Frequently Asked Questions for the Rec.Games.Bolo Newsgroup
last updated Nov 1, 2000
This official rec.games.bolo
FAQ and introductory guide to Bolo is primarily
maintained as a WWW document featuring nearly 400 hyperlinks and may be
viewed using a web browser such as Netscape at http://www.lgm.com/bolo/guides/longfaq.html.
This FAQ may also be accessed via FTP as a plain
text file. This FAQ is copyrighted 1996, 1997 by
Joseph Lo and may not be redistributed for
profit or incorporated in commercial documents without the written
permission of the copyright holder.
If you are new to Bolo, you should first check out the Short Bolo
FAQ at
http://www.lgm.com/bolo/guides/bolofaq.html which
covers the 8 most frequently asked questions for the Mac network tank
battle game of Bolo, then come back here for more detailed
information.
See the Contents below for how the FAQ is
laid out, or else jump right to the sections dealing with:

Table of Contents
-
- 1.1. What is Bolo?
-
- 1.2. How do you play Bolo?
- 1.2.1. Getting started
- 1.2.2. What kind of stuff do I need to play Bolo?
- 1.2.3. Elements of the game
- 1.3. What's the current version of Bolo?
- 1.4.
What's going to be in the new/commercial version of Bolo
and when will it be out?
- 1.5.
Is there Bolo for PC or other platforms?
-
- 1.6.
Bolo Internet Resources
- 1.6.1. Where can I download Bolo?
- 1.6.2. Bolo Web Pages
- 1.6.3. Usenet Newsgroup rec.games.bolo
- 1.6.4. Internet Relay Chat Channel #bolo
- 1.6.5. Bolo player registry
- 1.7.
How can I optimize Bolo performance on my
computer?
- 1.8. Shareware Fee
-
- 2.1. What is network Bolo?
- 2.2. How does network Bolo work?
- 2.3.
Playing Bolo by AppleTalk
-
- 2.4.
Playing Bolo on the Internet
- 2.4.1.
How to set up an Internet Bolo game
- 2.4.2.
What happened to the noproblem or gwis tracker sites?
- 2.4.3.
Which game should I join on the Internet?
- 2.4.4.
Can I play Bolo through a firewall?
- 2.5. Playing Bolo by Modem
- 2.6. Playing Bolo via ARA
- 2.7. Network Bolo Etiquette
-
-
- 3.1. Bolo Factoids
- 3.1.1. Natural Born Killers
- 3.1.2. Trees
- 3.1.3. Pillboxes
- 3.1.4. Bases
- 3.1.5. Dangerous Liaisons
- 3.1.6. The Need for Speed
- 3.1.7. Weird Miscellaneous Stuff
-
- 3.2. Maps
- 3.2.1. What are Bolo maps?
- 3.2.2. History of Bolo map making
- 3.2.3. How do I make new maps, or look at old ones?
-
- 3.3. Brains
- 3.3.1. What is a brain?
- 3.3.2. How do I play against bots?
- 3.3.3. Which is the best bot?
- 3.3.4. Where can I get brains?
- 3.3.5. Where can I find more information on brains?
-
- 3.4. Bolo Strategy
- 3.4.1. Where are good strategy guides?
- 3.4.2. Introduction to Bolo Strategy
- 3.5. Troubleshooting Guide

1. BOLO BASICS
- 1.1. What is Bolo?
- 1.2. How do you play Bolo?
- 1.2.1. Getting started
- 1.2.2. What kind of stuff do I need to play Bolo?
- 1.2.3. Elements of the game
- 1.3. What's the current version of Bolo?
- 1.4.
What's going to be in the new/commercial version of Bolo
and when will it be out?
- 1.5.
Is there Bolo for PC or other platforms?
- 1.6.
Bolo Internet Resources
- 1.6.1. Where can I download Bolo?
- 1.6.2. Bolo Web Pages
- 1.6.3. Usenet Newsgroup rec.games.bolo
- 1.6.4. Internet Relay Chat Channel #bolo
- 1.6.5. Bolo player registry
- 1.7.
How can I optimize Bolo performance on my computer?
- 1.8. Shareware Fee
1.1. What is Bolo?
In the words of Bolo's author:
"Bolo is a 16 player graphical
networked real-time multi-player tank battle game. It has elements of
arcade-style shoot-em-up action, but for the serious players who play 12
hour games with 16 players working in teams in different networked
computer clusters around an office or university campus, it becomes more
of a strategy game." --Stuart Cheshire
For an excellent introduction to the game, be sure to check out the
Official Bolo Home Page at its new, faster location, http://www.lgm.com/bolo/.
1.2. How do you play Bolo?
1.2.1. Getting started
It is relatively easy to start playing Bolo. Simply download the game, launch it, and go through the
built-in tutorial which will introduce you to the basics of the game. If
you have any further questions, check out these sources of
help:
1.2.2. What kind of stuff do I need to play Bolo?
The original Bolo can only be played on a Mac. There are now also clones
for the Linux/Intel and Windows/Intel platforms, see the PC
Bolo section. The remainder of this document deals with Mac Bolo, but
most of this applies to the clones as well.
Bolo's preferred memory size is 1,500 K. A color monitor
is recommended. Using a PowerPC Mac with its faster graphics and sound
may enhance your own enjoyment of the game, but it will not reduce
network lag or give you a speed advantage over an opponent on a Quadra
or older Mac. Be sure to check out the section on optimizing your Mac for Bolo. Unless you
want to practice by yourself or against automated brains, you need to be connected to some kind of
network. Your main networking options are modem, direct ethernet, or
AppleTalk. Your Mac must have MacTCP or OpenTransport
installed to permit it to communicate with a network. The better your
network connection, the more players you will be able to play against
and the smoother your game will be. For more details, see the main
section below on playing network Bolo.
1.2.3. Elements of the game
To play Bolo, you control a tank and maneuver around a map made
up of many types of terrain such as roads, grass, swamps, water, deep
water, trees, rubble, and walls. The map has two important types of
resources: refueling bases and automated pillboxes. The objective of the
game is fight against enemy tanks controlled by other players, in order
to conquer all the bases and pills. All refueling bases start
out neutral and can be claimed easily simply by driving over them, thus
providing you with the ability to refuel your tank's supply of bullets,
mines, and armor. You may steal an opponent's base by shooting it until
you have depleted it, then claiming it as your own. All automated
pillboxes also start out neutral and shoot at any tank within their
range with deadly speed and accuracy. Unlike bases which do not shoot
back, pillboxes will definitely defend themselves. If you kill a
pillbox, however, you may then pick it up and rebuild or plant it
elsewhere on the map, whereupon it will shoot at only your enemies. You
can therefore use pills offensively to threaten an enemy's bases and
defensively to protect your own.
Your tank carries a builder
(also called little green man or "lgm"). This lgm can be sent
outside your tank to farm trees, lay mines, build roads to facilitate
your travels, build walls, and plant or repair pillboxes. If your lgm
gets killed, you cannot do those things until a new lgm is sent to you
after a delay.
The game can get hectic when multiple players travel
around the map, fighting for control of the pills and bases and shooting
each other. Some people relish the challenge of 1 vs. 1 (often denoted
as 1x1) game play. Other players think Bolo is most exciting when
players form alliances or teams, pitting their shared resources against
those of the opposing team, moving as a coordinated strike force or
helping each other in times of trouble.
1.3. What's the current version of Bolo?
The current version of Bolo is 0.99.7. Because the various versions are
not compatible with each other, if you are using an older version, you
should download the new version
immediately from our
web archive or
FTP archive.
