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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 81 [ top | bottom ] Subject: sluggo's IBL Fall Final Point Standings From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/13 Article Segment 1 of 2 (Get All 2 Segments) These are the final point standings after the Fall IBL games. Included are ratings based on all IBL games (summer and fall) as well as those based on fall games only. A "provisional" rating indicates that not enough games are recorded to give an accurate rating. I should note that these ratings are exactly accurate, with the exception that everyone who is ranked above me is vastly overrated, whereas my own rating is much too low. sloggu Overall IBL Ratings (Summer + Fall, * = "provisional" rating) ------------------------------------------------------------- Name Rating ------------- ---- bleak 2397 Hillbilly Bob 2275 Cat_Butt 2261 DH 2178 Guy 2085 Polar Boy 2034 * Wild Duck 2029 * sluggo 1997 Samhain 1974 FireIce 1970 Infinity 1958 Bitch 1947 * Morphine 1899 Hoov 1858 Chopin 1841 palp 1836 kovas 1835 Pins 1810 Fish 1787 Lancelot 1772 * Wintermute 1754 Cowboy 1729 * Tempest 1727 bob 1722 * grinch 1717 * goob 1717 vert 1710 nature 1707 * Guilty 1702 * Diamond 1696 xman 1683 * Alpha Omega 1658 Viper 1622 Ghoul 1616 Devastator 1604 * GreaterThan 1601 PBnJ 1600 Ixohoxi 1579 * Muff 1573 CodButt 1569 * Lone Ranger 1552 * Grimm 1551 Will 1547 * C++ 1526 Fanatic 1506 Kudo 1497 * Jolo 1493 JessO 1493 * Max 1475 Scorpion 1472 * Montezuma 1465 Weasel 1451 * Blitz 1423 007 1413 * Jedi 1403 sbcm 1397 Pretender 1389 Captain Noodle 1387 * Pi 1378 * Nassif 1359 Molitov 1345 * SheepBoy 1331 * Cess 1321 Altor Vax 1285 * Hoss 1282 * Mucous 1275 * Kimboho 1273 Nappy 1237 Zepla 1233 Apathy 1174 * IronMaiden 1090 * Two_Socks 1077 Godot 1026 Mindstab 1008 Big_Bob 800 (Get Next Article Segment)
Article 82 [ top | bottom ] Subject: sluggo's IBL Fall Final Point Standings From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/13 Article Segment 2 of 2 (Get Previous Segment) (Get All 2 Segments) Fall IBL Ratings (Fall games only, * = "provisional" rating) ------------------------------------------------------------- Name Rating ------------- ---- Hillbilly Bob 2138 Wild Duck 2047 * Polar Boy 2023 * Pins 1971 * Bitch 1960 * Infinity 1957 * FireIce 1932 Chopin 1904 palp 1888 * sluggo 1869 Morphine 1868 Samhain 1858 * Lancelot 1777 * Guilty 1728 * Wintermute 1721 * Diamond 1711 Tempest 1704 Jolo 1671 Alpha Omega 1667 nature 1637 * Ghoul 1628 Muff 1610 * vert 1603 * CodButt 1597 * Bob 1588 * Grimm 1574 * Viper 1571 GreaterThan 1569 Will 1568 * Lone Ranger 1548 * Ixohoxi 1545 * Hoov 1536 * CowBoy 1508 * Blitz 1495 * C++ 1491 kovas 1490 Jedi 1483 * Scorpion 1476 * 007 1420 * Captain Noodle 1391 * Molitov 1346 * SheepBoy 1336 * Cess 1331 Nappy 1330 * SBCM 1308 * PBnJ 1306 * Hoss 1295 * Montezuma 1287 * Max 1256 * Big Bob 1060 * Godot 1024
Article 83 [ top | bottom ] Subject: Re: THE Bolo Archive has moved From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/14 In article <4aqb7q$4c8@hermes.cair.du.edu>, ruhl@phoebe.cair.du.edu (Robert A. Uhl) wrote: >'Tis the end of an era. Let us all hang our heads in sorrow at the >passing of noproblem. If ThoughPort makes _one_ slip up in the >administering of THE Bolo Archive, I swear that I will have vengeance. >This p*sses me off so much. I liked Bolo as it was. Why must it, for >no good reason, change? Thank you, MegaWatt. You have done a lot for >the Bolo community. THE Bolo Archive was an excellent resource. > I am so depressed. > Lighten up, Francis. Sgt. Hulka
