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- alt.netgames.bolo Frequently Asked Questions (FAQ)
- Version 1.6 --- November 17, 1993
- -----------------------------------------------------------------------
-
- Compiled and maintained by Cory L. Scott (aka Kimboho)
- (cls6@midway.uchicago.edu)
-
- -----------------------------------------------------------------------
- This file is meant to be displayed in good ol' Monaco 9 point.
-
- You are strongly encouraged to read this FAQ before posting to a.n.b.
-
- If you have any questions or comments about this FAQ, please email
- cls6@midway.uchicago.edu.
-
- This FAQ will be posted twice a month.
-
- It is also available via anon ftp at rtfm.mit.edu.
-
- Table of Contents
- -----------------
- * First off, what is Bolo?
- * How do you play Bolo?
- * What's the current version of Bolo?
- * What's going to be in the new version of Bolo and when will it be out?
- * What kind of stuff do I need to play Bolo?
- * Can I play AppleTalk Bolo with ARA?
- * Okay, now that you know about Bolo, where can you get it?
- * Internet Bolo sounds neat! How can I play, find a game, etc.?
- * What if I'm in Europe? How do I find a game?
- * I connect to the Internet via modem, and use telnet and ftp with good speed,
- but when I play Internet Bolo, it's just TOO slow. What's up?
- * Yes, it had to come eventually. So, tell me about the rankings.
- * How can I find out about games on an Appletalk net?
- * Issues of etiquette
- * Shareware fees
- * I've got a new idea for Bolo! Shouldn't I post it to a.n.b right away?
- * Common questions/misconceptions/facts about Bolo
- * Where can I find other maps or create my own?
- * What are some of the guidelines I should follow for making maps?
- * Now what's this about Brains?
- * Where can I get Brains?
- * How do you write Brains?
- * Finally, how about some strategy tips?
-
- First off, what is Bolo?
- ------------------------
- Let's let the author do the talking:
-
- "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.
- You have to play it to understand." --- Stuart Cheshire
-
- How do you play Bolo?
- ---------------------
- Bolo has a large amount of options and elements to its play. Once you
- get a copy of the program, you should read and print out the
- documentation, which is much more detailed than this explanation.
- Basically, you are a tank that travels around a map, which has trees,
- rubble, water, trees, deep water, walls, grass, swamps, and roads.
- Your tank has ammo (commonly called bullets or shells), mines,
- armor (also called shields, and the capacity to carry trees. The map
- is created by a player beforehand. The two most important elements on
- the map are pillboxes and bases.
- Pillboxes are originally neutral, meaning that they shoot at
- every tank that happens to get in its range. They shoot
- fast and with deadly accuracy. You can shoot the pillbox with your
- tank, and you can see how damaged it is by looking at it. Once the
- pillbox is subdued, you may run over it, which will pick it up. You
- may place the pillbox where you want to put it (where it is clear), if
- you have enough trees to build it back up. Trees are harvested by
- sending your man outside your tank to forest the trees. Your man
- (also called a builder) can also lay mines, build roads, and build
- walls. Once you have placed a pillbox, it will not shoot at you, but
- only your enemies. Therefore, pillboxes are often used to protect
- your bases. Bases are used for refueling your tank. Like pillboxes,
- they start out neutral, meaning that anyone can run over them, and
- they will belong to that player. Bases cannot be moved. You can take
- over a base by shooting it. Therefore, Bolo becomes exciting when
- you have 3 or more people fighting for control of pillboxes and bases,
- traveling around the map, and shooting each other. You can also form
- alliances with other players for team play. Again, this FAQ doesn't
- exist to teach you the basics of how to play the game. That's what the
- documentation is for.
-
- What's the current version of Bolo?
- -----------------------------------
- The current version of Bolo is 0.99.2.
-
- What's going to be in the new version of Bolo and when will it be out?
- ----------------------------------------------------------------------
- The new version should be released before Christmas, according to Mr. Cheshire,
- and will have bug fixes for the lag effects of the enchanted canoe and base
- grab without ammo attack. Mines probably won't change. The gunsight will have
- an option that will allow it to be left on all the time. Farming mined trees
- should still be okay. (Note: Some of these things are still in development
- and are subject to change.)
-
- What kind of stuff do I need to play Bolo?
- ------------------------------------------
- Bolo is only available for the Macintosh. Stuart Cheshire, the author,
- has made it very clear that he will not port Bolo to DOS or Windows
- machines. There's rumors of a port to X-Windows, but don't count on
- it anytime soon. Mac emulators for other platforms have had limited
- success, but none have been able to play network games.
- Bolo can be played on any Mac. Its preferred memory size is 1,100 K,
- but you can cut that down by turning off the sound effects. A color
- monitor is not necessary, but often useful.
- Unless you want to play by yourself, you need to be connected to
- some kind of network. You can play Bolo over an Appletalk network
- or over the Internet, if your machine is directly connected to the net
- and is running MacTCP, which is the standard way of how Macs talk
- over the Internet. If you're using a high-speed modem, you can play
- with your friend via Appletalk Remote Access. SLIP connections to
- the Internet are not recommended, since a direct Internet connection
- is so much faster, and Bolo works by forming a ring of networked
- Macs where one player sends the game packets to a neighbor, who
- sends packets to the next neighbor on the ring, and so on. Therefore,
- the rest of the players of the game will be waiting on your slow
- modem connection, which is commonly called lag. Also, note that Bolo
- is not a client-server system, which is a common misconception.
