log-in as either
  British "ally", and subsequently move and fully control all of the
  British pieces.


Things that didn't work right:

-This version fixes a few problems with cards in the replay or UNDO.
-The replay length has been extended to virtually unlimited size.



                ****  Aide De Camp version 2.03  ****
                            Release Notes
                             31 March 98

Play Game Module:

-Version 2.03 fixes a problem in 2.02 when loading certain existing game
  sets.




                ****  Aide De Camp version 2.02  ****
                            Release Notes
                             26 March 98


Play Game Module:

-A new utility has been added which lets your resize the playing area
  (map/board) by adding or trimming rows and columns.  This utility was 
  added to the Play Game Modules instead of the Map/Board Editor for added
  flexibility - you can adjust the map/board at any time, even after the game
  is under way.

  To bring up the utilty, select "Resize Playing Area" under the Advanced menu. 
  Click on the appropriate "radio buttons" and arrows to select the number of 
  hexes to add or trim from each side.  Click OK to make the adjustments.

  The utility will automatically save your existing map by appending "(Backup)"
  to its file name.  If the changes aren't what you want, you can always go back
  to the original map by just deleting the "new" map file (mapname.MAP) and 
  deleting the string "(BACKUP)" from the backup file name.  For example, if your 
  original map file was GAME.MAP, after you change the size you will have two
  map files in your folder:  GAME(BACKUP).MAP and GAME.MAP.  The first is
  the original the second the new, resized map.  Your game will *always* load
  GAME.MAP.  

  The utility will also save your game file, using the same convention as for 
  the map file - it adds (BACKUP) to the .OPS file name.

  One thing to be aware of when resizing maps is that any pieces or cards on 
  the board in areas to be "trimmed" will be deleted from the game.  There are 
  no warning messages - they are just removed.

  To maintain hex grain patterns, you can only trim or add in increments of 2
  hexes.  Additionally, you can never trim the playing area to dimensions less
  than 5 hexes by 5 hexes, or add so that the playing area exceeds 60,000
  total hexes.

-A new "auto-reveal" option has been added which reveals pieces when they are
  selected for combat.  To toggle this option On/OFF, select "Reveal Pieces
  During Combat" under the Advanced menu.  When this option is on, it has the
  following effects:
     a)  Any piece selected to attack is immediately revealed.  Other pieces that
         may be in the same hex, but that are not attacking, are not affected.
     b)  ALL pieces in a hex with at least one unit selected to defend are 
         immediately revealed - even if the pieces are not all selected to defend.

-After placing pieces on the map, when returning to the "Select Pieces" box the 
  Placement Stack window is now cleared of the previous contents.

-A new option has been added to the Add New Pieces To the Game selection screen:
  "Return to this screen immediately after placing pieces on the board".  When this
  box is checked, you will return to the placement screen immediately after placing
  clicking and the pieces on the board.  You do not need to ckicl the "OK" button.
  This option is handy when you are placing a lot of differnet types of pieces, and
  will not be placing the same "placement stack" group repeatedly.

-A new utility has been added that will delete all of your cards, including decks and
  hands, from the game.  Select "Remove Hands and Decks" under the Cards Main menu.
  (Note: this also removes cards on the board)

-You can now set the stack symbol "pritority" list.  Click the "Sort" button on the 
  Stack Definitions Form (Edit | Stack Symbols).  When selecting the stack symbol to
  draw, the program goes down the list in order (from top to bottom).  It first checks
  stack definitions with "required" piece classes. If one is found that matches the
  pieces in the hex to be included in the stack, it is drawn.  If none of the "required"
  classses are found in the hex, the program checks the general stacking definitions
  (without any required class), again in order from top to bottom.

-You can now set the display order for force pools.  Click the "Set Display Order" 
  button from the force pool window.

-A new Right Mouse Button (RMB) option has been added: Place Pieces.

- The replay now saves piece selections from a force pool.  It also saves the action of 
  returning a selected piece to a pool.  These actions can *not* be erased with the UNDO
  command.  The intent of storing these actions in the replay is to prevent players from
  selecting hidden or random pieces, and then returning them if they don't like them once
  they become known.  If you make a mistake and really need to change something involving
  pieces selected from a force pool, you should let your opponent know what's going on in 
  a comment.


Things That Didn't Work Right:

-Fixed a display problem with more than 4 pieces in a hex and the display setting
  set to 4 symbols per hex.
-Modified LOS and Range auto-reveal routines to ignore markers (pieces owned by all 
  players).
-Fixed a problem where cards were not being loaded in in the correct order if the 
  order was changed in the Symbol Editor.
-When saving a game to a new name, the new name is now added to the File List.
-Fixed a problem adding a new force pool after card decks had been created.
-"Fast Zoom" adjusted to draw hex attributes/multiple secondary terrain types.
-Grid now drawn on top of all other terrain in a hex.
-The "Place Pieces from Pool" and "Remove Pieces to Pool" preference options were
  not working properly.
-When placing a card on the board, the card beneath it (in the deck/hand) was being
  moved to the end of the list.
-The GAMEMASTER option was not working properly.  Your existing games will be 
  automatically updated to operate correctly the first time they are loaded into 
  version 2.02.
-Fixed a problem with the Combat Value Summary for the defender (was 1 less than it
  should have been).
-Fixed a situation where Info-pages were "lost" if the game name was modified.  Please
  see the discussion of Info-pages below for more information on naming.


