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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 91 [ top | bottom ] Subject: NetLink Remote [from comp.sys.mac.games.announce] From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/21 The NetLink Remote Demo v1.0 is out! Q: What is it? A: NetLink Remote is a Network Control Panel item that gives AppleTalk the ability to use a modem as its network hardware. This means that when you connect with NetLink, you will have access to all of the normal AppleTalk services. You can use AppleSharex to move files and you can play AppleTalk games like Marathon and F/A-18 Hornet. Just about any thing that is possible when two Macs connect on a Local Area Network can be done with NetLink Remote. Q: That sounds like ARA, why would I want that? A: NetLink Remote is much faster than ARA for real time modem games. In most cases, it will be faster than LocalTalk with AppleTalk games. As for file transfers, it works... but it's only as fast as your modem. You can actually afford NetLink. It is only $10 to register. Until you pay, it is only in demo mode. This means that connections are limited to 10 minutes. Q: Where can I get more info on NetLink without downloading it? A: Check out http://www.amug.org/~marathon/netlink/ It's also at ftp.amug.org. Q: Where can I get the NetLink Remote Demo? A: Initialy it will be at ftp.amug.org and AOL. After that, it will probably be everywhere. Joe Kloss NetLinkR@AOL.com -- This newsgroup is for announcements of interest to the Macintosh Games community. Please send your submissions to -> csmga@csus.edu Christina Schulman, backup moderator of comp.sys.mac.games.announce
Article 92 [ top | bottom ] Subject: Re: Mines - *NOT* another strategy guide! From: chdillon@ucla.edu (Charles H. Dillon) Date: 1995/12/23 In article , Pillbox@uic.edu (Rob Keogh) wrote: >Well now that I actually spend most of a bolo game alive these days I find >that occasionally I have mines in my tank. Finding uses for these mines >while avoiding being flamed ... is oh such a trial... :-) > >So I have been thinking (dangerous stuff and I promise to desist as soon >as christmas ends) and experimenting in a few games. So without any >further ado I will plunge headlong into my topic. > >Basically when you have that lone spike nailing down a quad you have to >stick with it or run serious risk of losing it if you shag off to refuel >or in HB's case change dresses. But I have noticed the pathological >antipathy towards mines and mined territory is so strong that people >rarely take the time to take out the mines and pave unless they have to, >well this may also have something to do with the time constraint... > >If you look at the various single pill takes, all of them have the tank >shooting from an area encompassed by the cardinal points >{(6,3),(5,3),(5,4)} (the pill is at (0,0) and just that annoying geometry >stuff you learned in play school to figure the rest out). In any given map >the number of angles that a pill can easily be shot at are usually limited >by the presence of neutrals or terrain. So with the careful application of >mines at these key spaces you can cause the opposition time in attempting >to take out your pill. > >What I have been doing of late.. when the opportunity presents itself and >the circumstances suggest it, is to try to mine this area. It is just a >delaying tactic and will work best when you have a spike or two in an area >and you just want to sit there while your partner works towards the >opposing area. In a 1x1 its usefullness is greatly enhanced... the rest of >the strategic constraints are pretty obvious. > >Thanks to William "My body is a Temple to mine pooping" Bayliss whose >mining habits germinated this idea in me. > >Hopefully if this new fangled technology works there will be some piccies >hereafter.. but that may be too omuch to hope :) There's really nothing newfangled about it, that sort of thing was pretty much standard in the earlier days of Bolo when games with hidden mines were common. Place mines in key areas around pills, where a man might plant or a tank might shoot from. As visible mine games became more popular, people seemed to give up on this sort of thing as the element of surprise no longer comes into play. However, as you say, it can still be effective in causing your opponent to have to take extra time to take down your pillbox. The extra seconds you gain by doing this may be enough to give you time to refuel or perhaps kill another base or pick up another pill to spike with. sluggo (aka minebot)
Article 93 [ top | bottom ] Subject: Re: Bug Found From: chdillon@ucla.edu (Charles H. Dillon) Date: 1996/01/05 In article <4ckg6s$e0e@news.cais.com>, Anthony DeRobertis wrote: >Maybe your brain is not supposed to give off messages. Try another >brain. My brain receives messages. They tell me to kill my television. sloggu
Article 94 [ top | bottom ] Subject: Re: Any good strategies? From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1996/01/16 In article , jasong@riverdale.k12.or.us (Razor) wrote: > Over where I am, we're about to have a Bolo tournament soon. 4 teams with > 4 players each. Does anyone have any real strategies for success? > > -RAZOR kill the other team
Article 95 [ top | bottom ] Subject: Re: Killing the builder? From: chdillon@ucla.edu (Charles H. Dillon) Date: 1996/01/20 In article <4drsbd$kcu@cloner3.netcom.com>, litch@ix.netcom.com(Claudia ) wrote: >how is this accomplished? Occasionaly my builder will die but I don't >know how to kill my friend's... Any suggestions??? The best way to kill the builder is to shoot him. sluggo