1.4. What's going to be in the new/commercial version of Bolo and when
will it be out?
Disclaimer: The following statements are based on the most
reliable sources of information available, but they do not necessarily
represent the official positions of Stuart Cheshire or any other
party.
Stuart
Cheshire, He Who Made Bolo, had been busy the last few years
finishing his Ph.D. (he just graduated summer of 1997) and many other
Mac software projects, so he has not been able to support Bolo actively
in its current shareware status. In the fall of 1995, news leaked that
Stuart was negotiating with ThoughtPort Authority Inc. to
commercialize Bolo. ThoughtPort in fact sponsored the official Bolo home
page and FTP archive for many months. Unfortunately, nothing ever came
of that effort, and as far as I know there are no on-going negotiations
with other companies. What's at stake, anyway? Rumors at various times
claimed that Bolo will be completely rewritten to include some or all of
the following: a brand new modem-friendly networking scheme, support for
multiple platforms such as Bolo for PC, and
many changes to the "look and feel" of the game. Even if the
business hurdles can be cleared, these changes will obviously take some
time. For now and into the foreseeable future, people will happily
continue to play the most recent shareware version (0.99.7) of Bolo,
which can be downloaded at
http://www.lgm.com/bolo/intro/starter.html.
1.5. Is there Bolo for PC or other platforms?
For years, the answer was no, but this has changed dramatically with the development of multiple Bolo Clones, culminating in the recent release of WinBolo/LinBolo for the Windows/Intel and Linux/Intel platforms.
1.6. Bolo Internet Resources
1.6.1. Where can I download Bolo?
You can get Bolo by using anonymous FTP (such as Fetch), gopher
(TurboGopher), archie (Anarchie), or WWW (Netscape) from:
- The Official Bolo Web Archive
-
http://www.lgm.com/bolo/archive/
- Everything you need to get started with Bolo. This is the preferred source.
- Official Bolo FTP Archive
-
ftp://ftp.lgm.com/bolo/
- This site contains everything under the Bolo sun.
- InfoMac Archive
-
http://hyperarchive.lcs.mit.edu/HyperArchive.html
- Searchable source of all Mac software, but the Bolo stuff is out of date and incomplete.
- Obtaining StuffIt Expander
-
http://www.aladdinsys.com/consumer/expander2.html
- You may need this to uncompress and decode these
".hqx" files.
1.6.2. Bolo Web Pages
- Official Bolo home page
-
http://www.lgm.com/bolo/
- The official source of all Bolo information, including:
- Links
- the most up to date and complete Bolo links.
- News
column by Jolo, updated weekly or better.
- Guides
covering strategy, tactics, map editors, brains, etc.
- Modem Organized Bolo (MOB)
-
http://www.shore.net/~tdubro/mob.html
- Modem playing FAQ and league.
- Bolo links by Stuart Cheshire
-
http://rescomp.stanford.edu/~cheshire/Bolo.html
- Another very complete list by He Who Made Bolo.
1.6.3. Usenet Newsgroup rec.games.bolo
This FAQ serves as a general introduction to Bolo, but originally it was
meant to be just the FAQ for the Usenet newsgroup rec.games.bolo, or "rgb"
for short. The charter for rgb is as follows:
rec.games.bolo The networked strategy war game Bolo
To allow the discussion of topics and posting of software related to the
game "Bolo," by Stuart Cheshire, originally for the
Macintosh.
You can read and post to this newsgroup using a news client such
as
YA-NewsWatcher for the Mac or "tin" for UNIX. As is
true of any newsgroup, before posting for the first time, you should
read the FAQ or at least lurk for a few days and just observe. Much of
the traffic on rgb consists of the same few questions repeated almost
daily, such as:
These and many other interesting issues are all addressed in detail
within this FAQ. Once you've read the FAQ, feel free to post any other
questions or comments relevant to Bolo.
Binaries in rec.games.bolo
You may also post small binaries which are relevant to Bolo,
likely to be of interest to a wide variety of people, and best
distributed via Usenet. A small but vocal minority of news
administrators consider rgb to be a "stealth binary group"
because we permit binaries without having "binaries" in our group name. To
avoid unnecessarily irking these admins to the point of not carrying rgb
entirely and also to help conserve valuable space on news servers,
please be sure binaries you post are appropriate. Consider alternatives
such as uploading the binaries to our Official Bolo FTP Archive
or posting it on your WWW or FTP server, and then simply announcing the
URL on rgb. Examples of appropriate binaries for rgb include: Bolo maps
or screen shots which are humorous and/or educational ("How to wall
in Jolo in 3 minutes or less"). Examples of inappropriate binaries
for rgb include: pretty much anything >200K except important Bolo
executables. When in doubt, ask.
The Mac binary must first be archived and compressed (.sit suffix), then
Binhex encoded into text (.sit.hqx) before posting to rgb. You may do
this manually using DropStuff, or just let a Mac client such as
YA-NewsWatcher take care of it. First time posters should be
careful not to repost over and over. Just test the waters with a single
post, wait a few hours/days to see if it turns out OK, then take any
corrective action if necessary.
1.6.4. Internet Relay Chat Channel #bolo
Internet Relay Chat lets you
communicate simultaneously with multiple people over the Internet. You
need to download an IRC client or program such as ircII for shell
(UNIX/VMS) or Ircle for Macintosh.
For help getting started, check out the Beginner's Guide to
IRC. Choose a server by typing the command /server
irc.ais.net, then /join #bolo to join our channel. You can
chat about Bolo, set up games when the tracker is dead, or ask any
channel operator for help/advice. Be patient, people are often
temporarily away to deal with their real lives, but if you hang out on
the channel, somebody will get back to you.
1.6.5. Bolo player registry?
The email addresses of hundreds of active Bolo players may be found at the
Bolo Rolodex or the Modem Organized
Bolo (MOB) Player Registry.
1.7. How can I optimize Bolo performance on my computer?
If Bolo seems jumpy or laggy even when you're playing in single- player
mode, or if you seem to have more network problems than somebody else
with a similar network setup, then make sure you have properly optimized
your game:
- If you're short on memory or CPU horsepower or don't have any L2
cache (such as some base PowerBook 5300 and 1400 models), lose
sounds entirely by removing BoloSounds from the Bolo folder.
- Quit all other applications, because Bolo is polite and gives time
to background applications. For those who like to keep IRC open in the background, use
either ircII for
shell or Ircle for
Mac, do not use Homer.
- Give Bolo a reasonable amount of memory, such as 3 MB, more if
you're using brains. Select Bolo in the Finder (single click) and
select "Get Info" from the File menu. In the window that
pops up, enter "3000" in the box in the lower right to set
the preferred memory usage.
- Set your monitor resolution to 256 or 16 colors. Bolo only uses 16
colors anyway, and using more colors slows down the drawing of
graphics.
- Reduce the frame rate to 30 frames or less.
- For network play, upgrade to OpenTransport
1.1 or later, which is standard with System 7.5.3 or later. This can
provide a very significant reduction in net lag, especially for
modem players.
- For modem play, you need a 28.8 kbaud
or faster modem and a decent Internet Service Provider. Be
sure to turn off all modem compression.
- For PPC Macs, upgrade to System 7.5.3 or later, which contains a
dynamic recompilation emulator that should run Bolo faster. In
addition you get OpenTransport and Sound Manager mentioned below.