  >>>>>>   Special Notes:   >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

A number of users have been confused about the order in which Aide De Camp 2 draws
the map/board and units.  As of the 2.02 release, this is the exact order:

  1)  The base bitmap (scanned in map), if it exists.
  2)  Primary terrain
  3)  The *first* secondary terrain placed in each hex
  4)  Hexsides  (using draw priority, if specified, otherwise in order placed)
  5)  Hexlines  (    "                                                "      )
  6)  City/Placename *Symbols*, in order placed.
  7)  All other secondary terrain/attributes in each hex, in order placed.  
  8)  The grid overlay
  9)  City/Placename *Text*, in order placed.
  10)  Pieces *not* part of a stack (i.e. if display=4 per hex, the first 3 pieces)  
  11)  Stack symbol, if found.  Otherwise, the remaining pieces on top of each other.
  12)  Playing Cards, in the order placed (the last placed is on top)

If the "Fast Zoom" is set ON, at Zoom 1 steps 4, 5, 8, 9,10, 11 and 12 will be skipped.


Info-Pages:  All of the Info-pages for a gameset use the same name as the index, or
  ".IPX", file.  When the first Info-page is defined, it will take the name of the
  game turn file at that point, which will also be used for the .IPX file.  As
  additional Info-pages are added, they will be given the same root filename as
  the IPX file, even if the game name itself has been changed.  

  Only *ONE* ".IPX" file can be used from a folder (additional IPX files after the
  first will be ignored), so consequently only one set of Info-pages can be stored
  in a folder.  If you need to save two or more games with different sets of 
  Info-pages, the games *MUST* be stored in separate folders. 



Here is a further explanation of the Reset Symol Order utility in response to
a user's question:
 
Q:  What, exactly, does RESET SYMBOL ORDER do in the Symbol Editor? I'm 
almost afraid to use it for fear that it will rearrange symbols that I've 
carefully moved up and down my list.
     
A:  Reset Symbol Order resets the symbol order list to the order in which the 
symbols were entered.  So your fears are correct, you shouldn't use RSO unless your 
set has gotten corrupted.  



                ****  Aide De Camp version 2.01  ****
                            Release Notes
                              17 Feb 98

 

Play Game Module:

-A new option has been added to the ADC-1 gameset conversion utility 
  which allows you to clear the replay file instead of trying to convert
  it to ADC-2 format.  In general you should always select Yes for this
  option (which will clear the replay), because the large differences in
  the replay format between versions can cause a host of conversion
  problems.  You should also select Yes for any set that has previously
  unsuccessfully converted.

  By selecting Yes, you will completely clear the ADC-1 replay and you
  will lose all of the moves stored in the gameset.  If you are in the
  middle of the game, you should view the replay in ADC-1 first, before
  converting the set, to look at your opponent's moves.

-When adding new classes, the default name will be set to that of the 
  selected symbol.

-Adjusted positioning of piece symbols when 4 symbols are displayed per 
  hex (to prevent overlap between adjacent hexes - not within a single
  hex).

-Added a untility to modify hexlines in converted ADC-1 maps which are
  linked to ADC-2 symbol sets (a quick way to give your ADC-1 maps "real" 
  hexes).

-Modified Stack Symbol Definition Editing Menu to make it easier to
  use the same symbol for multiple stack definitions.   While at
  first glance it may not be apparent why you would want to do this,
  it allows you to set up "OR" conditions for the stack symbol.

  For example, let's say you wanted a "heart face card" stack marker to
  be displayed on the board whenever a King, Queen or Jack of Hearts was
  present in a pile of cards.  To do this, you'd draw the appropriate
  stack symbol (in the symbol editor), and in the Play Game Module assign
  this symbol to three stack symbol definitions: the first requiring the
  King of Hearts, the second requiring the Queen of Hearts, and the last
  requiring the Jack of Hearts.  Thus, the stack symbol will be displayed if
  the stack contains either the King of Hearts -OR- the Queen of Hearts -OR-
  the Jack of Hearts.

  To add multiple definitions for a symbol, or to edit or delete a defnition
  select the symbol from the upper left box normally.
    a) If the symbol is used in ONE stack definition, that definition's
       information will be displayed, and the second button (from the 
       left) will show "Clear".  To delete the definition, click "Clear".
       Otherwise, edit the existing infomation or enter the information 
       for the new definition and click Save (or Save/Done).  From the
       pop up box select Yes to save this as a new definition (now making
       two for this symbol), or No to replace the existing definition's
       information (leaving the symbol with a single definition).
    b) If the symbol is used in more than one stack definition, the
       second button will show "Pick One".  This button allows you to
       select one of the existing definitions and edit or delete it.  If
       you choose to edit an existing defintion, change the information
       as appropriate and click one of the Save buttons.  Delete is
       automatic.  To add another new definition for this symbol, merely
       change the information fileds and click one of the Save buttons.
       Note:  If you do not click the "Pick One" button, the program
       automatically assumes you are adding a new definition when you 
       click one of the save buttons.

