HDTenEightyP/NetNews huggingface dataset:
From: inthalw@lims01.lerc.nasa.gov (Magnus)
Subject: Pax Imperia available?
News-Software: VAX/VMS VNEWS 1.41    
Organization: Closed Boxes
Distribution: usa
Date: 30 Jul 1992 07:51 EST  

In a couple recent posts, people compared the simplicity/complexity of 
theHo! and Pax Imperia.  From this it appears that PI has been released.  
Could someone confirm whether this is true and if so, where can I get my 
greedy hands on a copy.

Thanks in advance!!

Magnus
NASA Lewis Reasearch Center
These opinions must be mine.  No one else would claim them.
From: hans@smab.se (Hans C Larsson)
Newsgroups: comp.sys.mac.games
Subject: Re: more Mission Tbolt....questions (possible indirect spoilers)
Date: 19 Jul 92 18:03:54 GMT
Organization: Saab Missiles AB, RLD-Gbg, Sweden

crull@tree.egr.uh.edu (Wayne W. Crull) writes:



>And then there are all those darn trash cans and lids lying all over the  
>place....What in the world are those good for?  Skulls, strange shaped coins,  
>and eggs?..  Wait don't tell about eggs, I havn't even given one to a library  
>unit yet.....

Eggs might be just eggs...

>How about some container to put pills in so that if your _thrown_ (talk about  
>violating personal space here) into toxic waste the pills don't dissolve  
>away?.....

Try an empty Wooden Case.
-- 
------------------------------------------------------------
        Hans C Larsson			Email:	hans@smab.se
	Saab Missiles, Sweden		Motto:	"keep it short"
From: moofie@apple.com (Steve Klingsporn)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking for Progress Report on Ultimas in the Work
Date: 22 Jul 92 23:53:04 GMT
Followup-To: comp.sys.mac.games
Organization: Apple Computer, Inc.


In article <1992Jul20.140329.17720@athena.mit.edu>, awmin@athena.mit.edu
(Art Min) wrote:
> 
> Hello, I was wondering since  we have not heard from those
> two groups that were working on their Ultima-like game for
> the summer.
> 
> How are those games coming along?
> 
> Please post answers since I think there are  a lot of people
> interested.
> 
> Art

I was supposed to be working on one of the projects (the fantasy one).
I am still interested, but as you can see, I've changed locations in
life.

Steve
---------------------------------------------------------------------------
Steve Klingsporn                                           moofie@apple.com
Apple Computer, Inc.
20525 Mariani Avenue, M/S 35A           "it's a perfect day to throw back
Cupertion, CA  95014                     your head and kiss it all goodbye"
(408) 862-6508                                               - cure

DISCLAIMER: The opinions herein in no way represent my employer.  Just me.
From: gt5870c@prism.gatech.EDU (Noah White)
Newsgroups: comp.sys.mac.games
Subject: Aliens ** Anyone have it?? **
Date: 27 Jul 92 20:50:13 GMT
Organization: Universal Exports


   Someone told me that there was at one time an Aliens PD or Shareware game
for the Mac, I really like to get a look at it. Archie turned up nada, so I
thought I'd post here. Anyone??

-Noah
From: maurer2@urz.unibas.ch
Newsgroups: comp.sys.mac.games
Subject: LOOKING FOR FTP-SITES!!!!!!!!!!!!!!!!!
Date: 29 Jul 92 16:31:33 MET
Organization: University of Basel, Switzerland

Hi,

I am looking for ftp-sites for mac games.
Can anybody help me?


                Patrik

-------------------------------------------------------------------------------
Patrik Maurer
Biocenter, Basel,Switzerland             E-mail maurer2@urz.unibas.ch

Newsgroups: comp.sys.mac.games
From: d88-cbr@dront.nada.kth.se (Christian Beijner)
Subject: Re: Bugs in Warlords
Organization: Royal Institute of Technology, Stockholm, Sweden
Date: Wed, 29 Jul 1992 14:11:42 GMT

In article <1992Jul21.061345.25694@beaver.cs.washington.edu> tod@cs.washington.edu (Tod Amon) writes:
>When running Warlords, I occassionally get the message:  "Could not complete
>your request because of a program error" but everything is fine.  On one or
>two occasions, I've been thrown out of the program because of a type 2 error.
>Are these typical?  Anyone know how to cause them or avoid them?

