complete works of sluggo VII

home   previous   next

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.


Article 61 [ top | bottom ] Subject: sluggo's IBL Fall week 5 point standings From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/11/03 Article Segment 1 of 2 (Get All 2 Segments) Here are the latest scientifically determined IBL point standings updated with the results of week 5. These numbers are provided for amusement purposes only and, once again, wagering is strongly discouraged. slogug Overall IBL Ratings (Summer + Fall, * = "provisional" rating) ------------------------------------------------------------- Name New Old ------------- ---- ---- bleak 2380 2379 Cat_Butt 2258 2262 Hillbilly Bob 2242 2191 DH 2157 2160 Guy 2062 2047 sluggo 2034 2039 FireIce 1968 1875 Samhain 1932 1926 Infinity 1913 1915 Hoov 1862 1865 Alpha Omega 1832 1798 Bitch 1824 ---- * kovas 1823 1827 palp 1816 1813 Wild Duck 1814 1920 * Diamond 1804 1745 Morphine 1803 1707 Chopin 1797 1772 Fish 1772 1771 Pins 1759 1785 Cowboy 1750 1732 * Polar Boy 1750 1750 * Wintermute 1738 1734 bob 1732 1743 * Viper 1711 1711 * grinch 1710 1710 * Guilty 1706 1674 * goob 1699 1694 GreaterThan 1687 1591 vert 1683 1677 xman 1679 1681 * Devastator 1648 1613 * nature 1641 1647 * C++ 1635 1751 PBnJ 1596 1630 CodButt 1592 1709 * Ixohoxi 1577 1644 * Muff 1576 1612 Tempest 1556 1561 * Lone Ranger 1547 1531 * Grimm 1538 1539 JessO 1516 1538 * Jedi 1511 1404 Fanatic 1499 1502 Max 1499 1565 Kudo 1492 1447 * Ghoul 1479 1503 * Montezuma 1460 1463 Weasel 1445 1445 * Jolo 1426 1442 Blitz 1423 1433 sbcm 1409 1418 Captain Noodle 1399 1412 * Pretender 1383 1397 Pi 1376 1380 * Nassif 1355 1367 SheepBoy 1330 1356 * Cess 1312 1378 * Hoss 1292 1363 * Kimboho 1290 1293 Altor Vax 1282 1257 * Mucous 1275 1274 * Nappy 1229 1239 Zepla 1215 1232 Apathy 1169 1174 * IronMaiden 1097 1095 * Two_Socks 1090 1100 Godot 1068 1141 Mindstab 997 1013 Big_Bob 924 882 (Get Next Article Segment)
Article 62 [ top | bottom ] Subject: sluggo's IBL Fall week 5 point standings From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/11/03 Article Segment 2 of 2 (Get Previous Segment) (Get All 2 Segments) Fall IBL Ratings (fall games only) ---------------------------------- Name New Old ------------- ---- ---- Hillbilly Bob 2075 1955 FireIce 2028 1885 Pins 1957 2067 Infinity 1947 1936 Diamond 1886 1848 palp 1875 1867 sluggo 1871 1841 Wild Duck 1863 1961 Alpha Omega 1858 1806 Chopin 1852 1821 Bitch 1827 ---- Samhain 1795 1815 Guilty 1747 1712 Polar Boy 1731 1729 Morphine 1727 1583 Wintermute 1703 1701 GreaterThan 1667 1543 Viper 1658 1655 Jedi 1640 1519 Jolo 1636 1662 CodButt 1619 1720 Muff 1616 1720 C++ 1601 1709 vert 1588 1582 Grimm 1569 1566 Tempest 1567 1558 Lone Ranger 1553 1538 Ixohoxi 1545 1605 Hoov 1525 1517 CowBoy 1513 1504 nature 1495 1508 Ghoul 1490 1506 Blitz 1490 1502 Captain Noodle 1398 1405 kovas 1390 1424 SheepBoy 1339 1365 Cess 1327 1395 Nappy 1314 1328 SBCM 1309 1325 Hoss 1306 1380 PBnJ 1283 1384 Montezuma 1265 1263 Big Bob 1263 1222 Max 1231 1336 Godot 1059 1133
Article 63 [ top | bottom ] Subject: Re: sluggo's IBL Fall Week 7 Point Standings From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/11/10 In article , (Jolo) wrote: >Out of curiosity, how long do you think it will be before these ratings >settle down into something that approximates true skill? Clearly I am not >better than the likes of most of the others ranked below me, which include >the likes of Kovas, Max, Tempest, and the dreaded vert. (shudder) This >thought occured to me since we are on week 7 now (OK it's really week 6, >I can't count too well after I use up one hand) and I would think that >would be plenty of time to reach a steady state. I wager that you might >have some kinda bug? Well, the numbers you mentioned reflect only those games that have been recorded in fall IBL. Apparently you have won a greater percentage of your games than those that you mentioned. A more accurate indicator is probably the overall ratings, which include a larger sample of games against a wider variety of opponents. slugogog
