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 71 [ top | bottom ] Subject: Re: parting shot From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/04 In article, spinnwebe@thoughtport.com (SpinnWebe) wrote: > >(used to be "zweblo") > Hey, does this mean the commercial version will come packaged with a free bumper sticker? slugmonkey
Article 72 [ top | bottom ] Subject: Re: Bolo and ThoughtPort From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/04 In article, jgoodma1@cc.swarthmore.edu (Joseph Goodman) wrote: >"cool new features" ("grenades! nuclear bombs! airplanes!..."), I agree with HB, it would be really cool to have grenades, nuclear bombs, and airplanes in Bolo. Also, I think the LGM should have a motorcycle with a side car to carry extra trees and grenades. slugmo
Article 73 [ top | bottom ] Subject: Re: Euro Player Trashes US best From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/05 In article <4a1sl5$7g0@nrel.nrel.gov>, Carl R. Osterwaldwrote: >In article <4a1mbl$k05@brahms.udel.edu> Alan Lee McElrath, >mcelrath@brahms.udel.edu writes: > >>I've seen Sev, Sam, Guy, >>and that dude on the fucking modem from UIUC waltz over me too many >>times like they was stirring the batter for the cake walk. > >hehe--vert rox. So does Deadsy. But go ahead and play sluggo or >xavvvvy, they are pushovers. I agree, sluggo and xav both sux rox. DeathMangler(tm)
Article 74 [ top | bottom ] Subject: Re: Bolo bumper stickers (was Re: parting shot) From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/05 In article <4a25fc$jek@lace.colorado.edu>, masher@euclid.Colorado.EDU (The Forces of Evil) wrote: >In article, >Charles H. Dillon wrote: >>In article , >>spinnwebe@thoughtport.com (SpinnWebe) wrote: >>> >>>(used to be "zweblo") >>> >> >>Hey, does this mean the commercial version will come packaged with a free >>bumper sticker? >>slugmonkey > > Mmmm, what would be a good slogan? > > I break for Bolo! (nah...) > > Lesee... > > I'm on the pill! (better...) > > heh... > Masher > Actually, I was referring to the "My Other Car is a Bolo Tank" bumper stickers that zweblo had made up a couple years ago. slugmo
Article 75 [ top | bottom ] Subject: Re: Ye Days of Old... From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/07 In article <4a7pft$qm4@oldfart.ecl.wustl.edu>, "Carey P. Morris"wrote: >You would think someone would remember me after just one year. > >(Pooh, MegaWatt?) > >Lucitus Lucy who?
Article 76 [ top | bottom ] Subject: Re: If it means anything... From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/08 In article <4aal17$2ad@jan.et.byu.edu>, chaov@caedm.et.byu.edu (chaov) wrote: >Anyway, my setup is: > > E > SDF For driving > > Q andfor tank view and pillbox view > > for shoot > > / and * on keypad for gunsite in/out > on keypad for mine > > I drive and shoot with my left hand. My right hand is free to scroll >with arrow keys, use mouse, lay mines, and adjust gunsites. I got the >gunsite adjustment keys from essence. It seems good to me because the >buttons you need in quickly (like to mine and adjust gunsites) are easy >to find in a hurry and are close to all the other keys that your right >hand uses. Plus, it allows me to adjust gunsites while turning around >and stuff. PB&J uses the same setup except he likes to use the a and z >keys to adjust gunsites, The problem is I can't get my pinky >coordinated enough to allow 3 fingers on my left hand to press 3 >different buttons all at the same time (and neither can he ;) ). I >dunno, maybe if i use the keypad 8456 to scroll instead of the arrow >keys may be helpful, too, but I'm too lazy to change =). > >- Montezuma's Revenge I use : W - accel S - decel A - left turn D - right turn Q - extend gunsight E - shorten gunsight space - shoot shift - mine KPD Enter - tank view KPD . - pill view Also, with 0.99.5 and later, Stuart added the feature that you can have two keys defined for 1 function. By command-clicking on the key definition you can define "secondary keys". I have a secondary set of gunsight controls defined on the keypad. Normally I do all tank controls with my left hand and mouse with the right. I also scroll with the arrow keys and hit tank/pill view incessantly with my right hand. If I am in a situation where I know I won't need to build (or would most likely lose my builder if I did) and I am expecting an enemy builder to come within range (for a spike, etc.) I can use the secondary gunsight keys on the keypad for better accuracy. slugmo