- Instead, Bolo creates a ring out of the Macs, using either DDP on
- AppleTalk or UDP over the Internet. When a new player joins, Bolo
- sends a packet to each machine in the game 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. (Thanks to Peter
- Lewis for that final explanation.)
-
- However, if you're totally isolated and/or have no friends, there is a
- small bit of hope. See the section on "Brains."
-
- Can I play AppleTalk Bolo with ARA?
- -----------------------------------
- Not with the latest version. The author explains:
- ------
- My understanding is this (but I don't have a modem, or ARA, to test it):
-
- ARA messes with network numbers when packets go through the 'gateway'
- machine, in some way that is not documented in the tech notes. When Bolo
- games pass network addresses to each other, as they have to, this
- automatic translation is not done (the ARA gateway has no way of knowing
- that four of the bytes in the middle of the data packet are actually a
- network address).
-
- Bolo 0.98 did not do any sweep of the ring to find the optimum place to
- insert, and consequently it was possible for it to 'get lucky' in some
- situations, and still work despite the ARA address translation (but I
- wouldn't guarantee it to stay up if the wrong person quit).
-
- Bolo 0.99 always does three sweeps of the ring ('pinging' each machine)
- to find the best place to join, and consequently it ALWAYS falls into
- ARA's trap.
- -----
-
- Okay, now that you know about Bolo, where can you get it?
- ---------------------------------------------------------
- You can find the bolo package at the usual suspect FTP sites for Mac
- software, such as sumex-aim.stanford.edu.
- Don't ask if someone can mail it to you. It's easily available. You can
- gopher or anon ftp it at bolo.stanford.edu, depending on Stuart's
- whims and the availability of his machine. As well, you can get it at bolo
- archive sites such as saloon.intercon.com or aurora.alaska.edu. Some of
- these sites also carry older versions of Bolo.
-
- For example, you can get bolo-0992.hqx by anonymous ftp at sumex-
- aim.stanford.edu in the directory /info-mac/game/bolo.
-
- Internet Bolo sounds neat! How can I play, find a game, etc.?
- -------------------------------------------------------------
- As mentioned before, you need to have a Macintosh running Bolo
- 0.99.2, with a direct connection to the Internet with MacTCP
- installed. Therefore, if you can telnet, gopher, ftp, or check your mail
- directly with your Mac, you can play Internet Bolo. Just check
- UDP/IP in the first dialog box, type in the IP address of another Mac
- playing Bolo, and go! Don't use UDP/IP Multicast yet, since MacTCP doesn't
- support it.
-
- Here's a summary of the various known ways of accessing the Internet
- directly:
-
- 1. A Mac with MacTCP installed connected via an ethernet card to a
- network that has a direct connection to the Internet.
-
- 2. A Mac with MacTCP installed connected via a LocalTalk connection to
- a network that has a direct connection to the Internet. The router must
- be able to assign IP numbers.
-
- 3. A Mac with MacTCP installed connected via a SLIP/PPP connection to
- a machine on the Internet. This, due to modem speed, is very slow, and
- is not recommended, except if you're playing with one or two other SLIP
- players.
-
- 4. A Mac with MacTCP installed connected via Appletalk Remote Access to
- another Mac connected to the Internet. You have to set your configuration
- to either Ethertalk or LocalTalk in MacTCP, and have a router on the other
- end be able to assign IP numbers. This, also, is very slow and not recommended,
- unless you're playing with one or two other ARA/Internet players.
-
- Remember, the proper port to use is 50000.
-
- To find an Internet game, there are various ways to do it. There is a
- BoloTracker, set up by Mike Ellis, out there that gets and gives
- information about Internet games in progress. For example, if you
- start a new game, there's an option to select whether or not the
- BoloTracker will be notified. If it is, your IP address and other vital
- information, such as the map's name, number of pills and neutral
- pills, number of players, etc., will be sent to the Tracker. This
- information will be updated throughout the game and made
- available to folks who wish to examine it. If you want to see what
- games the BoloTracker has registered, just telnet to gwis.circ.gwu.edu
- 1234. It will give you all the info. you need.
-
- There is also a program called Bolo Finder, by Peter Lewis, which will
- telnet to the BoloTracker itself and display the pertinent information.
- You can get it at mac.archive.umich.edu, in the directory
- /mac/game/war/bolo/tracker.
-
- You can also organize games and discuss strategy with folks on the
- IRC channel #bolo.
-
- Now, before you go off "Bolo-Tracking" and start randomly joining
- games, THINK. If you're in France, and the game is Australia, and you
- join, you'll cause massive lag, destroying the game for everyone.
-
- Some suggested joining guidelines follow:
- * If there are more than 6 players in a game... stay out.
-
- * If there are more than 4 players and no bases free... stay out.
-
- * If there are 2 or more people from outside the country stay out.
