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- rec.games.bolo Frequently Asked Questions (FAQ) - Part 2
- Version 1.9.4 - February 7, 1995
- -----------------------------------------------------------------------
- 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 r.g.b.
- If you have any questions or comments about this FAQ, please email
- cls6@midway.uchicago.edu.
-
- The FAQ is divided into two sections for space reasons. The first part
- is dedicated to the basics of Bolo and the USENET group devoted to it,
- and the second part deals with maps, brains, and strategy.
-
- The FAQ is also available by FTP to cybercow.rh.uchicago.edu.
-
- The FAQ is available in HTML form at:
- http://vasthi.rh.uchicago.edu/People/Woodward/BoloFAQ.html
-
-
- PART II - BOLO NET RESOURCES, FACTS, AND STRATEGY
-
- BOLO NET RESOURCES
-
- I. Where are some good FTP sites?
- II. How about Web Sites?
-
- BOLO FACTS
-
- I. Vital statistics
- II. Interesting Things
- III. Lag fun
- IV. Maps
- A. Where can I find other maps or create my own?
- B. What are some of the guidelines I should follow for making maps?
- C. How do I post and download maps from r.g.b from or to my machine?
- V. Brains
- A. Now what's this about Brains?
- B. Where can I get Brains?
- C. How do you write Brains?
-
- BOLO STRATEGY
-
- I. Finally, how about some strategy tips?
-
- ------------------
- BOLO NET RESOURCES
- ------------------
- I. Where are some good FTP sites?
-
- For everything under the Bolo sun: noproblem.uchicago.edu
- For the FAQ & Guides: cybercow.rh.uchicago.edu
- For misc. Bolo resources: saloon.intercon.com
- aurora.alaska.edu
-
- II. How about Web sites?
-
- The primary Bolo WWW page: http://bolo.ncsa.uiuc.edu/
- For the FAQ: http://vasthi.rh.uchicago.edu/People/Woodward/BoloFAQ.html
- For info on the tracker: http://kinko.engin.umich.edu/~fprefect/bolo.html
- For Swarthmore's Bolo page: http://sccs.swarthmore.edu/~bigearl/
- For a newbie's guide: http://kevdog.abo.fi/bolo/newbie_internet_guide.html
- For a good primer: http://bolo.ncsa.uiuc.edu/info/puppylove.html
- For Williams page: http://137.165.30.55/bolo.html
-
- ----------
- BOLO FACTS
- ----------
-
- I. Vital statistics
-
- 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.
-
- II. Interesting Things
- * 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.
-
- III. Lag fun
- 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.
-
- IV. Maps
-
- A. 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, noproblem.uchicago.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 r.g.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
- ----------------------------
-
- BoloMapEditor
- ~~~~~~~~~~~~~
- version rewiewed: 1.0 of March 13, 1993
- author: Thomas Barrett (barrett@pacific.mps.ohio-
- state.edu)
- distribution: unknown
- system requirements: 600K
- documentation: none found in archive
-
- This is a no-frills map editor with few tools. Its advantages
- include a tiny disk space footprint (64K). However, its
- disadvantages include no Undo command, no control over player
- starting positions (they are always the same) and no selection tool
- (which would allow clipboard operations and other transformations).
-
- BoloStar (tm)
- ~~~~~~~~~~~~~
- version rewiewed: 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 rewiewed: 2.01 of October 20, 1994
- (this review is of a previous version)
- 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 technique in addition to nuts-and-bolts operational
- details. BMAPEdit, on the other hand, valiantly attempts to make up
- for what it lacks in documentation with Balloon Help.
-
- BoloStar supports plug-in external command files which can perform
- operations on the current map selection. BoloStar also supports
- "scraps", like Bolo map clip art, in a special menu.
-
- BMAPEdit has a generally more intuitive interface and has a few
- more useful built-in features.
-
- (Both programs are now distributed with well-integrated random
- map generators.)
-
- Random Map Generators
- ---------------------
-
- CookMapper
- ~~~~~~~~~~
- version rewiewed: 1.5c (no vers resource!) of December 16, 1993
- author: John McLaughlin (borric@cairo.anu.edu.au)
- distribution: freeware, apparently
- system requirements: 384K (this is probably arbitrary, as it is
- the THINK C default)
- documentation: sparse
-
- The only random map generator which gives you the option of watching
- the action in progress -- interesting fractal animation as this
- generator builds terrain. Parameters: fragmentation, area, number of
- islands, number of bases, number of pillboxes, island spacing, level
- of protection for each pillbox, percentage of forest, and check-boxes
- for roads and boats. This generator seems to be taking the correct
- approach in that it talks to the user in more intuitive terms than
- rows and columns, etc., but its maps lack the sophisticated features
- of maps generated by other programs.
-
- MapGenerator
- ~~~~~~~~~~~~
- version rewiewed: 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 suprising 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 rewiewed: 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 rewiewed: 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 (dartmouth.edu?),
- 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. It may run fine on everything.
-
- 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.
-
- B. 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!).
-
- C. How do I post and download maps from r.g.b from or to my machine?
-
- How to get maps that are posted: The files should be posted in BinHex
- 4.0 format. All you need to do is save the article containing the map as
- text, and run it through a BinHex decoder (such as BinHex 4.0 or Stuffit
- Expander) on your Macintosh, and a map file will come out. If you're
- using UNIX's trn, just type s [mapname] (the mapname doesn't matter) and
- ftp the file to your machine from your UNIX account. You could also cut
- and paste it into a normal text file and run that text file through the
- decoder.
-
- How to post maps: Just run your map through BinHex 4.0, changing it from
- an application to an upload. The resultant file will be a simple text
- file. Just attach that file to your USENET message.
-
- V. Brains
-
- A. 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.
-
- B. Where can I get Brains?
- You can get brains at sumex-aim.stanford.edu, mac.archive.umich.edu,
- saloon.intercon.com, aurora.alaska.edu, or noproblem.uchicago.edu, via
- FTP. Each site has different versions and varieties. They are often posted
- to r.g.b directly.
-
- The following list contains the known and publicly available brains.
-
- Full Bots:
- ----------
- Indy 2.02
- 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)
- Ladmo 0.60
-
- Cyborgs:
- --------
- Nexus 1.2.1
- Navbot
- Brainwave 1.0
-
- 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.
-
- C. 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.
-
- IV. Finally, how about some strategy tips?
-
- There are several strategy guides available at noproblem.uchicago.edu.
- Here's a few from r.g.b:
- ----------
- 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 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
- 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'tre??). 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 rec.games.bolo FAQ - Part 2
- -------------
- Maintained by Cory L. Scott, cls6@midway.uchicago.edu
-
- This FAQ is published by Cory L. Scott, and may not be distributed for profit
- in any form other than a USENET feed. It may not be altered or changed without
- the author's permission.
-
-
- --
- 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 -|-|-|-|
-