Article 84 [ top | bottom ] Subject: Re: Why Swarthmore Rewls? From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/14 In article , dmdeal@engr.ucdavis.edu (Maddog Deal) wrote: >I agree with this idiot. The game is too simple. It needs more than just >rocks and sticks. We need more. Recently a tribe I visited up the coast >had an interesting tool they called "scissors." A simple idea, actually >(perhaps others have already thought of this, but I've never seen it >before) - a sharpened chunk of obsidian, used to gut things -- like >neighbors or naughty offspring. Admittedly they are quite a bit more >potent instruments than sticks or rocks, but it may add an interesting >twist to the game if we let a few players use them so long as they remain >stationary throughout the game or at least required other players to carry >them about. > Yes, the scissors were a very powerful weapon until we realized that rock smashes scissors. When the scissor tribe found out about this, though, they started bringing paper, which, as everyone knows, covers rock. When we tried to counter with paper of our own, they thwarted us by using scissors to cut paper. Bolo is a very hard game. sluggosaurus
Article 85 [ top | bottom ] Subject: Re: Official Bolo Strategy Guide From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/16 In article <3469385.ensmtp@saturn.umeres.maine.edu>, Michael_Thomas@saturn.umeres.maine.edu (Michael Thomas) wrote: >Hey, I was thinkin' again, and I was wonderin' since Bolo is going comercial, >who will write the strategy guides? I seriously would like a hand in this. >Maybe release a disk along with it to show pillwar moves/base rushes, etc. >etc. >Please Discuss. > >-Beastmaster. I will $ell you my $trategy guide for $100. $luggo
Article 86 [ top | bottom ] Subject: Re: Bolo learning project From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/16 In article <4at55i$7tv@mark.ucdavis.edu>, ez006626@boris.ucdavis.edu (David Clancy) wrote: >Scott Berkebile (berkebil@rintintin.Colorado.EDU) wrote: >: >: Someone correct me if I'm wrong, but, Jolo, I think you've misunderstood >: what Inducting Indy does. It doesn't learn *how* to take the pill, or >: *how* to do other things, it just learns how to *recognize* when the >: player it is following is performing one of the actions it "knows" about. >: Then the Indy code for doing that action takes over. >: >: I'm not saying it isn't kewl. It is! Just in a different way. >: >: -Ixion > >right. the kewl thing about it is that it learns how to recognize >certain actions. If you are taking a pill, itlearns how to >recognize this, then it helps you. If you are taking a base, >it learns to recognize this action, then it helps you. > >the neat thing is that you could couple these to different actions, >or maybe even make it learn on a larger scale. i.e., make it so learns >when you are taking a pill that willneed covering, then covers it >for you and kills any men that might fix it. > > > >etc.. > >--xav good idea xav!! you've done it once again!!! Inducting Indy
Article 87 [ top | bottom ] Subject: Re: Essentials for next version of Bolo From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/18 In article <4b3dp4$fvr@dewey.csun.edu>, hbphi002@csun.edu (joseph oberlander) wrote: >My ONE feature that is missing from Bolo: > >All the way since the very beginning, I have noticed that there was ONE >feature missing from Bolo that was so logical and simple that I guess it was >just overlooked. > >1:When you die, you BLOW UP according to the amount of ammo(mines) you are > carrying. > >2:When you blow up with a full(or nearly so) load of mines, you make a >nice crater. > >Therefore, why do you NOT BLOW UP THINGS NEAR YOU? > Actually, you do. If you blow up next to a pillbox, the pillbox will take damage. If you blow up next to a tank, the tank will take damage (I have been killed by exploding enemy tanks). If you blow up on top of a builder, he will die. sluggo
Article 88 [ top | bottom ] Subject: Re: Things to add. From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/12/19 In article <4b78j3$q7n@mark.ucdavis.edu>, ez006626@boris.ucdavis.edu (David Clancy) wrote: > I. Stirling (is06@PROBLEM_WITH_INEWS_DOMAIN_FILE) wrote: > : Colour in the newswire, showing if a message was sent to all, you or > : a member of a team you are in. > : > : -- > : Ian Stirling. | http://web.students.stir.ac.uk/~is06 > : AKA Caeser, Bolonewbie. | Pretty sad at the moment, should get > : | better tho. > > I have a borg that's done this in it's own message window, for > more then a year now. > > he hheh > > --xav > well, no, it doesn't help him, so what? Oh yeah?!?!?