-
- * If you get the "Network Delay too long" error... stay out. Don't
- repeatedly try to join.
-
- * Most importantly... if someone asks you to leave (esp. if there are
- no free bases), then it is common courtesy to leave.
-
- Also, while you're joining, check the Network Info box. If you see a
- massive amount of "Recovering" or "Active/Passive Restart" or
- "Failed" and a total ring delay over 325, then quit, before you
- destroy the entire game. (Yes, we know it will hang your Mac for an
- indefinite matter of time. That will be hopefully fixed in the next release.)
-
- Remember, if someone asks you to leave - LEAVE. There are plenty
- of games out there.
-
- What if I'm in Europe? How do I find a game?
- --------------------------------------------
- European Bolo tracker host site address: ray.abo.fi (130.232.80.3)
-
- Quoted from kwhitty@finabo.abo.fi:
-
- Ultimately, all EuroBolo-ers will set the machine name in the
- "Bolotracker..." box in Bolo to ray.abo.fi. They would also set the
- preferences in Peter Lewis' Bolo Finder program (or Matt Slot's next
- version of Bolo Tracker) to ray. Games in Europe would be registered
- on ray, while US games would still be registered on gwis.circ.gwu.edu.
-
- I connect to the Internet via modem, and use telnet and ftp with good speed,
- but when I play Internet Bolo, it's just TOO slow. What's up?
- ----------------------------------------------------------------------------
- Stuart Cheshire speaks:
-
- I don't know much about modems (as you probably know, I don't have a modem,
- I have Ethernet...) but I believe some of these modems try to be 'helpful'
- by compressing your data for you. To do this, they have to hold your data
- until they have enough to compress. Bolo doesn't really send enough data
- to be worth compressing, so the modem holds what it has for half a second
- while waiting to see how much more is coming. After half a second it realizes
- that no more is coming, and then sends it. This does not help net lag.
-
- Turn off all your modem's compression and error correction features, and Bolo
- will work much better.
-
- Yes, it had to come eventually. So, tell me about the rankings.
- ---------------------------------------------------------------
-
- You can rank your Internet opponents now, with the results being posted
- every week or so to a.n.b. What you do is send email to
- zalnasky@mbcrr.harvard.edu, with the names of your opponents and what ranking
- you would give them. Here are the ranks:
-
- Bolo-God 7
- Bolo-Emperor 6
- Bolo-King 5
- Bolo-Prince 4
- Bolo-Warlord 3
- Bolo-Knight 2
- Bolo-Serf 1
-
- You can get a copy of the current rankings by fingering rbd@bilbo.baylor.edu.
-
- (Maintainer's note: I think this system is silly, so don't lose heart if you
- get a bad rating. The system is way too subjective. Just take it as seriously
- as you do your horoscope.)
-
- How can I find out about games on an Appletalk net?
- ---------------------------------------------------
- Use Distant Early Warning or Bolo Tracker (not to be confused with
- the Internet BoloTracker), both available at mac.archive.umich.edu,
- in the directory /mac/game/war/bolo/tracker.
-
- Issues of etiquette
- --------------------
- Besides the Internet etiquette mentioned above, there's some other
- things you should be aware of.
-
- * If someone asks you to leave, leave. There's no excuse for
- destroying another group's game, due to lag or other reasons.
-
- * If it's rather obvious you're losing and want to leave, at least
- concede the game to the other side. Don't just quit.
-
- * Profanity via messaging is frowned upon. Don't harass other
- players for no good reason. The object of the game is to play to have
- FUN, not to prove you're master of the universe. If you want to
- assert your manliness, go kick sand in people's faces at the beach:
- Don't play Bolo.
-
- * Don't cheat or hack Bolo to give yourself advantages over other
- players. If you suspect someone is cheating, a recommended
- procedure follows:
- (From Dan Rudman, rudman@engin.umich.edu)
- 1. Identify the party suspect of cheating. Identify the behavior which
- is hacked.
- 2. Message to selected players (with the hacked party UNselected)
- that you suspect said player of hack, and define the hacked behavior.
- 3. All other parties should acknowledge in the positive or negative
- whether or not they agree and can verify.
- 4. If most of the players verify back with you, then you may
- announce it to all and see what happens. Smart hackers will admit it and just
- drop out of the game. If for some reason they do not, please make a note
- of their player name and IP address and post it to the newsgroup. Be
- sure to include all the players names who verified.
-
- Shareware fees
- --------------
- Listen up, folks. Bolo is shareware, which means if you use Bolo, you
- should pay the $25. Without your payments, Stuart can't put the
- amount of effort that he puts in now to support Bolo. To make sure
- your payment arrives, follow this procedure. Enclose a SASE with a
- note to yourself. And ask Stuart to sign the note and stuff it in the
- envelope and mail it back to you. If it arrives, you know he got the
- check. If it doesn't arrive, you don't know he didn't, but at least
- there's a chance you'll get *some* info out of it.
-
- I've got a new idea for Bolo! Shouldn't I post it to a.n.b right away?
- ----------------------------------------------------------------------
- NO. Hold it right there, cowboy. In the Bolo package of
- documentation, there's a file by Stuart which discusses Bolo's future
- plans. Read that FIRST, before repeating the already-often-repeated.
