complete works of sluggo IV

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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 31 [ top | bottom ] Subject: Re: worldleague From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/06/19 In article <95170.08574032FDPJC@cmuvm.csv.cmich.edu>, Jeff McDowell <32FDPJC@cmuvm.csv.cmich.edu> wrote: > >I would like to see more games where there isn't a completely even >number of teams. I know most people won't like it, just like most >people don't like maps bigger then the slugfest size or games with >hidden mines, or 1x1's etc. People always say that "their strength is >team play", when really they mean "Their strength is team play, on a >small map without various types of terrain, with visable mines, and >with only 2 sets of teams." > Wooo wooo!! I agree completely. It seems that many of the players these days who consider themselves to be "good players" basically only know one strategy on one type of map and refuse to play any other. One of my favorite types of games is the old free for all tracker game where people just join at random, grab a few bases and duke it out. Unforunately, this type of game no longer exists, as most players today will not play on a map bigger than 50x50 without some form of the words "Rig", "Toy", or "Fest" in them and will deliberate and complain for seemingly hours before starting a game trying to decide what would be perfectly "even" teams. It seems that many have forgotten how much fun it is to just play a game as a free-for-all and just make teams on the fly. Also, on the subject of hidden mines, although when misused mines can slow the game to a crawl and make it less enjoyable, they do add an extra level of complexity and strategy to the game. With each restriction that people place on a game, i.e. "no mining", "must play the only map I know how to play", "teams must be precisely even", etc., another level of complexity is taken away from the game. One of the best features of Bolo is that it allows for so much variation in maps, strategy, etc., that it is possible to play a different type of game every time. Why limit yourself to one style of play? slubbo
Article 32 [ top | bottom ] Subject: Re: New Swat Rankings are out!!! From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/06/21 In article <3s9n2k$v2@acmex.gatech.edu>, gt3397b@prism.gatech.edu (John Peter Babish) wrote: >(donning best conspiracy freak tone possible) > >Jolo, are you trying to take over the world of Bolo? >First there was this push to have yourself named the >best natured bolo player. You start posting more >articles than anyone else had been. (Until "the boss" >returned, who mysteriously enough none of us has seen, >with the possible exception of Max. And he may be in >on this.) Now you want yourself proclaimed the standard >unit by which all bolo skill is measured. What gives? > >Washin' the Dog > >Conspiracy? Read the book! > Isn't it strange how "Jolo" sounds suspiciously like "Bolo"? Coincidence? I think not. sludge-o
Article 33 [ top | bottom ] Subject: Re: New swattie rankings rox! From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/06/21 In article , Peter Eby wrote: >Colonel is spelled with an e in the military and everywhere else. what >military were you in? Did you finish grammar school? Sheesh Colonole? sluggoe
Article 34 [ top | bottom ] Subject: Re: start a leauge of bolo From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/06/29 In article , gpappas@vub.ac.be (Tiger) wrote: > In article <3spup5$8ho@scooby.beloit.edu>, "" <\ address\>> wrote: > > => i want a league. > > I want strawberries. > __,,,,_ I want an Oompa Loompa nooooooowwwwww!! slubbo
Article 35 [ top | bottom ] Subject: Re: BOLO LINKS From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/07/08 In article <3tml20$85i@boulder.earthnet.net>, Wilhelm wrote: > Okay, I hope you realize that when you have a www page, and you want it > to get noticed, you have to goto the place where it will get noticed. > And even a couple places where it won't. So PLEASE put you bolo pages > up there on my link page (mail me the URL). I won't do it for you. > > -The Other Guy huh?
Article 36 [ top | bottom ] Subject: Re: BOLO LINKS From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/07/08 In article <3tnqoq$esp@boulder.earthnet.net>, Wilhelm wrote: >chdillon@seas.ucla.edu (Charles H. Dillon) wrote: >>In article <3tml20$85i@boulder.earthnet.net>, Wilhelm >> wrote: >> >>> Okay, I hope you realize that when you have a www page, and you want it >>> to get noticed, you have to goto the place where it will get noticed. >>> And even a couple places where it won't. So PLEASE put you bolo pages >>> up there on my link page (mail me the URL). I won't do it for you. >>> >>> -The Other Guy >> >>huh? > >Basically: > >If you have a bolo page, give me the URL so I can put it up on my page of bolo links. Because I am not goint to go out seaching... > >-The Other Guy huh?