Article 89 [ top | bottom ] Subject: Re: Good Bolo Ideas From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/12/19 In article <4b6rdr$9cg@nrel.nrel.gov>, Carl R. Osterwald wrote: > > This is the problem with autoscroll in 0.99.7--diamond mode. It should > be trashed. What needs to be done is that the arrow keys should NEVER > affect the setting of autoscroll. Pressing the arrow keys should scroll > the display to the edge (as it does in 0.99.7), but as soon as they are > released, and autoscroll is on, the display should snap back > immediately, and not when some other event happens (like having to drive > off the edge). That way, you won't ever have to think about it again. > > My problem with 0.99.7 is that after I've used the arrows, I have to > remember whether it is currently in diamond mode or not, so I try to hit > cmd-A to go back to full-autoscroll, but if something else happens, or > if it has turned itself back on, I end up turning it off instead, > compounding the problem. So I have now have to up to the Edit menu just > to check the autoscroll state, which wastes even more time. > > As for vert's comments that autoscroll is a crutch, well, that could be, > but I really don't think so. Does this mean that you always with it > off? To me, this would require three-handed operation: tank, mouse, and > arrow keys. Am I just stoopid, or am I missing something? To go back to normal autoscroll from "diamond mode" all you need to do is hit tank view. This eliminates the need to hit cmd-A ever again. You can even set up the sroll keys to make this easier (KPD 8 scroll up, KPD 2 scroll down, KPD 4 scroll left, KPD 6 scroll right, KPD 5 tank view, for example). It took me a while to shed the old habit of constantly hitting cmd-A, but once you can stop doing that, the new autoscroll actually works quite well. sluggo
Article 90 [ top | bottom ] Subject: Re: Good Bolo Ideas From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/20 In article , masushige@courier3.aero.org (Samhain) wrote: >In article <4b6rdr$9cg@nrel.nrel.gov>, Carl R. Osterwald > wrote: >> >> My problem with 0.99.7 is that after I've used the arrows, I have to >> remember whether it is currently in diamond mode or not, so I try to hit >> cmd-A to go back to full-autoscroll, but if something else happens, or >> if it has turned itself back on, I end up turning it off instead, >> compounding the problem. So I have now have to up to the Edit menu just >> to check the autoscroll state, which wastes even more time. > > Well, I never really thought much about the diamond mode, etc. When I >play, I scroll when necessary, and I hit tank view when I'm finished. >Tank view seems to turn autoscroll back on, no matter how many times you >hit it. I don't think I've touched command-A since 0.99.2. > Yeah, I even went so far as to disable the command key for autoscroll with ResEdit so that I wouldn't keep turning it off without realizing it. In 0.99.2 you had to use command-A to be able to use the arrow keys, so that I was constantly hitting it until it became a nervous habit. The biggest problem I had with getting usd to 0.99.6 and later was that you really don't need to ever use command-A, although out of habit and many times without even realizing it, I was. slAugAgoAAA


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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.