Article 96 [ top | bottom ] Subject: Re: Using other peoples name........ From: chdillon@ucla.edu (Charles H. Dillon) Date: 1996/01/30 In article , schmeul@umich.edu (Sam Huffman) wrote: >In article <4eihim$bme@mercury.hgmp.mrc.ac.uk>, Mark Bradburn > wrote: > >:-> Dear all, >:-> have just started playing again after a four month >stop, only to find one of >:-> the guys I >:-> played with here has been playing under my name.These games have been >recorded >:-> in our European league and have thus (since he lost more than he won - >Played >:-> Cliffa and Mel)knocked my average way down.Fair enough i wouldnt have >:-> complained if he had won the games,but he would have changed his name >to what >:-> it should be then. >:-> I would just like to voice my annoyance and this,and make a >suggestion that it >:-> would good if the program in some way (maybe a password system) could only >:-> accept one version of a name. >:-> >:-> i.e I start up Bolo with my name 'Fenris Wolf' and it asks for >a password or >:-> something. >:-> >:-> Anyone else any ideas as to how to get round this problem. > >I don't think it's a problem at all. > >-Sluggo I think the only way to really avoid the problem is to put a (tm) next to your name, which of course means that you have registered it as a trademark and can rightfully sue anyone who plays using that handle. However, I do believe that it is really just a matter of common courtesy to use your "real" handle, which is something that I always do. -Jolo
Article 97 [ top | bottom ] Subject: Re: Hack or Bug? From: chdillon@ucla.edu (Charles H. Dillon) Date: 1996/02/04 In article <4f16pm$3ea@cisunix1.dfci.harvard.edu>, david_levy@dfci.harvard.edu (David N. Levy) wrote: >In article <4etg20$nr3@nrel.nrel.gov> >Carl R. Osterwald writes: > >> There are LGM bugs that show themselves occasionally. > > >Pretty often I get a LGM who will not fix neutral pills. Very >annoying. > > That isn't a bug in Bolo so much as bad map design. If the map is made with trees, buliding, halfbuilding, or water beneath the pillbox, the LGM will not be able to rebuild that pillbox. slogmu
Article 98 [ top | bottom ] Subject: Re: You're All Assholes From: chdillon@ucla.edu (Charles H. Dillon) Date: 1996/02/11 In article , jgoodma1@cc.swarthmore.edu (Joseph Goodman) wrote: >I played some Bolo games over the past three years, and pretty much >everyone I've ever played in the past three years has pissed me off at >some point or another. So don't play these people, because they're all >losers. Dammit. > I agree. Please boycott everyone I have ever played. They all sux rox. sloggu
Article 99 [ top | bottom ] Subject: Re: Base Rapers Suck From: chdillon@ucla.edu (Charles H. Dillon) Date: 1996/02/18 In article , jgoodma1@cc.swarthmore.edu (Joseph Goodman) wrote: >In article <4g0fum$60r@acmex.gatech.edu>, gt3397b@prism.gatech.edu (John >Peter Babish) wrote: > >(referring to base raping) > >> I think that sums up what I am saying better. It is a way to play the game, >> but it seems to me that for quite a few people it is the only way to play the >> game. I find that bothersome. > >Hmmm. I think another way to phrase the above would be... "It is a map on >which to play the game, but it seems to me that for quite a few people it >is the only map on which to play the game." I think that the prevalance of >base raping is a direct result of the style of map played most often >nowadays (tarmacs). Games with hidden mines or more varied terrain or on >larger maps rarely result in serious base raping, from my experience. > Exactly. On larger and/or more varied maps, the base raping strategy is often not very effective and in many cases downright silly. Of course, on the popular itty bitty teeny tiny tarmac maps which are popular of late, the base raping strategy can be particularly effective, and it can be downright silly not to use it. Perhaps the silliest thing of all, however, is that many players seem to be under the misguided impression that Bolo can only be played on one particular style of map using one particular playing style when, in fact, the most interesting part of Bolo is that there are endless possibilities for maps and opponents, so that any particular game can, in theory, be completely different from any other. sluggo's evil twin, ogguls
Article 100 [ top | bottom ] Subject: Re: Bolo is my addiction! From: chdillon@ucla.edu (Charles H. Dillon) Date: 1996/02/18 In article <4g8i34$t0q@hermes.cair.du.edu>, ruhl@phoebe.cair.du.edu (Robert A. Uhl) wrote: >Jonathan M. Tallon spake thusly: >> >>One more quick question - I've joined a few games on the internet - some >>work right away, with some the playing screen comes up, but the actual >>gameplaying space is black, or half black, half white... Getting network >>info shows a delay of about 137, with constant updating, so it appears to >>be right, but no game board comes up... Is this just the game waiting for >>more players, or did something go bad, or what ? > >That means that it's loading the map & being slow about it. I'm >surprised that it would do that with a delay of 137, but that's the >oddity of networking, right? Sooner or later it'll start up. > Actually, what this probably means is that the game split before the map loaded. If you look closely at the Network Info window when this happens, you will most likely notice that both the upstream and downstream neighbor IPs are identical to your own. You are basically hanging in limbo at that point, since you are no longer connected to anyone and have not received the map yet. slogbu


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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.