- For example, his priorities for the next release include:
- * 1000 players across the Internet using IP multicast.
- * Security measures to stop people from cheating.
- * Sound to accompany incoming message.
- * Allow man to defuse mines that you can see.
-
- As well, remember: one thing that's nice about Bolo is its simplicity.
- As Stuart wrote:
- One of the main goals in writing Bolo was to try to give it one of the
- properties that Chess, Othello, and other good board games have --
- the "a moment to learn and a lifetime to master" characteristic that
- gives them lasting interest. The aim is that there are a few simple
- 'actions' that you can perform in the game, but that they are flexible
- enough to let you carry out your complex strategies. That's why
- there is only one kind of tank, one kind of armour, and one kind of
- bullet. For me to add another major feature, it must add at least as
- much interest to the game as any of the features that are already
- there.
-
- Common questions/misconceptions/facts about Bolo
- ------------------------------------------------
-
- * When a builder is killed, the man comes back to where his *tank*
- was when he died, not to where the man died.
-
- * 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.
-
- * It takes 1 bundle of trees to build a pillbox.
-
- * It takes 1/2 of a bundle of trees to build a road or wall.
-
- * A tank can hold 40 mines.
-
- * It takes 20 seconds to completely refuel a tank with no armor, shells or
- mines.
-
- * It takes 4 mines to kill a tank.
-
- * It takes 5 bundles of trees to build a boat.
-
- * A tank can hold 40 shells.
-
- * A mine exploding next to a tank will damage the tank.
-
- * Shooting from a boat you can only hit land one square from
- the shore.
-
- * 4 shots from a boat to grassland will turn it to swamp.
-
- * 4 shots from a boat to swampland will turn it to shallow water.
-
- * 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.
-
- * If you're on a boat, and enter a twilight zone of nasty lag, you can fly
- through walls, pillboxes, bases, everything else. Of course, sometimes the
- lag abruptly ends, leaving you somewhere really strange. This is often
- referred to as the "enchanted canoe" effect, from a Ren & Stimpy cartoon.
-
- * Here's how alliances work: (From Stuart's FAQ)
- 1. Select a person whose alliance you would like to join on the
- "Players" menu and select "Request Alliance" on the "Bolo" menu.
- 2. 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, that base will
- become "neutral" with no shields left, and it will be (at least
- temporarily) yours. Any pillboxes you're carrying will be yours.
-
- * When you shoot an enemy base and run over it, it will not
- completely be in your possession until it gathers enough strength to
- defend itself.
-
- * Pillboxes shoot at the nearest enemy.
-
- * Pillboxes shoot from their center to your center, but you can hit them
- on the corners.
-
- * Also a base holds (apparently) 90 shots, 90 mines, and 18 armor units
- (enough to rearmor two tanks with no spare armor units, plus 2 left to
- defend itself). 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.
-
- * 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 eight water cells and still have 5
- shells and 5 mines at the end (40 - 7*5 = 5).
-
- * Trees grow first next to existing trees, then in decreasing order, on
- grass, rubble, crater, swamp, road.
-
- * Roughly the number of continuous squares of water you can cross without
- sinking,if you have a full load of trees and a cyborg (like Nexus) building
- roads under you automatically: 22
-
- * 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.
-
- * Different versions of Bolo cannot communicate with each other.
-
- * The more weapons you have, the bigger the explosion when you die.
-
- * Lag can screw things up. For example:
-
- * You can run over boats without getting on them and sink in deep sea.
- * Walls (and land) don't register being shot, so you must shoot more
- slowly or use a lot of extra ammo during heavy lag.
-
- * There are two messages that are displayed when someone quits a game:
- So-and-so is quitting.
- So-and-so left game.
- When they get dropped by netsplit, you only see one:
- So-and-so left game.
-
- If you have more one-liners, PLEASE send them to
- cls6@midway.uchicago.edu.
-
-
- Where can I find other maps or create my own?
- ---------------------------------------------
- There's absolutely TONS of maps you can play on. You can get them
- at sumex-aim.stanford.edu, mac.archive.umich.edu,
- aurora.alaska.edu, or saloon.intercon.com for starters. Try
- different ones out for the different types of play you may use. Some
- are small and some are gigantic. Sometimes maps are posted on a.n.b.
-
- So, you want to create your own map, eh? Glad you asked. . .
-
- Bolo Map Editors
- section contributed by Pete Gontier
- (complaints to: gurgle@netcom.com)
- ===================================
-
- A map editor is an application which supports the creation of Bolo
- maps. There are two sorts: interactive and random.
-
- Interactive editors are similar to the painting and drawing
- applications with which the reader is undoubtedly familiar. There
- is most often a variety of tools with which to manipulate the map,
- adding and changing the various terrain types and objects. When
- running a random map generator, however, the user might merely
- be prompted to enter several parameter ranges within which the
- program generates a map in an automated fashion.
-
- Interactive editors have the advantage of giving the user great
- control over the map, but they also has the disadvantage of giving
- one possible player (the map creator) too much familiarity with the
- map's geography. Random map generators, of course, solve this
- problem, but the maps they generate lack the sophistication of a
- hand-built map. Some people prefer to start with a map generated
- by a random program and then fine-tune the map with an interactive
- program.