(I use a SE/30)
This first happens to me when I try to move a group with the go-icon that has
no path. I ignore it.
Second (error 2) has happened to me twice. No idea why.

Other bugs.
(This seems to happen sometimes when you eliminate a player)
You get that turn indicator alert twice, and your economy is figured out twice.
This can be a killer if you have a deficit economy.
This gets fixed if you save, quit and restore.

To much use of Command-Z disfigures part of the map. This DOSNT get fixed
even if you save, quit and restore.
I got screendumps of this if anyone (the makers) is interested.

Once I entered the setup-dialog just as one player got killed,
cant remember exactly what happended, but it wasnt fun.

BTW. Warlords is despite these and any other bugs, an excellent game.
     I love the interface. The manual is written for the Mac.

Chris
From: Joe.Francis@dartmouth.edu (Joe Francis)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! Mac-to-Mac?
Date: 23 Jul 92 01:10:41 GMT
Organization: Dartmouth College, Hanover, NH

In article <22JUL199216281392@deimos.ucc.umass.edu>
s5170748@deimos.ucc.umass.edu (THAN LEE) writes:

> Is there a way to run Spaceward Ho! between two Macs connected by LocalTalk?

Yes.  You need at least one system 7 mac between the two of them,
however.  Start the game up on the sys 7 mac, and file share the game
file.  Then run Ho! on the other mac by mounting the shared partition
and double-clicking the game file.  Enjoy.
From: usenet@transfer.stratus.com (Mr. Network News)
Newsgroups: comp.sys.mac.games
Subject: Re: Bugs in Warlords
Date: 22 Jul 92 20:03:51 GMT
Reply-To: Dave_Wetzel@vos.stratus.com
Organization: Stratus Computer, Inc., Marlboro, MA

In article <1992Jul21.173727.2196@morrow.stanford.edu> 
AR.CHM@forsythe.stanford.edu (Chris Martin) writes:

> I've had my fair share of "Bus Error" messages, usually when I'm
> just about to beat the bejeezus out of a hapless computer opponent
> (not in the least suspicious, eh?) even with all extensions off.  Is
> it my Mac II?  So far not a problem on a friend's IIsi.  That's what
> I get for purchasing "the most expandable Mac ever".....

I used to get that fairly often.  I bumped up the memory size for the 
application to 2 Mb and since then I've only seen it once.  No rational 
reason behind it, but it seemed to work for me (I've also got a IIsi).

--------------
Dave_Wetzel@vos.stratus.com
From: ramiro@h2o.sybase.com (Ramiro Sarmiento)
Newsgroups: comp.sys.mac.games
Subject: Joysticks and Hellcats?
Date: 27 Jul 92 17:54:16 GMT
Followup-To: comp.sys.mac.games


Any of you Hellcats users out there recommend a joystick? I'm thinking
of getting one, but I do want to make sure that it would provide better
control than the trackball (kensington turbo) I'm using right now.

Thanks,   ramiro
-- 
Ramiro Sarmiento, Sybase, Inc. 415.596.3613 	ramiro@sybase.com
"Hearts can never be owned, hearts only come on loan" DM.
Newsgroups: comp.sys.mac.games
From: duxbury@fraser.sfu.ca (Nancy Ann Duxbury)
Subject: Re: Playmaker 2.0 bug
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Thu, 30 Jul 1992 19:01:50 GMT

   I don't own Playmaker, but I've been reading the posts. A good way
to determine whether or not this is a bug or a rule change would be to
post the question to rec.sports.football (I believe there's a
rec.sport.football.pro as well). Chances are good that there would be
referee in those groups who could give you an authoritative answer.
Just a suggestion...:-).

