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Each group above contains 10 articles in chronological order. Each article has links to the top or bottom of the current group, where you may go to another group or up to the home page for the complete works of sluggo.
Article 11 [ top | bottom ] Subject: Re: 0.99.5 "New Game" bug From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/09 In article, nolsson@blkbox.com (Nathaniel J. Olsson) wrote: >In article <-080595102111@edward_teach.chinalake.navy.mil>, >@chinalake.navy.mil (Tommy_Pixles) wrote: > > >> you got one sluggs. Don't set the drag to harsh. Play him a bit. >> >> Tommy"The Marlin Perkins of R.G.B."Pixles > >Yeah, yeah, so I came to r.g.b. looking for any hints that could help me >improve, or get an edge against a friend of mine with whom I duel 1x1. >What did I get? WISE ASSES. :-) > >And was "Marlin" puposefully misspelled to resemble the trophy fish? >That's especially witty, since I was after all "fished in" by sluggo. > >I'll never believe another thing I read on r.g.b. until I try it myself. >Uh, on second thought... > >-Nat >(NattyDread) > ^^^^^ Heh, actually I wasn't really trying to reel anyone in on that one. There really is a bug in 0.99.5 that whan you select "New Game" from the File menu during an existing game in which your builder is dead, your builder will still be dead when you start or join the next game. I was kidding about killing my builder to make my tank lighter for the base rush. Actually, I usually just kill my builder in the first 30 seconds so that my tank will refuel faster. sluggo
Article 12 [ top | bottom ] Subject: Re: have these .99.5 quirks been mentioned yet? From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/10 In article, cdh@uic.edu (C. Douglas Hershberger) wrote: > In article , > jgoodma1@cc.swarthmore.edu (Joseph Goodman) wrote: > > > In article <3opjr9$h1@lace.Colorado.EDU>, apodaca@benji.Colorado.EDU > > (Thomas Apodaca) wrote: > > > > > 1. because there are no tank explosions, builders can no longer be > > > killed by having a tank that is on top of them shot. You can > > > sit in the middle of an angry pill field and send out your > > > builder with no worries. > > > > I don't know about that. I've heard people mention this, but I haven't yet > > noticed it, and I had my builder killed yesterday by Lulu running around > > in range of pills on top of my builder. I figure this must actually be a > > real _bug_ that surfaces sometimes and doesn't show at other times, > > because enough people have seen it even though I don't think I ever have. > > > Well I've tried to get my man killed by sending him to build when a pissed > pill is hitting me with a stream of bullets and he just never dies. I > have seen builders killed by the pill shooting an enemy who is on top of > the builder. Hmmm? Notice that when your tank gets hit, there is no explosion. However, when an enemy tank is hit, there is an explosion. Also, if you are shot while in deep sea, you do not hear the "tank sinking" sound that you hear when another tank is sunk in deep sea. I think the explosion effects are only missing when a shot hits your own tank, but they do occur when a shot hits an enemy tank. This is most likely why you cannoy kill your own builder by taking shots but a shot hitting another tank while on top of your builder will kill it. slugmo
Article 13 [ top | bottom ] Subject: Re: What am I? aka what kind of net do i have? From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/10 In article, (Jolo) wrote: >All the recent talk of lag makes me think... what kind of net do I have? >I'm in a research bldg at Duke. My Mac is thinwired to the bridge next >door, which goes straight (or thru a repeater or two) to the microwave >dish on top of the hospital, which goes straight to MCNC (microelectronics >ctr of north carolina) which is on the national backbone / info >superhighway whatever. > >So what am I? T1? I don't think so. We have some T1 lines but we don't >use them anymore. ISDN? Never understood that. Sounds like a library >code. > >Help? Are you my mommy? Your net sux rox. I think it is on a tin can and string. Come to think of it just about everyone's net sux rox these days. All of you are laggers, every last one. Fortunately, UCLA has a perfect net connection which never causes lag. slaggo
Article 14 [ top | bottom ] Subject: Re: Subjects From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/14 In article <3p3v8v$kcr@dockmaster.phantom.com>, hologram@phantom.com (Robert Lendvai) wrote: > I think it would be a good idea of people changed the subject headings of > their messages, once the subject changed. In a recent thread for example, > there are 11 messages with the heading "0.995 and Auto Scroll", while most > of the messages deal with strategy on small vs. large maps. With the > increasing traffic of r.g.b., better organization would save us all time > and make for better discussion. > > Hologram Yes, I agree. Small maps do require strategy, albeit a somewhat different strategy in general than that which would be employed on a larger map. Also, the new Autoscroll is a large cheese danish that I have had my eye on for quite some time. Subjectively, I can see that there are more than two sides to each jar of mustard which you have spilled into this can of worms we call Fred. The increasing traffic is in my pants. sluggo