-
- There is actually a third sort of map editor, but there is only one
- example of it: Bolotomy.
-
- Interactive Bolo Map Editors
- ----------------------------
-
-
- BoloStar (tm)
- ~~~~~~~~~~~~~
- version reviewed: 1.5 of April 26, 1993
- author: Keith Fry (keithfry@engin.umich.edu)
- Dan Rudman (rudman@engin.umich.edu)
- distribution: shareware, $10
- system requirements: 900K/1024K, System 7
- documentation: extensive (for shareware)
-
- BMAPEdit
- ~~~~~~~~
- version reviewed: 1.2 of June 21, 1993
- *Note: There is now a version 1.3*
- author: Carl R. Osterwald (carl_o@seri.nrel.gov)
- distribution: shareware, $10
- system requirements: 800K/1024K, System 6.0.4
- documentation: average (for shareware); includes Balloon Help
-
- Both BoloStar and BMAPEdit are impressive applications. They each
- have a feature list as long as you would expect from a 1.X-level
- release of any commercial software. They each are designed and
- executed extremely well. A few things, of course, set them apart.
-
- BoloStar has as much well-written documentation as you might
- expect from a shareware product, complete with a few recommendations on
- map editing techniques, in addition to nuts-and-bolts operational
- details. BMAPEdit, on the other hand, makes up for in Balloon Help
- whatever it might lack in documentation.
-
- BoloStar supports plug-in external command files which can perform
- operations on the current map selection. One external included with
- BoloStar, for example, is a versatile random island generator which
- can relatively gracefully generate additional island space on top
- of existing islands. BoloStar also supports "scraps", like Bolo map
- clip art, in a special menu.
-
- BMAPEdit, for its part, has a generally more intuitive interface
- and has a few more useful built-in features.
-
- Random Map Generators
- ---------------------
-
- MapGenerator
- ~~~~~~~~~~~~
- version reviewed: 0.97 of April 27*, 1993
- author: Markus Julen (julen@inf.ethz.ch)
- Ambros Marzetta (marzetta@inf.ethz.ch)
- distribution: shareware, $10
- system requirements: 450K
- documentation: none found in archive
-
- *The program's version data claims this is the release date, but the
- modification date of the file is the 28th.
-
- This generator is truly random. The user has no control over the
- randomness. It tends to generate maps of roughly the same size
- each, but within each map there are widely varying degrees of land,
- water, forest, etc. This generator also is happy to generate the
- "man-made" aspects of a Bolo map, including walls, bases,
- pillboxes, roads, rubble. It even generates some rather complex
- man-made areas, like ports, mazes, and super-bases, near which are
- several bases and several pillboxes.
-
- Unfortunately, this program crashed fairly often in testing, which
- is not surprising since its version number would seem to indicate it
- is a pre-release version. However, crashing does not result in much
- lost work, because the program works quickly and it is easy to
- reboot and run it again.
-
- RandomMap
- ~~~~~~~~~
- version reviewed: 1.1.0 of July 1, 1993
- author: Peter N. Lewis (peter.lewis@info.curtin.edu.au)
- distribution: freeware
- system requirements: 293K, System 6
- documentation: sufficient
-
- This random map editor allows a fair amount of control over the
- parameter ranges of generated maps. Parameters: rows, columns,
- percentage of land, percentage of forest (on the land), number of
- bases, number of pillboxes, and base maximum supplies.
- Unfortunately, while allowing more control, RandomMap does not
- generate such things as roads or mazes.
-
- Miscellaneous Map Editing Tools
- -------------------------------
-
- Bolotomy (tm)
- ~~~~~~~~~~~~~
- version reviewed: April 29, 1993
- author: Alan Witmer (fostex!alan_witmer@dartvax*)
- Jerry Halstead (fostex!jerry_halstead@dartvax*)
- distribution: shareware, $8
- system requirements: color, possibly System 7, possibly a Quadra**
- documentation: sufficient
-
- *It's possible your mailer will know where dartvax is, but it's not
- likely. The authors should mail the FAQ maintainer with better
- addresses.
-
- **This is informal software, folks; the authors haven't had a chance
- to test on much else.
-
- This is a tool to convert any PICT into a Bolo map. It uses
- sophisticated image analysis algorithms to pick terrain types,
- sizes, and placements. It doesn't have a huge feature list; it gets
- its job done and gets out of the way; but there are some
- adjustments for the user to make so that the transfer goes as
- desired.
-
- What are some of the guidelines I should follow for making maps?
- ----------------------------------------------------------------
- (From Matt Slot, fprefect@engin.umich.edu)
- *Note* This is simply advice to make a good map, but different people
- feel differently about map making, so try different styles if you like.
- ------
-
- Some maps are neat, others play well, and some just suck. Maps that
- have a particular shortage of trees, a poor layout of the islands, or
- most annoyingly start positions beyond the edge of the explored
- universe. Maps should be well thought out so that:
- * There is a well distributed selection of bases. No clumps of more
- than 3 within a 30 square diameter.