Article 64 [ top | bottom ] Subject: Re: Bots in IBL From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/11/12 In article , jherrin1@swarthmore.edu (Justin Herring) wrote: > I don't want to turn this into a bragging contest, or something, but > the other day I was bored so I fired up 73(!) Indy's and allied them all. > Took some doing, but I came out on top after walling in about 50 of their > men. Of course the real test of skill is to take on 3 digits, i.e 100+. > I make no claims to that kind of greatness. > > Polar Boy > Well, I guess the most that I have ever beaten was 10,493. But that was late at night and I was kinda tired, so I think on a good day I might be able to do more. slubbo
Article 65 [ top | bottom ] Subject: Re: thiI think it's time we be honest From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/11/13 In article <4883bm$r1l@nrel.nrel.gov>, Carl R. Osterwald wrote: >In article , >masushige@courier3.aero.org (Samhain) wrote: > >> Actually, this is incorrect. I started once nw, then continually sw >> and se. I wouldn't have minded if I started nw more than once. The fact >> that I started in your two corners constantly is what I was upset about. > >This seems to be a feature of 0.99.6--the starting position algorithm is >not random. What Sam reports is exactly what I have noticed, the first >few starts are random, then from then on I always seem to start in one >location, one that is farthest from where I need to be. Stuart may >have put a death penalty into the game. > >wharf rat I'm not so sure about this. On maps where the starts are close to bases, such as in the typical tarmac 4 quadrant chew rig type map, it may appear so because there are only really 4 start squares, but on maps where the starts are evenly distributed around the map, it appears to be as random as it ever was. slogbu
Article 66 [ top | bottom ] Subject: Re: I HAVE BOLO FOR THE AMIGA BUT NEED AMIGA From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/11/17 In article , adamnash@cs.stanford.edu (Adam Nash) wrote: > I HAVE BOLO FOR THE AMIGA< BUT I NEED AN AMIGA! PLEASE< IF YOU HAVE AMIGA > I HAVE BOLO BOLO BOLO. > I DO I HAVE BINHEX FOR AMIGA FOR BOLO! PLEASE SEND ME NOW SO I CAN DO I NEED AN AMIGA OR IS AMIGA OK? KILLER
Article 67 [ top | bottom ] Subject: Re: Cheat codes?? From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/11/26 In article , emorten@inet.uni-c.dk (Erik Mortensen) wrote: >Is it possible to get some cheat codes for the Mac Bole version? > >Please email me if you know any... > >emorten@inet.uni-c.dk The only one I know of is "BOO!!!". If I remember correctly, if you send this message to "Selection on Players Menu" with no players selected while emerging from the trees, it will kill a pillbox with fulll armor. The timing has to be just right, but if you do it correctly you can sneak up on enemy pillboxes every time. There were a couple others in an earlier version, but I am not sure if they still work with 0.99.6. sluggo
Article 68 [ top | bottom ] Subject: Re: parting shot From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/11/29 In article , crusso@alink.net (Chris Russo) wrote: >In article <49i6ij$nmk@acme.freenet.columbus.oh.us>, >dekleber@freenet.columbus.oh.us (Drew Ekleberry) wrote: > >> Who said anything about a PC version? Just because a company would make >> the game doesn't mean it goes to PC. I would bet that not very many PC >> people will play Bolo becuase (from PCers I've talked to) they see Bolo as >> "a Mac game". > >Most Mac people don't seem to know what Bolo is. I doubt that any minor >preconceived notions about Bolo in the PC community would hurt its overall >sales. I'd love to see identical Mac & PC versions that were >interoperable. > >The more people out there on the trackers, the better. > How about Bolo as a collection of OpenDoc parts? OpenBolo.....wheeeee!!! sluggo