					-Bill Currie
					duxbury@sfu.ca
From: wyattw@loowit.wr.tek.com (Wyatt Webb;6291592;92-835)
Newsgroups: comp.sys.mac.games
Subject: Re: Word of warning about Sherlock
Date: 27 Jul 92 22:45:36 GMT
Distribution: comp
Organization: Tektronix - Instrument Controllers and Software
In-reply-to: torkel@sics.se's message of 27 Jul 92 16:23:22 GMT

In article <1992Jul27.162322.7233@sics.se> torkel@sics.se (Torkel Franzen) writes:


     Well, I tried Sherlock on a Plus running 6.0.7, and it worked OK. I also
   tried it on a Plus running 7.0, and it still worked OK. But the 6.0.7
   system won't even run on a Classic II. Hence the word of warning: the
   games in "the Lost Treasures of Infocom II" are advertised as "system 7
   compatible", but don't expect to be able to run all these games on a
   Classic II.



Um, non sequitur.  I don't understand why the experiments on the Mac
Plus say anything about the Classic II.  And if the games do not run on
a Classic II then they are NOT system 7 compatible as 6.0.7 is not
system 7...

Please explain...

Thanks,

	-Wyatt
--
=====================================================================
|   wyattw@loowit.wr.tek.com	|  My son is less than a month old  |
|     Engineers are better	|  and he's already staying out too |
|	   by design		|  late!  Come home soon, David     |
+-------------------------------+-----------------------------------+
|     Disclaimer: My opinions are mine and you can't have them!	    |
=====================================================================
From: commons@Sunburn.Stanford.EDU (Peter Commons)
Subject: Looking For Spaceward Ho! 3.0 Suggestions
Originator: commons@Sunburn.Stanford.EDU
Keywords: MultiPlayer Strategy Game
Organization: Computer Science Department,  Stanford University.
Date: Fri, 24 Jul 1992 22:15:53 GMT

About a year ago, I posted a request asking for suggestions about what could
be added/improved/etc. to Spaceward Ho! to make it a better game. Although not
all suggestions were used (obviously), many were, and, in general, I believe 
they helped make version 2.0 even better than it otherwise would have been.

Well, now it's a year later, and I would like to make the request again. 
Spaceward 3.0 is out of the starting gate and on its way to shipping, hopefully
by December of this year, and any suggestions would be appreciated.

Feel free to suggest whatever you want, although you might want to consider
the following:

1) We generally like Spaceward Ho! a whole lot like it is now. Major wide-
sweeping changes probably won't be implemented, although we might use them
in another game...

2) We still don't plan to allow you to retreat from battles or in any other
way give you information about a planet before you commit yourself to attacking
it. We believe this "secrecy" is an important element of the game.

3) Version 3.0 will permit alliances between players. Allied players can 
land on other players' colonies and refuel their ships.

Anyway, given that, please suggest away. All I ask at this point is that you 
post all suggestions to the newsgroup so that others can see what has already
been suggested and work off it. 

Newsgroups: comp.sys.mac.games
From: conty@cbnewsl.cb.att.com (Conty 1/2)
Subject: Re: MTbolt strange devices (Q)
Organization: AT&T Bell Laboratories
Date: Sun, 26 Jul 1992 04:25:15 GMT

In article <1992Jul25.164246.8743@magnus.acs.ohio-state.edu>, dcoplin@magnus.acs.ohio-state.edu (David L Coplin) writes:

> Second, has anyone ever found a jaunt box
> and figured out how to use it?  When he took it to the Library, it
> said it was a wide focus limited range matter transmission device.

My guess would be that it is some sort of short-distance teleporting device.
Useful when you want to get some distance between you and a pursuing monster.