- PowerPC Macs should be running the latest native
Sound Manager (3.1 or later) if using System 7.5.2 or
earlier, or just upgrade to 7.5.3 which includes it. This provides a
significant speed boost especially during hectic battle scenes.
- For PPC Macs, within Bolo's Edit menu turn on "Quickdraw
Only" and "Use QD Error Diffusion". By using
PPC-native QuickDraw rendering, your graphics should speed up.
- Turn off Virtual Memory, or use the much better commercial product
Ram Doubler from Connectix.
1.8. Shareware Fee
Bolo is shareware, which means it isn't free. If you play Bolo more than
a month and like it, you should pay the $25 registration fee. You may
quite reasonably have concerns about whether there will ever be new or commercial versions of Bolo.
Nevertheless, your shareware fee pays for the author's past work in
developing this brilliant game, and it may encourage him to support and
improve upon it in the future. U.S. players can send $25 to:
Stuart Cheshire
P.O. Box 8323
Stanford, CA 94309
After you register, you will receive a special surprise from Stuart.

2. NETWORK BOLO
- 2.1. What is network Bolo?
- 2.2. How does network Bolo work?
- 2.3. Playing Bolo by AppleTalk
- 2.4. Playing Bolo on the Internet
- 2.4.1. How to set up an Internet Bolo game
- 2.4.2.
What happened to the noproblem or gwis tracker sites?
- 2.4.3.
Which game should I join on the Internet?
- 2.4.4.
Can I play Bolo through a firewall?
- 2.5. Playing Bolo by Modem
- 2.6. Playing Bolo via ARA
- 2.7. Network Bolo Etiquette
2.1. What is network Bolo?
Bolo was meant to be played by multiple people over a network. Unlike
other games where you predictably conquer the game sooner or later, or
repeatedly beat up on your best friend or little brother, Bolo can be
played against total strangers on the Net. You must have a Macintosh
computer with MacTCP or OpenTransport
installed, and have access to one of the following connections: modem, direct
ethernet, or AppleTalk. Each
type of networking is described briefly below, then again later in more
detail.
AppleTalk allows nearly lag-free games for up to 16 players
within one school or company's AppleTalk network. Computer labs
everywhere have been taken over by hordes of Bolo fans, sometimes in one
of many legendary Bolofest parties. In comparison, direct
ethernet allows you to play virtually anybody anywhere. AppleTalk
players are usually astonished by the high level of skill and exciting
new styles that exist on the Internet. Lag among direct ethernet players
is usually caused only by routing problems, and 3x3 or bigger games are
quite common ("3x3" denotes 3 allied players versus 3 other
allied players). Finally, the number of modem players has
increased dramatically since 1995. You can play lag-free against another
modemer within your local calling area via a direct modem-to-modem
connection. You can also play laggy 1x1 or 2x2 games against people from
further away by connecting to the Internet indirectly through an
internet service provider (ISP).
2.2. How does network Bolo work?
[Peter Lewis, Mac network guru and author of Bolo Finder, contributed to
this pseudo-technical explanation. If you just want to know how to play,
skip ahead to the sections on Boloing over Appletalk or the Internet.]
Unlike most other network games, Bolo is not a client-server system.
Bolo forms a network of Macs by linking them in a ring where one player
sends packets of game information to a neighbor, who in turn sends
packets to the next neighbor on the ring, and so on. These packets are
either DDP on AppleTalk or UDP over the Internet. When a new player
joins, he sends a packet to each machine in the ring to figure out the
delay between it and all Macs, then it adds itself into the ring in such
a way as to minimize the total time around the ring. The advantage of a
ring is its flexibility: nobody needs to maintain a server, and anybody
can start or join any game. The disadvantage is that everybody is
limited by the slowest connection in the ring. This is why it's a very
bad idea for a modem player to join a game with direct ethernet players,
because they must then continuously wait on the slow modem connection,
resulting in lag which is characterized by jerky, unresponsive play or
outright errors when the ring is broken and the game is frozen.
2.3. Playing Bolo by AppleTalk
For lag-free games with the most players in the same game, Bolo is
optimally played over a AppleTalk network. Most good Internet players
first learned their craft in AppleTalk games with schoolmates or
colleagues, where people can concentrate on exploring tactical and
strategic nuances in the game, rather than getting bogged down by the
unknown lag or behavior of strangers on the Internet.
Here is how you can find out about games on an AppleTalk network. When
you launch Bolo, select the AppleTalk button, and wait a few seconds.
Bolo will search all AppleTalk zones for existing players, and use
filled blobs to mark zones with players and empty blobs to mark zones
without players. Simply select the appropriate zone, then select a
player in that zone, and click join to join their game.
2.4. Playing Bolo on the Internet
There are various Bolo trackers maintained by Don Thompson (nix) and
Matt Slot (Black Lightning) in the U.S. and Kevin Whitty (KevDog) in
Europe. These keep track of Internet games in progress. After a one-time
setup of each new copy of Bolo to register itself with a tracker,
whenever you start a new game, Bolo sends the following information to
that tracker: the map's name, whether the game is open or tournament or
strict tournament, whether it is passworded, number of neutral bases and
pills left, the number of players, and the IP addresses of you and all
the other players. This information is updated automatically throughout
the game and made publicly available. See below for more details.
Follow these five easy steps (each seems long in order to be clear, but
it's really very simple):
- Your Mac must have either a direct ethernet connection or an
indirect one by modem/ISDN, and it must have MacTCP or OpenTransport
installed. If your Mac has its own IP address and can telnet or
browse the web directly, you are all set.
- The various versions of Bolo are not compatible. Make sure you
download version 0.99.7 which is what
everybody else is playing.
- All Internet players must register each copy of Bolo once with a
game tracker so that they can find each other's games. After you
launch Bolo, click the UDP/IP button, then on the next screen
click on the BoloTracker button and type in a tracker from
the list below, with port number 50000. From now on, whenever
you launch a new game, it will show up on that tracker so that
others may join you.
- All North American players use bolo.usu.edu,
- or the alternate at avara.com,
- European players use bolo.abo.fi,
- Australian players: there is no stable,
"official" server. Instead use the email
listserver. Subscribe by sending mail to
listserv@list.peter.com.au with
the line: "subscribe bolo <insert your name
here>" (no quotes). You can then email
everybody on the list by mailing to
bolo@list.peter.com.au.
- To find games on the tracker to join, telnet to the
tracker/port you selected above. Alternatively, get the small Mac
utility Internet Bolo
Buddy (not BoloWeb or Internet Tracker). Launch it to
see the IP addresses of current games at the bolo.usu.edu official
tracker. You may switch trackers using the popup menu, or join games
by clicking on the IP address.
- Now you can wait for others to join your new game. Alternatively,
you can join an existing game on the tracker. To do this: copy their
IP address such as com999.oakcanyon.alpine.k12.ut.us
from the tracker, launch
Bolo, click UDP/IP, paste their IP into the blank for
Machine name (or IP address), and click Join. An
easier way is to just click on the IP address within Bolo Buddy,
which will then launch Bolo and paste the IP for you so all you need
to do is click Join. You should always observe the etiquette of joining
games.
2.4.2. What happened to the noproblem or gwis tracker sites?
They're all long gone. Unfortunately the latest official Bolo still
tries to use noproblem.uchicago.edu as a tracker. Your best bet now is
to use the Internet Bolo Buddy to
find games. If you prefer to use telnet, the official tracker for
North America is now bolo.usu.edu, port 50000. An
alternate is avara.com
(same port). You can check for games using the various web trackers, but
they are slow, require you to keep a web browser open, and may not share
game information with other trackers. If the trackers are down, see the
IRC section in this FAQ for how to set up
games using live Internet Relay Chat.