Article 77 [ top | bottom ] Subject: Re: Why Swarthmore Rewls? From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/12 In article <4al48d$2pv@vixen.cso.uiuc.edu>, chwang@void (chris hwang) wrote: >i've been confused about this almost the whole time that i've been playing >bolo... when was the first release? > >the bolo version history says... > >"Dangerous" version. Wednesday 22nd April 1992. First (semi)public release. > >is that right? why do all these people claim to have been playing before >this date? (check the people page for more examples). > >i mean, i know that time flies when you are having fun, but 3 years!?!?!? >anyone shed any light on this? > >vert I have been playing since about 1100 BC. We didn't have computers then, but it worked just as well rubbing two sticks together or throwing rocks. sluggosaurus
Article 78 [ top | bottom ] Subject: Re: Bolo Tips From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/13 In article, masushige@courier3.aero.org (Samhain) wrote: >2. Spin your tank, just spin. I don't think that violates any sense of fair >play. I agree, this is the single most valuable piece of Bolo advice that I have ever seen posted. Spinning is the key. slugmo
Article 79 [ top | bottom ] Subject: Bolo learning project From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/13 Check out http://www-white.media.mit.edu/~intille/inducting_indy.html -- Andy Wilson Perceptual Computing Section MIT Media Laboratory 20 Ames St. Cambridge MA 02139 617.253.0381 http://www-white.media.mit.edu/~drew/
Article 80 [ top | bottom ] Subject: Re: xxxx's defining the term "Bolo God" From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/13 In article, (Jolo) wrote: >Not yet. See my other post in this thread, Bob. The most objective >Elo-style ranking system is the one by Sluggo, where he started out with >uniform ratings and varied them according to who beat whom over the last 2 >IBL seasons. In spite of the many games played since then, I am still >ranked above such players as vert and tempest, which let's just say is >ludicrous. Actually, you were ranked well below vert and tempest. I think you might be thinking of the numbers based on fall games only (in which vert and tempest participated in far fewwer games, and in which you went 3-0 several times after placing yourself in divisions with opponents of far lesser skill and experience). The system I was using was really just a least squares estimator, and wasn't based on the Elo system at all, although initial estimates and variances were selected to produce outputs similar to that of the Elo system. >In an unpublished spam to #bolo, Sluggo revealed that a >typical rating of 1700 has an error bar of approximately plus or minus 300 >points. I believe that is down from only 400 points back at game 0. So >at a decreasing rate as IBL approaches "steady state", it should only take >until 2010 or so before the ratings reflect true skill, assuming I'm still >playing bolo 15 years from now. > >Joseph Lo (Jolo) Well, considering that each player plays a maximum of about 3 games per week in the IBL system, this is potentially true. The "error bar" you refer to is largely dependent on what level of accuracy is placed on the outcome of the game, and can be adjusted to reduce the variance at a greater rate. Either way, to have a rating which more accurately reflects a players ability, it would be necessary to include many more games against a wider variety of opponents than the sampling that was used to determine the IBL ratings. The biggest flaw with applying the system that I was using to the IBL results is that the IBL is structured so that players basically play within the same groups every week, so that it is possible that one player may have a winning record against weak opponents and have an artificially high rating while another may have a losing record against strong opponents and have an artificially low rating. However, Cat_Butt's rating is accurate. sloggu
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.