LIKE LIONS THEY FOUGHT  

XTR (1994)
Game Design:  Dennis L. Bishop
ADC2 Published by HPS Simulations
Module creator:  Steven Wamboldt
Produced by: John C. Kincaid   jkincaid@primenet.com

Getting Started
Copy all included files into an ADC2 game folder created for this module, it is 
recommended that all your modules be placed in separate folders. It is 
*assumed* that you know how to use the ADC2 program, and own a copy of 
the game the module is for.

This module requires that you have the latest update of ADC2 from HPS 
Simulations. This can be obtained from www.hpssims.com  or HPS direct. 



Notes on game design

1.	The ADC2 version of this game is identical to the original, however a 
few comments must be made to clarify some points.
	
2.	All the units are class defined. That means combat factors, movement 
factors and steps are listed by class.  Each unit is also piece defined, 
whereby only historical designation and setup hex numbers are 
identified.
	
3.	Units that have two steps have been associated with an appropriate 
"flipped" symbol.
	
4.	There are several "pools" which contain the various markers such as 
"burned kraals", "forts under construction", etc.  There is one "pool" 
which contains no units, as it is the "deadpile".
	
5.	The only thing on the map that is not like the orginal, is the 3341 / 
3441 hexside. In the original it is an all-sea hexside. In the ADC2 
version, it is a major river.  The fact that this hexside is now a major 
river has no effect on game-play whatsoever.
	
6.	All charts and tables are located in the "info-pages" for easy reference.

7.	A separate "Battle Area" has been created to the right of the gamemap 
for all combat resolutions.
	
8.	Current game turns are kept track of by using the "game" menu. Clear 
the replay and advance the turn at the appropriate time. The game turn 
track on the right hand side of the game map is primarily used to keep 
track of "Zulu Maximum Movement", and "Zulu Moves Left".


Piece and Class Values

Each unit has the following information stored in its Piece and Class values 
fields:

            Piece                                          Class
              1. Set up Hex                               1. Combat Factors
              2. Turn of Entry                            2. Movement Factors
              3. N/A                                         3. Steps                


Enjoy. Remember you are free to change anything you want so dig in and 
have fun.



Comments and information on Hidden Movement

ADC2 has 3 hidden movement features that can really enhance the fun of 
playing
boardgames.

Area Hidden

This "area-based" method reveals  the unit when an opponents
unit is within "X" hexes. You can get more details in the Help index by typing 
"hidden".

Set up:

1) Go to the Advanced menu
2) Make sure "Auto Reveal When Moving (Range): On"
3) Go to Edit/Players
    Perform the following on each of the two players (not be more than 2)  
    Choose a "player"
    Choose "Edit Selected Player Info" (click button)
    Go to "Search/Reveal Range"
    **Set to whatever range you want to use, 5 to 9 seems to work good ** 
    (This is all you need to do when start with a new game) 
    Go to "Hidden Piece Options"
    Made sure the following options are checked:
    "Use Hidden Pieces For this Player"
    "Pieces hidden when placed on board"
    "Pieces in force pools always hidden"
     Click on "Save"
     Click on "X" to close window
4) End of changes


Units spotted (revealed)) will remain that way until the end of your turn, even 
if the spotting unit moves back out of range.

If you want the program to run the spotting routine manually, go to 
"Advanced" menu and select "Run(Range) Auto-Reveal Now".
 
Hex Hidden

This method hides the identity of all units below the top unit in a stack. The 
details can be found in the "readme.txt" file accompanying version 2.01 or 
greater. It is also copied at the end of this document.

Set up:
1) Go to the Advanced menu
2) Make sure "Auto Reveal During Combat: On" (all other options off)
3) Go to Edit/Players
    Perform the following on each player
    Choose a "player"
    Choose "Edit Selected Player Info" (click on button)
    Go to "Hidden Piece Options"
    Made sure the following options are checked:
    "Use Hidden Pieces For this Player"
    "Pieces hidden when placed on board"
    "Pieces in force pools always hidden"
    Range setting is not applicable in this option
    Click on "Save"
    Click on "X" to close window
4) End of changes







LOS Hidden

The third method hides movement based on LOS (line of sight) from one unit 
to another depending on the elevation settings of the ADC2 module. It 
simulates playing a refereed game where a referee would control sightings.

This feature will slow down the response of the program in proportion to the
size of the game, so it is best used on small- to medium-sized tactical games. 

*Editorial*
This feature is not an exact, error free, boardgame duplicating process. If you
want to have fun, add some suspense to your play and can accept 
occurrences that you can not predict, by all means try this feature. I say this 
for two reasons: 

One, the LOS routine calculations do not always give boardgame logic 
results, regardless of how much you tweak the settings.

Sometimes an opponents unit will see yours, but you won't be able to 
see it in return. 

As of this writing, the feature resolves LOS correctly approximately 90% of 
the time. HPS added this after the release and if it proves popular its 
implementation might be improved.

Try it, though, and have fun, calling anything that happens that you 
don't think should have, "fog of war". (Your lookout fell asleep.) 

John Kincaid
"jkincaid@primenet.com"