2.4.3. Which game should I join on the Internet?
Each tracker gives you a list of games. Only join games where you will
be welcome, typically a relatively new tournament game that still has
lots of neutral bases and not too many players, or any open games since
those are usually intended as a free for all.
Now, before you start
randomly joining games, THINK. If you're in Europe, and the other
players are in California, by joining you will cause massive lag,
destroying the game for everyone. In general, people will use passwords
or locking the game to prevent unwelcome joiners, but there are always
exceptions, so you must still be considerate when joining games. Please
see the section on Bolo Network
Etiquette for more specific rules.
2.4.4. Can I play Bolo through a firewall?
A firewall is a security feature used on computer networks to prevent
outsiders from accessing or abusing the local network. It also has the
unfortunate side effect of blocking Bolo network packets. According to
Chopin, all he needs to do to play Bolo in spite of his company's
firewall is to set his Bolo to port 53 instead of 50000. (All port
numbers < 1024 are reserved for special purposes like FTP etc.) This
fools the firewall into thinking that he's doing something useful
instead of playing Bolo. Let's hope Chopin's boss is just as
gullible.
There have been various rumored fixes for playing through proxies and
other network security nasties, but in reality if your system
administrator is watching over you that closely, you probably should
check with him first. (Good luck trying to convince him that Bolo is a
work-related activity essential for research or national security.)
2.5. Playing Bolo by Modem
If you do not have a direct ethernet or AppleTalk connection, but would
like to play Bolo over a modem, you have two choices. First, you can
play a reasonably lag-free 1x1 game by making a direct connection with
another modem player in your local dialing area. Second, you can get an
indirect connection to the Internet through an Internet Service Provider
(ISP) or University dial-up service. More information follows in the
next two sections.
All modem players should check out the Modem Organized Bolo (MOB)
home page at
http://www.shore.net/~tdubro/mob_faq.html#ch3 which addresses these
issues of specific interest to modem players:
- What is the difference between modem and direct Bolo?
- How do I start games that other people will join?
- Where can I find Bolo games in progress?
- How do I bypass 'unimplemented trap' errors?
- What can I do to reduce lag?
- Bolo etiquette.
2.5.1. Direct Modem-to-Modem Bolo
Here are step by step directions for fast, 1x1 modem direct connections.
Obviously this only makes sense with friends in the local calling area,
and also it requires that you arrange to play the game previously.
- Player A runs Bolo and selects the srialport/modem option in the
beggining dialogue screen when u start up bolo.
- Player A enters ATA as the modem init string (just ATA is all)
- Player A waits for player B to call. (player B should also click on
serialport/modem)
- PLayer B (yer freind) enters ATD as the modem init string followed
by *your* modem number.
- Player B then clicks on new and sets up the options for the game I.E
map etc.
- When Player B clicks OK after setting the game up, it should dial
player A's modem number.
- when player A sees some kind of light come on his modem then he
clicks on Join and the modem should make that wierd connecting sound.
Make sure you do not hear any more sound coming from the modem before u
click on OK. Do not click OK too soon or the modem will hang up.
- Then player B clicks OK and both of you should appear in the game
with a round total of about 160-190ms which is way better than 2 modems
connecting over the Inet.
Another thing, when u are setting up the game, both players should set
the port speed for tyheir modems at 14,400. And also have No Hardware
Handshaking. Another important thing is that the player starting the
game has to click OK first, the second player should wait about 5
seconds before clicking OK.
2.5.2. Internet Modem Bolo
Alternatively, you may connect indirectly to the Internet through an ISP
or university offering one of the following services: PPP, SLIP, ARA, or ISDN. ISDN and ARA are rare, expensive, and
usually let you play just like you were on direct ethernet. If you have
at least a 28.8 kbaud modem, you can sometimes play 2x2 games via SLIP
or PPP against 3 direct ethernet players with reasonable lag. With 14.4
kbaud, you will suffer extreme lag even for 1x1 games.
Some people with 28.8 kbaud modems still can't get a low lag game. While
the speed of your modem is important, it isn't the only factor in
determining whether or not you can have a playable game. The quality of
the phone lines between yourself and your provider (ISP or university
dial up) are one major determining factor. Another is the quality of
your provider's connection to the rest of the world.
2.6. Playing Bolo via ARA
By Sam
Huffman aka goob.
AppleTalk Remote Access (ARA) may allow you to play reasonably
lag-free Bolo over a modem. You need an internet service provider
that offers Internet Protocol (IP) over ARA and that has plenty of
bandwidth. How is ARA different than the usual PPP modem connection?
When you're hooked up via a modem and PPP, you are sending IP packets of
about 1.5 kB each over the modem. Bolo packets are much smaller than
this. So, and this is just a guess, either several Bolo packets are
squashed into one IP packet causing delay on the host computer, or an IP
packet goes out containing only one Bolo packet and this effectively
causes lower bandwidth.
AppleTalk packets are about 500 bytes, or about 1/3 the size of IP
packets. So your bandwidth is essentially tripled (again, this is just a
guess based on very limited network knowledge). The key is, you need to
get your IP from a router on the other side of the ARA line. IP packets
destined for your machine go to this router and get split up and get
sent to your machine as AppleTalk packets. Your machine in turn
encapsulates its IP packets as AppleTalk packets and the router
disassembles them and puts them back into IP form. Essentially you're
sending and receiving AppleTalk packets and the router does the
translation to and from IP.
Each zone in your network should have a router. Some may be configured
to give out IP addresses and others may not be. Maybe none are. Maybe
all are. I don't know. You figure it out. Ask people like your system
administrator or janitor. They might know. They might not know. How the
Hell should I know whether or not they know. I don't. So don't ask
me.
To connect via ARA, go into TCP/IP (or MacTCP if you still
haven't figured out how to use OpenTransport).
Select AppleTalk for the connection method. Try all the zones one at a
time until you find one that works. Voila.
2.7. Network Bolo Etiquette
Bolo is a network game played against other people, not just a computer,
so you need to learn some commonly accepted rules of conduct when
dealing with these people, or else you may soon find yourself in big
trouble. There are 3 main areas of network etiquette or
"netiquette": joining games, general Bolo rules, and some
optional stuff.
If you consistently violate these rules of Bolo, you will be
punished. The people who run the trackers may deny you access, your
IP may be blacklisted so nobody else will join your games, or you may be
reported to the administrators of your school, company, or network
provider.
2.7.1 Netiquette of joining games
Each tracker gives you a list of games. Only join games where you will
be welcome, typically a relatively new tournament game that still has
lots of neutral bases and not too many players, or any open games since
those are usually intended as a free for all. If a lagger joins a
game, the game can crawl to a halt due to high ring delay (unresponsive
jerky play), errors (everything freezes), or worse yet a split (where
some players get disconnected from each other, breaking the game into
multiple disjoint games as if the others had quit). In general, people
will use passwords or locking the game to prevent unwelcome joiners, but
there are always exceptions, so you must still be considerate when
joining games.
Follow these guidelines for joining games!
- If there are 6 or more players in a game... stay out. The lag probably
won't support you, and they have more than enough people anyway.
- If there are no bases free and the game is more than a few minutes
old... stay out. The game is already underway with set teams, and there
is nothing you can do to contribute to the game.
- If there is anybody from a different country... stay out. Even if
you manage to squeeze in, the lag will be horrendous for everybody.