-- 
			    E n r i q u e  C o n t y
			The Incredible Man-with-no-Life
			      jester@ihlpl.att.com
		    Disclaimer: You're not dealing with AT&T
From: joshua@lclark.edu (Josh Rochester)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 3.0 Comments Response
Date: 29 Jul 92 20:18:47 GMT
Article-I.D.: lclark.1992Jul29.201847.18732
Organization: Lewis and Clark College

In article <1992Jul29.182809.17436@CSD-NewsHost.Stanford.EDU>, commons@Sunburn.Stanford.EDU (Peter Commons) writes:
> First of all, the primary goal of Spaceward Ho! is that it be fun for hours
> on end. As it has said in the Ho! manual in the past, "We sacrifice realism
> at every turn for a good game." (approx. quote) One of the primary elements of
> this philosophy being making it "simple to learn but difficult to master."
> In general, we at Delta Tao like the current approx. level of complexity of 
> the game & thus don't plan to go crazy with realistic complexity. For those 
> of you who really want that, I suggest buying Pax Imperia (when it ships).

Great! Realism is for the birds. As for complexity, though, it would be nice
to have a level of subtlety to game play--especially combat. The big
discussion on fleets and ship types is all about making the combat a little
more than figuring out how heavy of a rock you need to throw to hurt the other
guy. I find it interesting (well, maybe not -interesting-) that in the 1.x
version I have, the 'scout' and the 'fighter' are identical. Specialized hull
types along with organizable fleets would be a pretty hefty programming task
(I empathize) but might improve this game by an order of magnitude, while not
making it very much more complex. So please, keep your ears open on this
one . . .

 
> 2) In response to the desire for tankers: People want a ship that will fly to
> a marooned fleet or fleets and then, after 1 turn, refuel all the ships there.
> It would could about as much as a colony ship. Well, a colony ship does exactly
> this. And it happens to colonize the planet in the meantime. If you don't 
> want the planet, just abandon it afterwards.

Yes, this works, but bringing a colony ship around with you in enemy territory
is dangerous, what is needed is the ability to have the strong ships defend
the tanker. The simplest way to do this would be to allow each fleet a defense
priority list where you can order which ships enter the fray first.


> 5) For those who always slam their weapons/shields bars to max. Try attacking/
> defending with a high speed/high weapons/no shields force. For those who
> get killed by such a hs/hw/ns force, try building a really large fleet of 1/1
> ships. There's a lot to say for really large numbers of ships.

Tricks like these are neat, but how and why do they work? What is the weighting
in the combat engine. When the program resolves the battles, what factors are
most important--numbers, techlevel, etc? It would be nice to have detailed
information on this in the manual so that people don't have to figure it out
by trial and error.

Of course, this is not much of a substitute for different hull types, but at
least you have to think about whether you want to throw big rocks or little
ones.

Josh Rochester
joshua@lclark.edu
From: wilsona@cpva.saic.com
Newsgroups: comp.sys.mac.games
Subject: Re: A New Game To Play
Date: 24 Jul 92 16:44:41 PST
Organization: Science Applications Int'l Corp./San Diego

In article <1992Jul24.143849.9568@bernina.ethz.ch>, Andreas Wuertz <wuertz@systech.tik.ethz.ch> writes:
> In article <Brv947.CF9@askinc.ask.COM> Erik Johnson - MIS,
> erik@askinc.ask.COM writes:
>>> LOOK GRASS
> 
> You see something shiny. It's a shovel.

get shovel

> 
> Andy from TIK
> 
> =======================================================
> The earliest time for a program to be bug-free is,
> when it's out of date. The latest time for a programmer
> to retire is, when he writes such a program.
> =======================================================
From: fredb@pro-freedom.cts.com (Fred Brock)
Newsgroups: comp.sys.mac.games
Subject: Re: Aliens ** Anyone have it?? **
Date: 29 Jul 92 00:14:31 GMT
Organization: ProLine [pro-freedom] AppleVan (Apple UG of Vancouver, WA)

I have Aliens for Apple II. Not exactly what you were looking for, I
suspect. It's commercial (but discontinued) and not PD or shareware.