- * Trees are in abundance, and more can grow back easily
- everywhere.
- (Note: Some maps have "resource strategies", where trees are precious.
- Maps like these can also be fun to play. - cls)
- * Land should not have Deep Water embedded into it or without a
- suitable shallow water buffer.
- * Start positions should be within sight of land, but still in deep sea.
- * If you need to make a big map, make it easy to traverse it. If you
- make one with lots of islands, make them close enough to be visible
- to each other.
- * Remember realism is as important a playability -- but both can
- make a map *very* enjoyable.
-
- * Large Maps, Small Teams - When playing a 2 on 2 or a 3 on 3, the
- map should definitely be no bigger than 100 by 100. For 4-6 players,
- maps between 50 by 50 and 75 by 75 are optimal. For 6-8 players,
- maps from 70 by 70 to 90 by 90 are optimal. For more players, maps
- should still be less than 120 by 120.
- A large map slows the game down to a crawl, where a player must
- make a long foray into heavily mined territory to find a single
- base/pillbox, kill it and return home without refueling. To defend
- more than a small area involves a large network of roads which are
- easily mined. In general, In either case the game is not one of skill,
- but who has the most patience (and time!).
-
- Now what's this about Brains?
- -----------------------------
- Brains are small bits of code that allow the computer to control your
- tank for you. The first brain was Stuart's autopilot. You can use
- brains for various uses. 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.
- You can fight against them for practice. Remember, though, for each
- brain, you have to use a separate copy of Bolo. For example, I
- sometimes run 3 brains on my Centris 610, and run a 4th copy of
- Bolo to play myself. That's how you can play by yourself. Just choose
- Appletalk (even if the machine is isolated), and run three or more
- copies of the application, with one Brains folder (which hold
- the different Brain codes), and join in yourself. Ally them to make it
- more interesting.
-
- There are now brains called cyborgs (or borgs, for short). They allow you
- to control certain parts of the game, while it controls another. For example,
- a borg might control your builder, so you don't have to mess with getting
- trees and building roads. Others might be used for navigation. If you don't
- want people to play with borgs in your game, make sure you turn off computer
- tanks in the game setup dialog.
-
- Where can I get Brains?
- -----------------------
- You can get brains at sumex-aim.stanford.edu,
- mac.archive.umich.edu, saloon.intercon.com, or aurora.alaska.edu.
- Each site has different versions and varieties. They are often posted
- to a.n.b directly. The following list contains the known and publicly
- available brains.
-
- Full Bots:
- ----------
- Indy 1.4 (There's mention of a beta version out there for 1.5)
- Dumbot 0.5
- Standard Autopilot (comes with the Bolo package)
- Helper Autopilot .02
- Tonto 1.0 (Formerly Milo's Autopilot)
- Rover .01
- Maxwell 1.4
-
- Cyborgs:
- --------
- Nexus 1.2.1
- Navbot
-
- Note about Indy from its author:
- Q: "I can't get Indy to work, when I select it from the menu nothing
- happens."
- A: You haven't increased the memory size. Indy takes memory form the
- bolo application heap. If there is not enough memory then Bolo will
- not load the brain. Bolo requires from 450-1200k depending on the map
- used, if sound is installed, and if a memory hungry brain like Indy is
- on. I havn't had any problems with Indy 1.4 running average size maps
- on a 1200k partition.
-
-
- How do you write Brains?
- ------------------------
- Stuart included some sample code and directions for writing brains
- in the Bolo package. Also, there is a mailing list which discusses brain
- programming. To subscribe, send mail to
- listserv@ncrpda.curtin.edu.au, with any subject, and body
-
- subscribe brain Your Name
-
- You can mail to the list by sending to brain@ncrpda.curtin.edu.au.
-
-
- Finally, how about some strategy tips?
- --------------------------------------
- Well, okay. Here you go:
-
- ----------
- From Steve Kives (kives@ruhr.engin.umich.edu)
-
- I think most anyone can take a lone pb within a half-minute if they
- are not worried about: 1) running their armor down to zero, and 2)
- lurkers in the woods nearby.
-
- My standard strategy is this:
- Shoot two spaces near the pb for buildings. These spaces are usually
- spaces #2 and #3 in a straight line away from the pb. But don't build
- yet.
- Rush in and pile on the shots. Plan on receiving one hit, and circle
- away with no more damage.
- The pb is 1/3 damaged and angry. Build your buildings and line
- yourself up, not on the same straight axis with pb/buildings, but just
- one lane over.
- This allows careful placement of the crosshairs on the pb, while the
- pb must shoot through the buildings before any shots hit you.
- If you have a pb, use a pb in space #3. Keep the cursor on the pb
- after building.
- Saddle up the lane after a few seconds, when the pb is only slightly
- mad, and pour in the glancing blows. If you just built buildings, some
- shots still get through, and you must tear away after about 2
- seconds.
- If you built a pb, then don't move! When enemy pb is dead, charge
- forward, simultaneously clicking the mouse button. Man fixes your
- pb, which is irate. If a vulture comes out of the woods, he is meat.
- This is a good and realistic strategy in a game crowded with cunning
- players and many tricks-up-the-sleeves. The whole move takes 30
- seconds. Shoot for mines, and shoot the pb in one quick movement.