- If you get the "network delay too long" error... stay out.
Don't repeatedly try to join.
- Always keep Bolo's "Network Info" window open (look under
File menu). If when you join, you see a lot of messages saying
"Recovering", "Active/Passive Restart" or
"Failed", or if the total ring delay is over 350, then quit
immediately before you destroy the game for everybody else.
- Most importantly... if anybody asks you to leave, then it is common
courtesy to do so immediately. Don't beg to be let in, or try to
convince them you're not lagging. There is nothing that people despise
more than an unwelcome interruption from a laggy player or odd man out.
Remember, if someone asks you to leave -- LEAVE. There are plenty
of games out there. Join another one, or start your own game and wait
for others to join you.
2.7.2 General rules of Bolo netiquette
- When you first join a game, don't start playing immediately.
Message the others and ask if they are waiting for more players, or see
if they want to set up teams. For tournament games, usually somebody
calls "ready.....go" to ensure a fair start.
- If it's rather obvious you've lost a game, concede the game
before leaving. Don't just quit.
- Cheating or hacking is not tolerated because Bolo is played
against other people rather than a computer, so hacking would directly
hurt another human player. If you cheat or hack, you will be identified
very quickly, nobody will play with you, and your tracker access will be
taken away. Do NOT ask for codes or hacks unless you enjoy being
ridiculed. In the unlikely event that you do encounter hacking,
confirm it with other players in the game and then report it to the
rec.games.bolo newsgroup.
- Avoid excessively foul language or insults. We're all in the
game to have fun, and many players these days are young children. Let's
keep it clean.
- The use of ping attacks to disconnect or crash modem users
is not only rude but illegal under denial of service laws. Don't
get angry at annoying idiots, just restart the game with a password to
lock them out.
2.7.3 Bolo netiquette: being extra nice!
While the above rules are universally accepted by all Bolo players, the
following suggestions are more controversial. They involve tactics which
are often an important part of Bolo, but when used inappropriately can
turn an otherwise enjoyable game into a frustrating ordeal. As a new
player trying to build a good reputation, you should be aware of these
things that really annoy some people:
- Avoid moving or farming trees before the official "go" is
given.
- Avoid carpet mining, which is the deliberate planting of
large mine fields for no real purpose other than to annoy. It's time
consuming and not really effective anyway. It is acceptable to
spew mines to deter pursuing tanks or to create a defensive front.
- Base raping is the practice of repeatedly killing your
enemy's bases. While base raping is very effective on small maps with
few safe bases, be aware that it takes considerable talent and
experience to win by base raping alone, and if you initiate a base rape,
be prepared to be raped right back!

3. ADVANCED BOLO INFORMATION
- 3.1. Bolo Factoids
- 3.1.1. Natural Born Killers
- 3.1.2. Trees
- 3.1.3. Pillboxes
- 3.1.4. Bases
- 3.1.5. Dangerous Liaisons
- 3.1.6. The Need for Speed
- 3.1.7. Weird Miscellaneous Stuff
- 3.2. Maps
- 3.2.1. What are Bolo maps?
- 3.2.2. History of Bolo map making
- 3.2.3. How do I make new maps, or look at old ones?
- 3.3. Brains
- 3.3.1. What is a brain?
- 3.3.2. How do I play against bots?
- 3.3.3. Which is the best bot?
- 3.3.4. Where can I get brains?
- 3.3.5. Where can I find more information on brains?
- 3.4. Bolo Strategy
- 3.4.1. Where are good strategy guides?
- 3.4.2. Introduction to Bolo Strategy
- 3.5. Troubleshooting Guide
- 3.6. Index of Bolo Links
3.1. Bolo Factoids
- A tank can hold 40 bullets.
- It takes 9 shots to kill a tank with full shields.
- It takes 15 shots to kill a pillbox with full armor.
- It takes 5 shots to destroy one section of wall.
- Shooting from a boat, you can only hit land one square from the
shore.
- Shooting from a boat: 1 hit sets off a mine, 1 hit destroys a piece
of bridge, 4 hits turns grass into swamp, 4 hits turns swamp into
shallow water, 4 hits turns gravel (dead bldg.) into shallow water.
- A tank can hold 40 mines (shudder).
- It takes 4 mines to kill a tank.
- A mine exploding next to a tank will damage the tank.
- The more mines and ammo you have, the bigger the explosion when you
die. This explosion can kill a nearby tank or builder.
- When a builder is killed, a new builder is parachuted in and drifts
back to not to the spot where the old builder was killed, but
rather to where his tank was at the moment the builder was
killed.
- The delay in waiting for a new builder is because the parachute
starts at a random spot on the map, so it may take anywhere from
seconds to minutes before it drifts back to where the tank was when
the old builder was killed.
3.1.2. Trees
- It takes 1/2 of a bundle of trees to build a road or wall.
- It takes 1 bundle of trees to build a pillbox, less to rebuild it
if it's just damaged.
- It takes 5 bundles of trees to build a boat. To do this, just build
a wall in shallow water.
- Roughly the number of continuous squares of water you can cross
without sinking by building roads under you continuously: 22.
- Trees grow first next to existing trees, then in decreasing order,
on grass, rubble, crater, swamp, road.
- In heavy pill wars, you can sometimes deplete all trees on your
side of the map! If all the trees are gone, a new tree will grow
back after a random time at a random location on the map.
3.1.3. Pillboxes
- Pillboxes shoot at the nearest enemy. This is the basis of the
decoy or "dec" maneuver for taking pills without any hits.
First, build walls or a friendly pill near the enemy pill. Your ally
then sits behind the protective barrier to draw the enemy pill's
fire, while you safely kill it from a distance.
- Pillboxes shoot from their center to your center, but you can hit
them on their corners. This allows you to plant a wall or pill next
to the enemy pill and shoot around that barrier, while the enemy
pill only shoots through the protective barrier.
- Pillboxes "lead" their shots by firing in the direction
you are traveling, so it is possible to avoid getting hit with
appropriate evasive weaving.
- You can even "massage" a pill by driving right next to it
very slowly, such that it fires straight ahead in the direction you
are going instead of hitting your tank. This is considered a trick
maneuver of limited use in real games.
3.1.4. Bases
- Most new players used to open games focus on killing pillboxes, but
tournament games are won by gaining control over all the bases.
Without bases, you cannot get bullets, and without bullets you
cannot do anything constructive (or destructive in this case).
- A base holds (apparently) 90 shots, 90 mines, and 18 armor units
(enough to re-armor two tanks with no spare armor units, plus 2 left
to defend itself).
- To kill a base, you kill its armor by shooting it (1 shot required
per armor unit). Hence, it takes 18 shots to destroy a fully-armored
base. Although, you can often run over a base when you only pluck 17
shots into it, before it shows an "X" in the status window.
- When you shoot an enemy base and run over it, it does not turn
green to indicate it is yours until it has regenerated some armor.
During this vulnerable period, an opponent can steal the base back
without firing a shot, simply by running over it.
- It takes 20 seconds to completely refuel a tank with no armor,
shells or mines. In that time an experienced opponent can easily
take down 1 or more of your pills.
3.1.5. Dangerous Liaisons
- Here's how alliances work (from Stuart's FAQ). Select the
person(s) with whom you would like to ally on the
"Players" menu and select "Request Alliance" on
the "Bolo" menu. If agreeable, that person should then
select your name on their "Players" menu and then select
"Request Alliance" or "Invite New Allies". If
you are in an alliance, the menu choices are "Invite New
Allies" and "Leave Alliance". If you are not, then
the menu choices are "Request Alliance" and "Cancel
Request". Take care that you have the correct players selected
on the "Players" menu when requesting/inviting. If you are
already in an alliance, you must select "Leave Alliance"
first before you can join a new one.