Article 69 [ top | bottom ] Subject: Re: Big games = No Base Pounding? From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/11/30 In article , chdillon@seas.ucla.edu (Charles H. Dillon) wrote: > In article , rwn@mitre.org (Bob > Noel) wrote: > > > In article , > > koehler@macc.wisc.edu (Pooh) wrote: > > > > [snip] > > > (c) X-ed out bases with 8-10 people still generate ammo very quickly. > > > > I thought I had somewhere in the Bolo documentation that bases regenerate > > faster when there are more players in the game. So I suppose that > > base pounding wouldn't be very effective in large games. > > > > From 4.Bolo.Maps&BrainsFAQ: > > *Ê"If I design a map intended for a large number of players, should I > put lots of refuelling bases on it?" > > Bolo tries to be relatively self-adjusting for different numbers of > players. The rate at which each refuelling base generates supplies at > any given moment is proportional to the number of players in the game > at that time. If more players join a game then each base will generate > supplies at a proportionately faster rate. This means that a map with > 16 refuelling bases on it will be resource rich, even if there are lots > of players in the game. Similarly, a map with only three or four > refuelling bases on it will be resource poor, even if there are only > two players. The same thing applies to forest growth. The more players > there are in a game the faster the forests grow, to counteract the fact > that there are more people consuming building materials. This is not > particularly realistic, but it is necessary, or two player games would > be rapidly overrun with uncontrollable forest growth, and ten player > games would be quickly stripped of all trees. Also, from the same file: *Ê"How is refuelling controlled?" Refuelling bases refuel a tanks armour first, then shells, then mines. Armour is repaired at the rate of at most one unit per second. Shells and mines refuel at a rate of at most ten per second. (These rates may be lower in practice due to network delays.) Every twenty seconds refuelling bases replenish their stocks by one unit per player in the game. For example, if there are five players in the game, then refuelling bases will replenish by five units every 20 seconds.
Article 70 [ top | bottom ] Subject: Re: Big games = No Base Pounding? From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/11/30 In article , rwn@mitre.org (Bob Noel) wrote: > In article , > koehler@macc.wisc.edu (Pooh) wrote: > > [snip] > > (c) X-ed out bases with 8-10 people still generate ammo very quickly. > > I thought I had somewhere in the Bolo documentation that bases regenerate > faster when there are more players in the game. So I suppose that > base pounding wouldn't be very effective in large games. > From 4.Bolo.Maps&BrainsFAQ: *Ê"If I design a map intended for a large number of players, should I put lots of refuelling bases on it?" Bolo tries to be relatively self-adjusting for different numbers of players. The rate at which each refuelling base generates supplies at any given moment is proportional to the number of players in the game at that time. If more players join a game then each base will generate supplies at a proportionately faster rate. This means that a map with 16 refuelling bases on it will be resource rich, even if there are lots of players in the game. Similarly, a map with only three or four refuelling bases on it will be resource poor, even if there are only two players. The same thing applies to forest growth. The more players there are in a game the faster the forests grow, to counteract the fact that there are more people consuming building materials. This is not particularly realistic, but it is necessary, or two player games would be rapidly overrun with uncontrollable forest growth, and ten player games would be quickly stripped of all trees.


home   previous   next

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.