- Build obstructions and clear defending mines when waiting for pb to
- cool a little. Then move in for coup-de-grace and fix your pb in a deft
- stroke (when shots are *not* hitting you -- don't get your man
- killed). This strategy generally deals with problems 1 and 2
- mentioned previously.
-
- Also, lay a minefield several spaces behind you, and right outside the
- margins of nearby forests. This helps punish the vultures.
-
- As far as base-defenses go, I think the most successful strategy is to
- lay scattered mines (not chain-reactable) throughout the entire firing
- rage of your pbs, and a little beyond. Especially lay mines right next
- to pbs and your bases, though it can make refueling a little delicate.
- There is nothing more satisfying than seeing an enemy spiker blow
- his man up. Time to bum-rush his pillboxes!
-
- A very important element of pb-defenses is adverse terrain. A
- swamp is great, otherwise use lots of craters. This severely inhibits
- enemy builders doing bad things to you, and road-building into your
- base shows up like a beacon on the pillbox-view function.
-
- For the devious, a proven strategy is to sneak up directly behind the
- enemy attacking your base/pbs. This means, of course, a very wide
- circle flanking movement, because you cannot let him see you. When
- sneaking up behind, just charge right in and shoot! Why does this
- work? Because auto-scroll has a number of failings, and this is one of
- them. His autoscroll will continue to view your pbs at 10 spaces
- away, while you sneak up to within a couple of spaces on the other
- side. This tactic is lethal every time.
-
- Of course, nothing beats the pb-gathering tactics of a couple of old-
- pros who can decoy-kill at lightspeed. One game, I hooked up with
- "Stranger" and we did this without any verbal(typing)
- communication of any kind. Wasn't necessary. Took a pb every 20
- seconds for a few minutes (refueling when we had to) and the game
- was a joke. The other team evaporated to other games when they
- saw the pbs disappearing that quickly from the status window.
- If the other team doesn't have similar tacticians, they haven't a
- chance.
-
- A wonderful example of this tactic occurs when you find an enemy
- (uninhabited) base with two pbs flanking. Draw an imaginary line
- from one pb, through the other pb, and extended on out several
- spaces. Shoot for mines first!
- Put a building on this line (space #1 away from enemy pb). Put a pb
- on this line next (space #2). Your friend gets behind friendly pb just
- as you shoot (from furthest possible distance) the *farthest* pb from
- your friendly pb. If you do this right, this pb will start blowing away
- the other enemy pb, which consequently starts to blow away the
- building, then the friendly pb. But both enemy pbs are dead before
- anyone is scratched! And your friend should instantly repair friendly
- pb to help ward off well-armed vultures.
-
- This tactic fails when the enemies return too soon and start
- bickering.
- But this tactic works WAY too often when the maps are humongous.
-
- If you like to lurk, find a well-traveled road through the woods.
- Check for mines in the ambush site, then lay 3-4 mines in a row right
- next to the road (in the trees). Wait precisely on the opposite side, in
- the trees. When sucker comes through (even if going slowly for
- mine-caution) you start shooting first, damaging him *and* pushing
- him into opposite row of mines. A few more shots and it's over.
-
- As far as safe-guarding your man goes (dead man is several times
- worse than dead tank) many players on the Internet need some
- serious help! I see the same mistakes made time and time again, by
- players that should have seen the light much sooner. Lesson #1:
- mines abound! Especially around enemy bases.
- Doing something with the man? Shoot the prospective location(s)
- first.
- It's worth the ammo. By far. Lesson #2: people love to shoot little
- defenseless enemy builders. I know I do! When sending the man out,
- and there are enemy tanks around, the man should NEVER cross
- anything but pavement and grass (or trees, but only if you're being
- sneaky). Some players are so anxious to repair a pb, that they
- spuriously send the man over 6 craters and 4 swamp spaces. Gun
- fodder.
-
- ----------
- From Tobin C. Anthony, tca712@rs710.gsfc.nasa.gov
-
- My pb strategy is somewhat different on UDP than AppleTalk. On
- AppleTalk, I just sidled up to a box, move my crosshairs to full range
- and rest them on the opposite edge of the pb and blast away. The pb
- depletes a lot of your armor but it pushes you away with each shot.
- Finally, you are out of range but with little armor. You just wait a
- minute and gather wood and wait for the pb to chill. Then you can
- blast
- it straight on again providing you waited long enough.
-
- This method all but depletes your armor but even with the chill-out
- time
- it is the fastest way to get a pb. I found that there are no prizes for
- getting pb's retaining most amount of armor. The thing you want to
- minimize is the time spent grabbing the pb before your enemy does
- a pb
- check and comes blasting away. If one of my bases is close enough, I
- will even take that cool-down time to replenish my armor. I am not
- proud.
-
- On UDP, I find that netlag usually works against you. You might end
- up
- killing the pb but you will get blown to bits as well. It's frustrating
- to blast a pb and wait there anxiously as the net grinds to a halt. You
- only see a few shots changing hands but you end up materializing
- somewhere else far away from the pb with a tantalizing but short-
- lived
- 'x' on the status board.