- If you leave an alliance while sitting on a base, you will be
bounced off of the base and the base will remain in the possession
of your previous allies.
- If you leave an alliance, any pillboxes you're carrying will be
yours.
3.1.6. The Need for Speed
- Maximum speed across (shallow) water without a boat is same as
across swamp or rubble (call it, "base speed"); across
trees is twice faster, across grass is a bit over four times faster,
and across road is over five times faster (~5.4) than base speed.
- You lose 5 mines and 5 shells, but no trees, per cell of water
traversed without a boat (at base speed), except for the first cell
so traversed if entered at road speed (no such reprieve if entered
at base speed; at grass speed you can make it across a single cell,
but for more you lose 2 more mines/shells than entering at road
speed). A fully loaded tank entering water from a road can traverse
8 water cells and still have 5 shells and 5 mines at the end (40 -
7*5 = 5).
3.1.7. Weird Miscellaneous Stuff
- Superboom. Your tank normally cannot share the same piece of
ground with anything else such as a wall, pillbox, or another tank.
If this occurs, such as under heavy lag or through deliberate
careful timing, you and the other object will both be annihilated in
a superboom.
- Definition of Bolo. From Stuart's FAQ: Bolo is the Hindi
word for communication. Bolo is about computers communicating on the
network, and more importantly about humans communicating with each
other, as they argue, negotiate, form alliances, agree [on]
strategies, etc.
- Viewing log files. The "Log events to file..."
menu item within Bolo saves the game events, but the log viewing
application is unfortunately proprietary software that Stuart wrote
for somebody (rumored to be the U.S. Army studying the strategy and
tactics of multi-person war games). In any event, there is no way to
get our hands on this log viewing application. The next best thing
for now is xav's Spielborg bot, which will
record what happens in your game window to a QT movie.
- Different versions of Bolo cannot communicate with each other.
- The word "Bolo" appears over 400 times in this document.
3.2. Maps
By Carl R. Osterwald aka wharf rat, author of BMAPedit and Iconz4Maps.
Also be sure to check out the illustrated
table of map editors and the current list of most popular maps.
3.2.1. What are Bolo maps?
Maps are part of what make Bolo 20,000 games in one. There are literally
thousands available free for downloading from the Official Bolo FTP
Archive at ftp://ftp.lgm.com/bolo/.
There are also smaller personal map collections maintained by the map
authors themselves, such as Berserkir's Map
Page and Palp's Map Page.
Terrain and overall layout have such a huge effect on how Bolo is played
that each one makes for a completely different game. Maps can range in
size from just a handful of terrain squares to the huge maximum size
allowed by Bolo--210x210 squares.
Currently, serious games played over the Internet tend to have smaller
teams, especially 2x2 games. Because of this, maps that are very popular
today are smallish, about 30x30 to 50x50, symmetrical, and have bases
arranged in four groupings, one for each player. The majority of Internet Bolo League (IBL) games were played
on such maps. Examples of these include the first popular one, Oil Rig,
and the Chew Toy maps.
There are different kinds of specialty maps, such as training maps for
learning pillbox takes. Doubles Barrage I and II are good examples of
training maps. Jousting maps are intended for free-for-all or king-
of-the-hill games that are fluid and fast. Most of these are intended to
be played as open games, although Mine Free Joust!!!!!!!!!! is played in
tournament mode. There are even maps that simulate sports such as
basketball and hockey. Maps like these have rules that help force a game
into the intended mold. Another example of a specialty map is Bridge
Over The River Kwai, where the British team has to blow up the bridge,
and the Japanese team tries to capture all the British into the prison
camp.
3.2.2. History of Bolo map making
In the beginning, years before Internet play, Bolo had only one map,
Everard Island. It is also called the built-in map because it is
installed inside the Bolo application as a bit of data called a 'BMAP'
resource. Everyone that played Bolo had this map completely memorized
because they played on it so much. Later, some enterprising individuals
(whose names are lost to time) hacked the BMAP resource format and
learned to modify Everard Island. Voila! Suddenly Bolo was a new game!
Players were amazed that it was now possible to play on something other
than Everard. Because of this interest, Stuart Cheshire made the first
map editor available, which ran as a HyperCard extension. It was
difficult to use because one had to be able to cut and paste Macintosh
resources inside Bolo using an application from Apple called ResEdit.
Because of this, someone else wrote a plug in for ResEdit that at least
let you edit maps directly, and was the first editor to show terrain as
colors.
The first map editor that was a stand-alone application was Tom
Barrett's BoloMapEditor. This was followed by BoloStar, written by Keith
Fry and Dan Rudman. Although these programs were big improvements
(ResEdit was no longer completely necessary), the resource map format
was limited. Deep sea could only be in the same areas as Everard Island,
and all other types of terrain were restricted to the 52x104 square
center area. The starting squares were fixed in the Everard Island
locations. The outer deep sea minefield did not exist, and traveling
across the extreme map boundaries caused your tank to "wrap"
around to the opposite edge. In spite of these limitations, many classic
maps in this style were made and were very popular. A notable example is
Wash. DC, which was the most frequently played map for a long time.
In early 1993 just prior to the advent of Internet Bolo, Stuart added
support for a completely new map format that used regular Macintosh data
files. The new format permitted deep sea at any location in the 256x256
square playing area, expanded the allowable area for non- deep sea
terrain to 210x210 squares, and allowed free positioning of start
squares. The outer minefield was added at the same time to prevent
wraparound. He also provided example source code for reading and writing
map files. BoloStar and BoloMapEditor were soon updated for the new
format, and the variety of maps we have today resulted.
3.2.3. How do I make new maps, or look at old ones?
There are a wide variety of map editing programs. We prepared an
illustrated table of map editors separately at
http://www.lgm.com/bolo/guides/mapedit.html
because it is rather graphics intensive. For useful tips and advice on
making good maps, check out Jeff Reinecke aka Paploo's Map
Maker's Guide.
3.3. Brains
3.3.1. What is a brain?
Brains are bits of code that allow the computer to control your
tank for you. There are 2 types of brains: robots (or bots) which
can completely control your game like a real human, or cyborgs (or
borgs) which only control parts of the game while you manually
control the rest.
Bots. The first bot was Stuart's autopilot. You can use bots in
various ways. You can set a slew of brains to fight it out on a new map
to determine its playability. You can use them as allies. If you don't
have a good network connection, you can fight 1 or more bots for
practice. This is how I like to spend my time on cross-country fights,
so if you hear clanks, explosions, and "Ugh! They got me!" on
your next flight, look over and you'll probably find me.
Borgs. Borgs are not fully independent. A borg might control
your builder, so you don't have to mess with getting trees and building
roads, but you are still in charge of driving, shooting, and building
pills. Other borgs are used for navigation, showing you maps in a separate
window so you don't get lost.
3.3.2. How do I play against bots?
If you are starting a game and want to play with brains (or other humans
using brains), turn on "allow computer tanks" in the game
setup dialog. Otherwise if you don't want brains in your game, simply
turn off that option. To play against brains, choose AppleTalk (even
if the machine is isolated), and run three or more copies of the
application, sharing one brains folder (which hold the different brain
codes), and join in yourself. Ally the bots to make it more
interesting.