ProLine:  <LOGIN>@<HOST>
Internet: <LOGIN>@<HOST><DOMAIN>
UUCP:     crash!<HOST>!<LOGIN>
From: darweesh@acsu.buffalo.edu (michael j darweesh)
Newsgroups: comp.sys.mac.games
Subject: Re: Prince of Persia demo.
Date: 21 Jul 92 19:12:23 GMT
Organization: UB

In article <1992Jul21.172834.15011@cco.caltech.edu> tt@wag.caltech.edu (Toshi Takeuchi) writes:
...
stuff about getting a generic icon
...
>It must be defective!

I have encountered this problem when I decode or unstuff a file to an open
folder or to the desktop. The finder probably has to create the file's
desribing data in the desktop as soon as it is created since it is 
immediately visible. That means that as soon as you start to decode it, 
the finder tries to find an icon which probably hasn't been decoded yet.
It can't find it, so it uses the generic data.

To solve the problem, rebuild your desktop.

To prevent the problem, don't unbinhex or unstuff to an open folder or the
desktop.

-Mike
From: fzchen@othello.ucdavis.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Playmaker 2.0 bug
Date: 23 Jul 92 23:01:24 GMT
Organization: Computing Services, UC Davis

I think that reflects a rule change in NFL football implemented
to shorten games.  I believe the rule now is the clock runs until
the last two minutes of each half.
From: joshua@lclark.edu (Josh Rochester)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Date: 29 Jul 92 16:25:50 GMT
Article-I.D.: lclark.1992Jul29.162550.12352
Organization: Lewis and Clark College

In article <1992Jul29.084311.20862@neptune.inf.ethz.ch>, cfranz@iiic.ethz.ch (Christian Steffen Ove Franz) writes:
> 
> In article <1992Jul28.205511.22401@lclark.edu> joshua@lclark.edu (Josh Rochester) writes:
> >
> >Previously, I voiced a dislike for the high power of satelites--I don't like
> >having my attack fleet decimated by a horde of floating gun-blobs that cost
> >one-tenth (or less!!) as much. After all, I'm interested in fleet battles, not
> >fighting automated defenses. Earlier, I suggested that the satelites be
> >weakened so that they aren't so cheap and powerful.
> 
> I've always considered this as very good. It's always that way: cheap defenses
> must be overcome by expensive hardware. If you want to defend your territory,
> you lay (cheap) mines that blow up expensive tanks. If you want to cover your
> airspace, you place cheap ballons in the air that take down expensive planes.
> To protect your planet, you place cheap sats into orbit that obliterate expensive
> interstellar ships. Thats life !-)
> 
> 
> Cheers,
> Christian
> 

First of all . . . Balloons???!!!??? When was the last time people used 
-baloons- in warfare. As I understood it, the planes were taking down the
baloons way back in WWI not the other way around.

As far as defense being cheaper than attack, I don't think that this is 
realisticly the case. In the age of nuclear weapons, to defend against a
nuclear missle, you need a missle that costs just about as much to go up and
knock it down. Technological weapons systems are built with layers upon layers
of attack and defense systems (think about Jet fighters [your example] they
are basicly attack devices, but they have chaff systems and ECM devices and
radar so that they can defend themeselves from the defenders). If we are
building huge, expensive ships in SwdHo!, they should be able to defend
themselves agains gun-blobs.

However, weakening the satelites isn't necessary. If you read the rest of my
previous post, I gave the idea of 'outer orbit'. This lets the sats remain
the same as they are now, but gives a defensive option to the incoming fleet
(i.e. not going anywhere near the darn sats). In addition, due to the fact
that little survailence information is given, the balance of the game isn't
disrupted--the focus of combat just moves towards fleet actions and ship-to-
ship combat.

Josh Rochester
joshua@lclark.edu
Newsgroups: comp.sys.mac.games
From: stein@oxygen.aps1.anl.gov
Subject: Re: SoftAT PC emulation
Organization: Argonne National Laboratory - Advanced Photon Source
Date: Thu, 30 Jul 1992 13:06:22 GMT

In a previous article  (David Simmons 1342678) writes:
>
>Are you saying that graphic games work or that they don't work? I'm unclear 
>on the what you're saying.
>

Games WILL work, just very slowly. I imagine some adventure type games might be
acceptable, but as you mention later on in your article, graphics emulation is
the most difficult. I managed to run FS 4.0 (PC) on SoftAT - yikes, slow as can
be - I'm talking screen refresh every 5 seconds!