Article 15 [ top | bottom ] Subject: Re: Top 5 ways to take advantage of 0.995 From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/14 In article, cshort@abare.gov.au (Christopher Short) wrote: >> >> 1. It's much harder to kill a pb in one pass now > >And I still say this isn't true. > >What I believe has happened is that as Stuart has improved >communications, the technqiues that worked in slightly laggy games no >longer work. > >Those techniques where you use only one building to take out a pb, or 2 >buildings and take no damage, work only because of lag. Since we here, at >the Australian Institute of Advanced Bolo playing, tend to only play >games with no, or extremely low, lag we have noticed no change in actual >combat between 0.99.2 and 0.99.5. > >I claim that there is no change in the difficulty of taking a PB in a game >with no lag between 0.99.2 and 0.99.5. > I second this thought. It is only harder to kill pillboxes in 0.99.5 if you previously relied heavily on lag to aid in killing them. Any techniques which worked in 0.99.2 under low lag conditions work the same in 0.99.5, only now more consistently as lag increases. Of course, it makes no difference to me since UCLA has the most perfectest network in the universe and is never affected by lag. sluggo
Article 16 [ top | bottom ] Subject: Re: Bots for 996 From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/15 In article <3p8ec1$4ab@news.internex.net>, Chris Russowrote: > Anyone know if any of the better autopilots work with the newest version? > > Indy 2.0.2 didn't seem to want to load. > Try increasing the memory partition for Bolo in the Get Info box and/or starting Bolo without the sounds file in the same folder. Bots/borgs for previous versions should work just fine wih 0.99.6. slugmo
Article 17 [ top | bottom ] Subject: Re: Networking with 0.996 From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/18 In article, Al@dem.lmc.edu (Alfred P. Dunhaver) wrote: >I haven't been able to connect to anyone on the net since .996 came out - >I always get the "that machine didn't respond" message. Is anyone having >similar problems? > > >-Al Make sure that the machine that you are connecting to is also running version 0.99.6. Currently, on the Bolo tracker at noproblem.uchicago.edu (50000), these games are listed with Version: , which will probably be the case until Megawatt returns from vacation. slugmo
Article 18 [ top | bottom ] Subject: NEW MAPS: 10 new sluggo maps From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/22 Hey Kids! Here is a collection of 10 of my more recent maps, submitted here for your dining and dancing pleasure. These maps are 100% guaranteed to provide countless hours of madcap zany Bolo hijinks. Included in this archive are: Boogie Wonderland Burden of Proof Esquilax Oily Chew Rag Scrambled Aches Slugfest XLI Slugfest XLII Slugfest XLIII Slugfest XLIV Soiled Shoe Bag Happy Hunting, sluggo [ encoded binaries deleted ]
Article 19 [ top | bottom ] Subject: Re: Really stupid idea... From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/24 In article, megawatt@noproblem.uchicago.edu (MegaWatt) wrote: > >How about instead of a white circle, you get a timer saying how long >before your builder lands? > Try Brainwave, it already does this for you. Also, with the new brain interface, if the "give computer tanks an advantage" option is selected, you will be able to see all tanks at all times on radar, even when they are hidden in trees. slugbot
Article 20 [ top | bottom ] Subject: Re: How To Make Mines Acceptable Again From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/26 In article <3q3fbo$a5a@news.bu.edu>, y-tony@bu.edu (Yan Lee) wrote: > >1) HAVE LGM DROP HIDDEN MINES, TANK DROP VISIBLE MINES. > This seems to be the best option of any. Lessens the ability to instantly render a map unplayable while retaining the ability to spring traps for careless attackers. > >2) HAVE THE TANK SEE HIDDEN MINES FROM 2 SQUARES, RATHER TAHN 1 SQUARE, AWAY. > This is unnecessary, it works fine the way it is. The whole point of laying hidden mines is to surprise the enemy. You *should* have to slow down when driving through a minefield or take the risk of going too fast and getting killed. > >3) HAVE THE EXPLOSIONS OF BULLETS SET OFF MINES NEXT TO THE SQUARE WHERE >THE EXPLOSION OCCURRED > Why? That's what gunsights are for. mine go boom, sluggo
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Each group above contains 10 articles in chronological order. Each article has links to the top or bottom of the current group, where you may go to another group or up to the home page for the complete works of sluggo.