Note that each brain controls one copy of Bolo, so if you want to play
against 2 allied brains, that means you need to run 3 copies of Bolo on
your Mac, which for the latest versions of Bolo is often too much of a
drain on your memory and CPU. You will likely experience lag (jerkiness
and splits) and the CPU-starved brains will just run the tanks around in
circles.
3.3.3. Which is the best bot?
Against humans and other brains alike, aIndy has been the best since its
introduction in 1995. Ladmo is catching up (no wonder since Will is
writing it for his computer science Ph.D. at Carnegie Mellon
University). Although bots are good sparring partners for newbies, most
experienced players can beat 2 allied bots easily, even without taking
unfair advantage of the bots' weaknesses. To maximize the bots'
performance, use maps that are wide open without any mazes or weird
swampy terrain. Bases should be safe rather than spiked initially. When
starting the game, make sure to allow bots and also give them an
advantage. Make sure the bots are allied with each other and that they
have enough CPU resources.
Problems with Indy or aIndy
If you can't get (a)Indy to work, because when you select it from the
menu nothing happens, it's because You haven't increased the memory
size. (a)Indy takes memory form the bolo application heap. If there is
not enough memory then Bolo will not load the brain. If you are playing
Bolo 0.99.7 with sound and want to run Indy or aIndy, you may need to
give your Bolo application as much as 3 MB of memory. To do so,
in the Finder, select the Bolo application, select "Get Info"
from the File menu, and in the "Preferred size" box at the
lower right enter 3000.
3.3.4. Where can I get brains?
As with all Bolo software, check out the
Official Bolo FTP Archive or the
searchable InfoMac archive.
3.3.5. Where can I find more information on
brains?
The authoritative source of information is the Bolo Brains Guide at http://www.lgm.com/bolo/guides/brains.html
by Paul Joswig (author of aIndy) which helps you make sense of all the
brains, borgs, and bots on the Bolo Archive's brains section. A
slightly less up to date but still good source of information is the
Bolo Brain Home Page at http://www.cs.cmu.edu/~will/
bolo/brains.html by Will Uther aka Will (author of Ladmo). For a
totally unique approach to teaching brains, also check out the
Inducting Indy page.
3.4. Bolo Strategy
3.4.1. Where are good strategy guides?
The following strategy guides are available on the WWW:
- Samhain's Strategy Guide: "I'm a team player,
damnit!"
-
http://www.lgm.com/bolo/guides/samhain.html
- Discussion on the finer points of strategy, very advanced but
useful to all players.
- Deadsy's Pillbox Taking Guide
-
http://www.lgm.com/bolo/guides/pbg/
- Multimedia guide of pillbox taking techniques
- Tigger's Bolo in a Nutshell
-
http://www.lgm.com/bolo/guides/nutshell.html
- Good summary of tactics and strategy.
- Puppy Love's Unofficial Bolo Tactics and Strategy Guide
-
http://www.lgm.com/bolo/guides/puppylove.html
- Another long but thorough description of many basic elements
of the game.
- Tempest's Evil Bolo Pages
-
http://powered.cs.yale.edu:8000/~bayliss/bolo.html
- Observations on the skills and techniques of various players.
All of the above guides (and a few more) may also be downloaded by FTP
from the Official Bolo FTP Archive at ftp://ftp.lgm.com/bolo/guides.
3.4.2. Introduction to Bolo Strategy
[This will soon be replaced by a much better version by Black Lightning.]
By Joseph Lo aka Jolo
PREAMBLE. This is meant to be a general guide for a beginner.
Unlike most other guides, I tried to cover both tactics and strategies,
arranging them to correspond to the chronological order of events in a
tournament game. Hopefully after reading this, you will be able to
assemble your skills into a cogent game plan and start winning games.
READY.....GO! At the start of a tournament game, the base run is
crucial, for it provides you with bases to refuel from later, and
tournament games are won or lost on bases. Signal your allies to clarify
who is starting where on the map, and which direction each person will
go. Then race like a madman to grab as many bases as possible,
particularly the safe bases near your starting point. Don't stop to farm
trees, refuel for armor/bullets, or to pave roads, etc. Before your
first death, especially if an ally is nearby to mop up after you, do a
hardline suicide attack and dump all your remaining ammo into a neutral
pill in the rear. This saves you precious time because either you or an
ally can go back to finish off the pill quickly.
PILL KILLS. Now that the base run is complete, the tactical
focus tends to be how to kill pillboxes fast. Newbies only know how to
suicide or hardline a pill, driving up to it and dumping as many bullets
into it as possible before dying, or perhaps turning around for a second
pass after the damaged pill has cooled off somewhat. Hardlining a pill
is usually a bad idea, because it takes so long and you take so many
hits that an enemy could easily come by and swoop up the pill, rebuild
it just in time to blow you away, or just blow you away himself. An
experienced player can take down 2 neutral pills for every one that you
hardline.
If not a hardline, then what? There are dozens of pill
takes, most involving one or more blocking walls or pills, which allow
you to hit the pill without taking too many hits yourself. Peruse
Deadsy's Pillbox Taking Guide and work through some training maps such
as Muff's Training Maps. You should learn one or two basic takes at
first, and get pretty good at them so that you can take down single or
even double neutral pills in a clean fashion.
SPIKING. Once you get your first 1 or 2 pills, the game starts
shifting more to strategy. Before you plant any pill, think through the
consequences of your action. For example, if you plant your first few
pills in the rear to guard your safe bases, you set yourself up for a
conservative, defensive battle over your home front. Sometimes this is
necessary, such as when the enemy engages in base rape, i.e., coming
around early in the game to steal all your bases. An alternative style
that is popular these days is the immediate spike, that is once you get
your first 1 or 2 pills, immediately go to the enemy's territory and
plant your pills near their bases to prevent them from refueling, In so
doing, you commit yourself to an offensive pace. Don't just wander away
after a spike, because you know the enemy will likely concentrate on
unspiking those pills, and they can definitely do so in the time it
would take you to refuel and return. If you allow that to happen, you
have essentially given those pills away. Stick around to support your
spikes while your ally brings up more pills to advance or bolster the
front, and steal the bases you just spiked.
TO DEC IS DIVINE. As the midgame settles in, team work becomes
crucial. With the help of a partner, you can take advantage of the
fastest way to kill a pill: the decoy. It is crucial for newbies to
learn how to "dec" because this is an easy yet powerful way to
contribute toward the partnership. Pills only shoot at the nearest enemy
tank. One may take advantage of this by setting up protective walls near
the pill, then while one tank hides behind and draws pill fire into
those walls, a second tank positioned further away shoots and kills the
pill, such that neither tank takes any hits. Decoying is an tactic of
opportunity. Learn to do fast decs where the map provides walls near
neutral pills already. If you are driving by and see that your partner
has set up some walls next to a pill, get in position to dec without
being asked. Often it's even worth it to sacrifice yourself to live
dec with your unprotected tank. Bob and weave near the pill to draw
the fire while taking minimal hits, then turn out just before your
partner completely kills the pill, and you won't even be completely
killed.
TEAMWORK. Usually in 2x2 games, either you and your partner work
together offensively to take pills with decs, or you each take a
quadrant and fight on 2 different fronts. In the latter case, when you
are fighting a local 1x1, then it's important to understand your role in
the game. Generally, one person plays defensively and tries to hold his
ground, while the other partner plays offensively on the other front and
tries to swing around the island and squeeze the enemy from the rear. As
the weaker player on your team, if you are matched against the enemy's
weak player, try to gain ground on him. If you're matched against the
enemy's strong player, don't try fancy takes which you will likely
regret, but instead try to hold your ground while your partner kicks the
weaker enemy's butt.