+-----------------------------------+-----------------------------+
!  __o             __o         /!   ! S. Joshua Stein             !
!  \<_       __e  -\<_        / !   ! Advanced Photon Source      !
! @/ O      -\<   O/ O        !     ! Argonne National Laboratory !
!           0/ 0              !     ! stein@oxygen.aps1.anl.gov   !
+-----------------------------------+-----------------------------+
! "You meatheads are useless without some sauce."                 !
+-----------------------------------------------------------------+
From: dcutter@oregon.uoregon.edu (dann cutter)
Newsgroups: comp.sys.mac.games
Subject: Re:Re: Strategic Conquest 2
Date: 23 Jul 92 02:21:09 GMT
Article-I.D.: nntp.1992Jul23.022109.8326
Organization: Stellar Enterprises

In article <1992Jul22.052638.9415@usenet.ins.cwru.edu>,
bt402@cleveland.Freenet.Edu (Merbil R. Gonzalez) writes:
> 
> 
> Does anyone know the difference between Strategic Conquest 2 & 3?
> 
> 
Yeah, not really a whole lot. They (being the estemeed(sp?) Delta Tao
software) had just gotten it and cleaned it up a bit, then rereleased it.
Much better than 2 in some respects (harder they claim (not.)) look for a
ground up rewrite eventually which should kick ass. dann
___________________________________________________| Stellar Enterprises*	 
     	       	
"I know that one is left. And that once you        | private space explo...
figure out that, then the other hard is your right.| 	 Pres: dann Cutter
Then basically all you have to do is make a choice.|"because Space IS the 
But the question is, how do you figure out that    |   Final Frontier!"
first part." dann Cutter
dcutter@oregon.uoregon.edu|
From: daybell@nunki.usc.edu (Donald Daybell)
Newsgroups: comp.sys.mac.games
Subject: Re: Games for sale
Date: 24 Jul 1992 05:00:57 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: nunki.usc.edu
Keywords: game

In article <14ndtiINN9dc@sonja.cs.widener.edu> dxandy@cs.widener.edu (Andrew Greenshields) writes:
>In article <1992Jul23.165442.14132@hellgate.utah.edu> hnguyen%peruvian.utah.edu@cs.utah.edu (Hung Nguyen) writes:
>>
>>1) Star Fleet Battle - This game will only run on a Mac SE/Plus and maybe
>>   Cost : highest bid gets it and he will pay for shipping.
>>
>  $0.02

   $0.03   >:-P

>>2) Stragetic Conquest 2.0 - Works for all machine I've been on.  This includes
>>   Cost : Highest bid gets it and he will pay for shiping.
>>
>  $0.02

   $0.03   >:-P

>>3) Nettrek the real version(I forgot version) - Works on same type of computer
>>   Cost : Highest bid gets it.
>>
>  $0.02

   $0.03   >:-P

-------------------------------------------------------------------------------
bumper sticker seen on stealth bomber:

"IF YOU CAN READ THIS, THEN WE WASTED 50 BILLION BUCKS."

Donald Daybell		daybell@usc.edu
Newsgroups: comp.sys.mac.games
From: howard@netcom.com (Howard Berkey)
Subject: Re: SoftAT PC emulation
Date: Tue, 28 Jul 92 18:55:42 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

>
>In any case, you should also know that a VGA compatible softPC is out.  For 
>$100 more ($400), you can run a crawling version of SoftPC Windows.

Yeah but if you seriously want an MS-DOG machine you can buy a cheap used 386
for around this much.  The cheap clones set a practical upper bound
on pricey emulation software.  A 386 would be o.k. for videogames, I guess.
:-)
-- 
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Howard Berkey						howard@netcom.com
Genius, n.:
	A chemist who discovers a laundry additive that rhymes with
"bright".