-
- You can use a lot of the other methods mentioned previously to
- attack a
- pb under UDP but there is no substitute for having an ally to act as a
- decoy (Bolo raison d'ĂȘtre??). Two allies can start out near a friendly
- base and end up mowing down a swath of enemy pb's in no time.
-
- ------------------
- From Eric Hiris (hirisej@ctrvax.vanderbilt.edu)
-
- Using Pillboxes (offensively):
- 1) spiking the enemy base(s) - that is, placing a pillbox next to the
- enemies base (for you novices out there, this works best if you place
- your pb right next to the enemy base - watch out for mines though).
- 2) attacking enemy pb's. That is using your pb as a superwall to
- shoot around when attacking a pb. Just be forewarned: there are
- vultures out there waiting to capture both your pb and the one you
- are attacking.
- 3) shooting your own pb when other are near - kablooie! (or is this
- defense?)
-
- Bases: Despite what you might think from discussions in this
- newsgroup, bases are how the game is won or lost. If one team has
- all the bases, then everyone else has lost. Period. Therefore, take as
- many as you can early in the game and defend them to the best of
- your ability. If you are satisfied with two early in the game, well, uh,
- good luck. If you take 10 bases right away, you will lose some of
- them, but so what? You got 8 more. :)
-
- Base placement during map making: Personal Opinion: If you are
- making a map, please please, please do not put bases adjacent to
- each other.
-
- Forests: The importance obviously depends on the map. If there is
- forest everywhere, trees are almost a non-issue. If there are few
- forests, by all means, go hide in the enemies for a bit and when no
- one is around take the forest or destroy it. In some sense, it is like
- killing all your enemies' men if the remaining forests are guarded
- well. Another thing to be aware of is that water, walls, roads, and
- swamp adjacent to forest will eliminate or greatly reduce the
- regrowth of forest. Use this to your benefit or against your enemies
- to the best you can. As stated recently in this newsgroup, forest
- grows back most rapidly on grass when it is surrounded by other
- trees. Harvesting trees in a checkerboard pattern will result in the
- fastest regrowth of trees if you are concerned about ecology :)
-
- Walls: Some people like them, some people don't. They are mostly
- used offensively - to hide behind when attacking a pb. Others try to
- use them defensively, but my experience suggests that except for
- special situations, walls are generally not effective in defense. The
- best use for the walltool is to make boats.
-
- Roads: Nice, but if you make them, people have a tendency to mine
- them right away. Roads are best used to cover up gravel and mine
- blasts in your 'home' area, a place where people will get pb'd to
- death if they try a mining run. Also two roads will block a waterway
- that the enemy has been using (or a road and a wall)
-
- Mines: I don't know if I want to start this again, but: 1) the most
- effective use of a mine (I think) is to one mine on squares that share
- a border with your pb. Therefore, when people try decoy tricks, the
- man will die trying to build wall if they are not careful. If they do
- manage to kill the pb, your enemy will hit the mine(s) before and or
- after the pb and be weakened and slowed down, allowing you time
- to return for easy revenge. Another note is that placing a pb on or
- within an area of slow terrain (swamp, mine blasts, rubble) makes it
- a real pain for a pb to be retrieved after it has been killed - again
- allowing you time to return for revenge. 2) making water ways. This
- keeps enemy men with devious plans away from your bases. Also, in
- regards to the 'big mine controversy' that raged in this group
- recently: make waterways with mines. As of yet there are no sea
- mines, so you are perfectly safe going through mined enemy
- territory on a boat. Let them spend all their time mining! 3) Mine
- randomly. Yes, this counts as a strategy, I hate it, others love it, but
- until further notice this is a strategy, like it or not. This strategy
- allows you to slow the pace of the game down to almost 0. Be warned
- that your enemy will do the same and the enemy may just
- circumvent all your mines by making a waterway. Personal Opinion:
- use in desperation only.
-
- -----------------
- From Robert Fullmer (fullmer@owlnet.rice.edu)
-
- If you can't take a pillbox without dying, 9 times out of 10, or don't
- know how to run a two man, or are generally not quite an expert at
- the
- game yet, spike only after careful consideration and approval from
- teammates.
-
- Clearly, there are cases where this rule doesn't apply (when you're
- not
- an expert but your allies are even greener, for example), but I've had
- problems in the past with allies that pick up two or three pills from
- one of my heavily fortified bases and spike them deeper than we're
- ready
- to take. We lose the pills, and if they repeat the exercise for long
- enough, the game.
-
- Spiking is an art. It can make the difference when used properly, but
- can lose the game when misapplied. So this is a call to newbies: If
- you're thinking about spiking with a pillbox you didn't just capture
- yourself, check it out with your allies first.
-
- ------------- End of alt.netgames.bolo FAQ
- ------------- Maintained by Cory L. Scott, cls6@midway.uchicago.edu
-
- --
- Cory L. Scott | "They're inhabitants of alt.tasteless. . .] where
- cls6@midway.uchicago.edu | they march to a decidedly different drummer, and,
- University of Chicago | when they're done marching, usually shoot him."
- -|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-| - Dave Ratcliffe -|-|-|-|
-