home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: alt.netgames.bolo,alt.answers,news.answers
- Path: senator-bedfellow.mit.edu!bloom-beacon.mit.edu!nic.hookup.net!news.kei.com!eff!usenet.ins.cwru.edu!agate!msuinfo!uchinews!ellis!cls6
- From: Cory L. Scott <cls6@midway.uchicago.edu>
- Subject: FAQ: alt.netgames.bolo
- Message-ID: <1993Dec4.004734.5494@midway.uchicago.edu>
- Followup-To: alt.netgames.bolo
- Sender: news@uchinews.uchicago.edu (News System)
- Reply-To: cls6@midway.uchicago.edu
- Organization: University of Chicago -- Academic Information Technologies
- Date: Sat, 4 Dec 1993 00:47:34 GMT
- Approved: news-answers-request@MIT.EDU
- Expires: Wed, 15 Dec 1993 00:00:00 GMT
- Lines: 897
- Xref: senator-bedfellow.mit.edu alt.netgames.bolo:7437 alt.answers:1347 news.answers:15461
-
- Archive-name: games/bolo-faq
- Last-modified: 1993/11/29
- Version: 1.7
-
- alt.netgames.bolo Frequently Asked Questions (FAQ)
- Version 1.7 - November 29, 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.
-
- There are two versions of the FAQ: one is in plain text, and the other
- is a standalone document for the Macintosh. The text FAQ will be posted
- twice a month, and the standalone FAQ will be posted once a month to
- alt.netgames.bolo ONLY. The text version is also available via anon FTP
- at rtfm.mit.edu.
-
-
- Table of Contents
- -----------------
- BOLO BASICS
-
- I. First off, what is Bolo?
- II. How do you play Bolo?
- III. What's the current version of Bolo?
- IV. What's going to be in the new version of Bolo and when will it be
- out?
- V. What kind of stuff do I need to play Bolo?
- VI. Okay, now that you know about Bolo, where can you get it?
-
- INTERNET BOLO
-
- I. Internet Bolo sounds neat! How can I play, find a game, etc.?
- II. What if I'm in Europe? How do I find a game?
- III. 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?
- IV. Yes, it had to come eventually. So, tell me about the rankings.
- V. Issues of etiquette
-
- APPLETALK BOLO
-
- I. How can I find out about games on an Appletalk net?
- II. Can I play AppleTalk Bolo with ARA?
-
- ALT.NETGAMES.BOLO AND OTHER MISC. STUFF
-
- I. I've got a new idea for Bolo! Shouldn't I post it to a.n.b right
- away?
- II. Shareware Fees
-
- BOLO FACTS AND STRATEGY
-
- I. Common questions/misconceptions/facts about Bolo
- II. Where can I find other maps or create my own?
- III. What are some of the guidelines I should follow for making maps?
- IV. Now what's this about Brains?
- V. Where can I get Brains?
- VI. How do you write Brains?
- VII. Finally, how about some strategy tips?
-
- -----------
- BOLO BASICS
- -----------
- 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 indifferent 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 to
- deal with. 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 before hand.
- 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've 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 may 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. He is also going to
- write code to alert you when Bolo detects a player moving too fast for
- the terrain, taking too much damage without dying, or firing too many
- shots without refuelling.
-
- The short term plan is to get the next version out as soon as I can.
- That will automatically invalidate all the hacks, and while the hackers
- are working on new hacks I'll get the security features done.(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."
-
- 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
- -------------
-
- 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, 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.
-
- 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: Realize that the ranking system is very subjective.
- Don't let it define your manhood.)
-
- 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.
-
- --------------
- APPLETALK BOLO
- --------------
-
- 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.
- -----
-
- 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 Bolo Tracker), both available at mac.archive.umich.edu, in the
- directory/mac/game/war/bolo/tracker. Since version 0.99, Bolo does a
- sweep of the AppleTalk zones looking for players. Simply go to the
- AppleTalk dialog, and wait a few seconds. Zones with players will be
- marked with little filled blobs next to the names, and zones without
- players will be marked with little hollow blobs.
-
- ---------------------------------------
- ALT.NETGAMES.BOLO AND OTHER MISC. STUFF
- ---------------------------------------
-
- 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 armor, 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.
-
- 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.
-
- -----------------------
- BOLO FACTS AND STRATEGY
- -----------------------
-
- 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.
- * 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.
-
- * 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'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.
-
- 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
- mapgenerators, 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 on how 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 as 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 therefor 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
- RicklesBot (Just randomly insults players - nothing else)
-
- 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
- haven'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 tirade 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 light speed. 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 huge. 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 torpor 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
- statusboard. 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'Étre??). Two allies can start out near a
- friendly base and end up mowing down a swath of enemy pbs 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 pbs. 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 -|-|-|-|
-