Article 37 [ top | bottom ] Subject: Re: macros?? From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/07/22 In article , Doug La Farge wrote: >Ok here is and idea for the next update of bolo. I'm not sure i have >seen this suggested yet, but, >how about including a macros menu. Just basic macros mind you that could >be useful for talking >to other players. Basically, I am taliking about having 5-10 "common >quotes". Command 1 >thru command 9 or so will paste a message in the messeage window. Quotes >like some of the >following: > >* Ready................................set.................................go !!!! >The nice thing about this is you could use the same string length in a >series. ( = most fair) > >* HOLD PLEASE HOLD PLEASE!!!!!! > >* --insert rude comment--- > >* doh! > >* I will kill you mother in the forthcoming battle > >* this is from my mother > >etc... yes, some other macros that would be cool: * If I wanted any explosions out of you, I'd shoot your tank! huh? * My turrent's bigger than your turrent. * Is that your nose or are you eating a banana? etc... Also, it would be really cool if you could send sounds by typing commands like "/DOH" or "/gasp". Or what could *really* be cool is if the messaging system somehow used the Speech Manager to "speak" messages. But, then again, only a super duper genius could probably implement something like that. Who knows, maybe it could be made part of a borg like Spielborg or something. slugmo
Article 38 [ top | bottom ] Subject: Re: Indy From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/07/26 In article , joe@umich.edu wrote: > I can't get Indy or aIndy to work on PowerMac 6100--I tried both PPC and > 68 versions. Any ideas? First, make sure that the brain is in the "Brains" folder located in the same folder as Bolo. Secondly, make sure that when you start the game, that you check the box marked "Allow Computer Tanks". Also, it wil make Indy a more challenging opponent if you also check the "And Give Them an Advantage" option (although, this is more the case for aIndy, which, I believe, takes advantage of the additional information provided in Bolo 0.99.6. This additional information can sometimes confuse the original Indy 2.02). I assume you have probably gotten this far, and if you are still having problems the next step is to make sure that Indy has enough memory to run in. Try either or both of the following: remove the Bolo Sounds file from the folder with the Bolo application that will be running the bots, and/or increase the memory partition for Bolo. Good Luck, slugmo
Article 39 [ top | bottom ] Subject: Re: If you read ONE POST Today, READ THIS From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/07/27 In article , schmeul@umich.edu (Sam Huffman) wrote: >.99.2 handled these situations logically and beautifully. I can't see any >reason not to go back, with the possible exception of bases. In other >words, in a collision, have the tank(s) slide off whatever they're on (a >wall, a pill, etc...) > >goob I agree with goob. The problem with 0.99.2 was that when sliding off of a building, it was possible to land on a base and capture it. This has already been fixed in 0.99.6 without the need for a takn explosion. It seems that the fairest way to handle tank/(tank, wall, pill) collisions would be to have the tank just slide off, as in 0.99.2. slugmo
Article 40 [ top | bottom ] Subject: Re: Another bug From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/08/03 In article <3vr6ka$lsu@vixen.cso.uiuc.edu>, chwang@void.ncsa.uiuc.edu (chris hwang) wrote: >>A solution would probably be to change one or more of your keys to a >>modifier key, thus making it so you can adjust your gunsight and drive >>at the same time. > >don't think this will make a difference. i can play fine with my >gunsight keys elsewhere... and it doesn't lock > Another possible solution is to set several functions to a single key. I often set my keys so that accelerate, shoot, and mine are all on CAPS LOCK. This way, my tank becomes an unstoppable juggernaut which is to be feared by all. sluggo


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I  II  III  IV  V  VI  VII  VIII  IX  X 
XI  XII  XIII  XIV  XV  XVI  XVII  XVIII  XIX  XX

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.