PILL WAR, INC. A classic strategy for the midgame is to set up a
front consisting of a line of pills, each separated by 3 or 4 spaces,
close enough to cover each other without providing easy multiple take
for the enemy. Typically the enemy will then commit a similar number of
pills in an adjacent front, resulting in a classic pill war. Each side
attempts to take the other's pills, or to defend against those takes. As
the situation warrants, you may throw more pills into the war, either to
reinforce or replace existing pills. There are several basic tenets to a
pill war:
- Avoid drawing fire into your own pill (unless you're sure you
can fix it right away without risking your man). It's hard enough to
keep your line intact without you helping the enemy by partially
damaging your pills.
- Keep the pills fixed. Multiple damaged pills are very
vulnerable to being taken en masse in a concerted attack.
- Never lose your man. Never send your man out under heavy
fire, or when the enemy is lurking right there. If you send your man out
on a suicide mission to fix your dead pill, they'll kill your man and
still take the pill in question, plus now for several minutes your
defensive abilities are crippled without a man.
- Conversely, try to get the enemy's men. Do a partial take to
make them think you're going for a pill, but instead wait for their
rebuild attempt and snipe out the man. Once you do get a man, act fast
and try to gain 1 or 2 pills before the enemy recovers.
- One effective way to wage a pill war is to carry a pill in
reserve. If the enemy starts a team decoy take on one of your pills,
instead of sending your man to certain death in a futile rescue attempt,
just plant your reserve pill nearby and piss it off. Use your reserve
pill in conjunction with one of your existing pills for fast safe takes
where you don't take hits and still get a clear shot at their rebuilding
men.
- Never leave the pill line. If you must refuel, keep very
close tabs on the line through pillbox view. One slow refueling trip and
you could find yourself down 2 or 3 pills.
- Communicate with your partner constantly. Don't wait until
you've lost 3 pills, your man, and are falling back like crazy before
calling out for help. If you and an enemy both get killed and there are
multiple dead pills up for grabs, immediately message the location so
that your partner can try to grab them.
- If you lose your man, don't lose your composure, because
there's still a lot you can do offensively and defensively. More so than
ever, the idea is to force the enemy to play your game instead of the
other way around. If the enemy is attacks a pill, try to keep nearby
covering pills heated by a few choice shots. Come around the pill line
and interfere with the enemy tanks, such as by knocking them offline as
they try a take or jousting them to force them to go away and refuel. Go
steal the enemy's rear bases, thus forcing them to pull back to retake
those bases
PILL WALK. As you gain pills in the pill war, "walk" them 4-5
squares forward in a line to increase your territory and force your
enemy to retreat. Alternatively, if you prefer a blitzkrieg style
attack, send the pills further forward and faster, but you'll have to
take out newly conquered enemy bases and move up your rear pills very
quickly to keep the enemy in a frantic retreat, or else they will take
advantage of your overextended front and steal your spiking pills.
END GAME. If you're doing well with pill wars, spiking, and base
raping, you'll be winning at this point. The end game is just as
crucial. Many strong base and pill advantages have been lost due to weak
end game strategy. Remember that in tournament games, bases win the
game, so use your pill advantage to secure bases instead of focusing on
the enemy's remaining few pills. The temptation is to spike too early.
All my earlier warnings about spiking particularly apply at the end,
when your enemy is likely backed up against a corner with very few bases
left. Now if you send in a spike, he will have no choice but to try to
take it out. Anticipate this and keep the spike alive. The enemy is then
exhausting his few remaining bases trying to refuel and take out your
spikes. Your partner can help by going behind the lines and messing up
the enemy bases, or bringing in more spikes to tighten the noose.
CONCLUSION. If you read this far, you have a good general idea
of the tactics and strategy underlying a game of Bolo, and also when to
do what. Don't be discouraged if at first it seems that everybody you
meet on the network crushes you. Some of these players have been working
at it for many hours daily for over 3 years. After you lose a game,
don't just quit, instead ask your enemy to give you a few pointers.
Definitely study up on all the strategy and tactics guides, such as
those in the previous section of this FAQ. With experience, practice,
and a little talent, you too might join the ranks of the many who have
kicked my butt.
3.5. Troubleshooting Guide
- Q: Every game that I try to join says they are not allowing
new players or are not running Bolo.
- A: Either they really have locked up their game in order to
play without interruptions, or else you probably aren't running the
same version of Bolo. Be sure you are using version 0.99.7, because
the various versions are not compatible with each other.
- Q: Bolo is very jerky or laggy.
- A: If this is true even when you are in single player mode,
either you're playing on a Mac Classic or something wimpy like that,
or you probably need to optimize your
Mac better for Bolo play. If the jerkiness occurs only in network
games, then you are experiencing the effects of network lag --
please see the next question.
- Q: It always says the lag is too great for me to join, or
when I join I just get a black screen and nothing happens, or the
network status window says "ring broken", or people always
tell me to leave as soon as I join.
- A: You are experiencing network lag because you don't have a
fast enough connection, probably because you are using a slow modem or
going through an overloaded Internet Service Provider (ISP). If you
have a direct ethernet connection, you may have very bad routing to
the world. Quit immediately before you ruin the game you are trying
to join! See the optimizing and modem sections in this FAQ for ways to try to
reduce your lag.
- Q: The tracker never responds or never shows any games.
- A: Make sure you've set Bolo Finder to use the appropriate
tracker site, such as bolo.usu.edu, port 50000
for North Americans. If you've done that correctly, you may simply
be playing during unpopular times of the day. Try playing instead
during lunch (for both the East and West coast of the U.S.) and also
during the evening and weekends.
- Q: My Mac crashes with "unimplemented trap error"
when launching Bolo... wtf?
- A: Make sure you download version
0.99.7 which fixes that bug. If that still crashes, you
probably have some strange extension/INIT that is conflicting with
Bolo. Try using Macsbug, a debugger that catches such
crashes and allows you to resume without rebooting. Download
Macsbug, uncompress it, put it in the top level of your System
Folder, and restart. Next time you crash, hit command-g and
hopefully you'll be able to resume. Failing that, try
"es[return]" to quit Bolo and put you in the Finder, or
"rb[return]" to reboot safely.
Also, when you're done
with a game, don't try to launch a new game within Bolo itself.
Always quit Bolo and relaunch the application.
The End
Still confused? Post your question(s) to the newsgroup rec.games.bolo, where you will likely
get an answer the same day.
--Jolo
Version History for the FAQ:
- Originally compiled and maintained until 2/95 by Kimboho (Cory L.
Scott)
-
Original HTML version 7/94 by Tiger (Giorgo Pappas)
- Updated and independent US HTML version 3/96 by Hillbilly Bob
(Joseph
Goodman)
- v2.0 6/26/96 Extensively rewritten and reorganized by new FAQ
maintainer Jolo.
- v2.0.1 Revised strategy section.
- v2.0.2 Added Bolo Index.
- v2.0.3 HTML version now translates into plain text with in-line URLs
and clean margins.
- v2.1 updates for new OBHP and archive and lots of other stuff.
- 10/8/97 new Euro tracker and other fixes to networking section, Bolo Brains Guide page, Bolo Buddy page, direct modem-to-modem directions, no more mailto tags, updates to commercial and PC Bolo sections.