-There are now 4 choices concerning "auto-reveal" features under the Main
  Menu | Advanced selection:
    a) Run (Range) Auto-Reveal Now:  Runs the auto-reveal routine based
       on the detection ranges established for each player.
    b) Run (LOS) Auto-Reveal Now:  Runs the auto-revel routine based on
       establishing an LOS (Line Of Sight) between units. (See below)
    c) Auto-Reveal When Moving (Range) ON/OFF.  If this setting is ON, the
       auto-reveal (using player range values) will be run each time a hex
       is selected in a piece's movement path.
    d) Auto-Reveal When Moving (LOS) ON/OFF. If this setting is ON, the
       auto-reveal routine (using LOS) will be run each time a hex is
       selected in a piece's movement path. (See below)

-Added a new Auto-Reveal function which uses the Line Of Sight to determine
  which units can "see" each other (instead of a pure hex range as with the 
  standard auto-reveal).  To run the LOS Auto-Reveal, select it from the 
  Advanced menu.  You will need to make sure that all of your terrain LOS
  values are set up correctly before selecting this function.  If you want
  spotter or target units to have a height AGL (Above Ground Level), run
  a standard single LOS first (anywhere on the board), to set these values.
  The function will always use the values for the last point-to-point LOS.

  In operation, this function first "hides" ALL of the pieces on the board,
  then cycles through all the on-board pieces - each of which trys to sight 
  every piece belonging to another player.  If the LOS is not completely 
  blocked, the target piece is "seen".  Once a piece is seen - it is seen by 
  all of the other players, no matter which player's piece spotted it.

  Pieces owned by all players (such as markers) are never hidden (they are 
  always seen by all players), and NEVER try to sight on-board pieces of
  any player.  If you are using turn record trackss or other holding boxes
  located in border areas, pieces placed here WILL try to sight on map pieces,
  which can lead to unexpected results/exposures of units near the edge.  One
  solution is to make a "border" around the actual map area with a ground 
  elevation high enough to block this type of spotting activity.  This also 
  means that markers intended to be placed on pieces should be created 
  seperately for each player.  Otherwise, enemy players will be able to see 
  these markers all over the mapboard - even if the pieces themselves are 
  hidden.  For example, if the game uses "out of ammo" markers for pieces that 
  can't attack, an "out of ammo" class should be created for each player, 
  rather than a single generic one.

  Cards that happen to be placed on the board never try to spot enemy pieces,
  nor can they be spotted.  This is true for either of the auto-reveal
  methods.

  In practice, use of the LOS-based auto-reveal function will normally be
  limited to medium sized games;  The time required to determine all of
  the Line Of Sight's increases exponentially with the number of pieces
  in the game.

-When creating pieces (on-board or to a force pool), the "select class" box
  "remembers" where you last were, and now initially goes to that class. 



Map Editor Module:
 
-Open Map selection box now defaults to "Saved Games" directory.  This 
  directory can be set under Preferences in the Play Game Module.

-Setting placename position/orientaion at level 1 changes now it for ALL 
  levels.

-Added convertion of ADC 1 map hexlines (see above).

-Hi-lites hexsides under mouse postion when entering hexsides "on map".

-Slightly shifted Placename text position for upper/lower right and left.

 
Symbol Editor Module:
 
-Eyedropper now reverts to the "last used" drawing tool after a color is 
  selected.

-Blank 120x120 terrain symbols are now created for sets that do not contain
 ANY terrain symbols-- ie. Cards.

-A New System Utilities Menu was added containing...
  -ReSize Symbol Sets:  Same as in version 2.0, except you can now resize 
   terrain, units, or both. (was under Preferences)
  -ReBuild Transparent Symbols:  Rebuilds mask files for ALL symbols that 
   are designated as transparent. This utility may help in cases where
   "ghost" symbols seem to appear on top of each other.
  -Symbol Layout Optimizer:  Same as in version 2.0 (was under Preferences)
  -Reorder Symbol Set:  Same as in version 2.0, except now has a warning
   message. (was under Preferences)
 

Things that didn't work right:

-Fixed a file error in converting ADC-1 maps that were larger than 200 hexes 
  in either (horzontal or vertical) direction.
-Fixed a random problem in the replay.
-Fixed a situation where only the top half of cards were being drawn.
-Fixed a memory condition when printing out the entire board.
-Fixed a problem in the GAMEMASTER definition which was preventing seeing
  all the pieces on the board.
-Fixed a minor problem in the Auto-Reveal (Range) routine.
-Fixed incomplete listing when printing classes or pieces to a file.
-Deleting a class now also delete associated stack definitions and/or
  flip definitions. 
-Fixed a problem in the info pages that was not correctly saving their last
  size, and was temporarily clearing the picture when the name was changed.
-Fixed a problem in selecting classes when more than one class had the same 
  name (only the first could be picked).


Additions to the Credits:

Introduction screen and button artwork:  Joe Amoral
ADC-2 manual:  Elisa Hamilton and Greg Smith
