HINTS Please report all bugs to me, E-mail S.Emerson@GEnie.COM. If you report a bug, I will ship you a fixed update as soon as possible with your bug fixed. After doing a couple of modules myself, and offering advice to others who are doing modules, I've found some ways of doing things seem to work better than others. I'll try to pass some of these on here. When you start designing a module, do a little preparation work first. How many hexes high and wide will your module have to be? It's unwise to set the map limits to that exact number when you initialize the module. I've found that a two hex pad on the edges all the way around may give you some room to make mistakes in. This can be visually negated by filling the padded area with a grey hex image with no borders. You should also decide how many units you need in the module, and how you're going to portray them. Which unit data fields will hold what data? Will the data be summed together within a stack, or will the program only show the lowest value of that field in a stack? Some games have step reductions for losses, and one "unit" might have two or more sets of game values, depending on what step you're looking at. Will these be portrayed by one unit with two sides, or by two different units within the module? The latter will allow for the values to be computed correctly, even with reduce-stepped units. When you get to the map editor, do a quick layout of your game map, but avoid doing detail work at first. If you need to put a coordinate system on the map, you should do so early on, as redoing coordinates will erase existing hex names. 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 with details. Using color zero in your artwork allows you to have clear spots where you can literally "see through" the artwork to what is below. 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 river images provided with the default image library 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 you might 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. You might also find that you made some images that you ended up not using. Use the usage report in the function menu to identify which images are unused. You have eighteen forcepools which you should name. Try not to give different pools the same name, even if they're not used, because the user will only have the name to tell him where he is as he's flipping through the pools. Even if you label them "unused" you should attach a number or some other unique identifier to each name. The Order of Battle editor can be a lot of work if it's not approached in an orderly fashion. One key thing to remember is that the order that you enter the units in the editor will be the order that they are displayed within a stack when you load a saved game. This may or may not be important to you. Future versions of the WarGame Processor may be able to preserve the order within a stack through a save and load process. It's easiest to make one unit of a particular type and copy it over and over as many times as necessary, then go back and change the details. It's a good idea to indicate the nationality of the unit in the name, to make references clear in combat text. Before you start working on your units, you should determine what values should be computed from the unit as it sits in a stack, and in what order these values should be displayed. The WarGame Processor player will display the values like this above the hex roster: Val1 Val4 Val2 Val5 Val3 Val6 Decide on a 4-letter name for each value. You may want to delete value names that are not used. As a general rule, games that need more than six values for each unit make poor PBM candidates. Be sure your values are the way you want them, because it's a painful process to go back rearranging the data for every unit. The counters provided in the game don't necessarily have to be reproduced exactly in the module. Text on the counter can often be done as part of the unit name, for one thing. You should decide which factors are necessary to be shown on the counters, and which would do the job just as effectively as computable values to be shown to the right of the map. You should avoid putting too much information on the counters, or cluttering them so that they're unreadable. Often different classes or nationalities may be designated by different colored borders. Once you've made your map, detailed the order of battle, named your force pools, and are satisfied with the whole thing, you are ready to move to the WarGame Processor play program. When you first load a module into the play program, all the units appear in the upper left corner in one huge stack. Large stacks like this tend to cause slowdowns when you're picking units up. You should provide a setup saved game file, with the units broken down into smaller stacks, maybe by type, and possibly placed in the correct area of the board. Some games which have a fixed setup should have the units placed in their startup positions. Perhaps you might want to put some units in the correct forcepools at the setup. You should keep notes on the game module and provide them with the module as a README file. Identify where you made a compromise between the board game and the module, what the different values mean, and how you arranged the forcepools. You should also state who the original publisher of the game is, provide their address and phone number, and tell how someone can acquire a copy of the game, if it's not one of the more popular games. When you are ready to distribute your module, you should provide the two data files ( .GPF and .GPD) from the modules directory, the suggested setup file from the savedgames directory, and the readme file detailing your notes on the module. If possible the files should be archived in place in their proper directory. If you upload to a network, you should have the word "WGP" as one of your keywords, and clearly identify it as a WarGame Processor module, and that ownership of the WarGame Processor and the original game are required for play.