HDTenEightyP/NetNews huggingface dataset:
From: fletcher@netcom.com (F. Sullivan Segal)
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
Subject: Re: player interaction in multiplayer games [was Re: <None>]
Date: 5 Oct 92 19:40:57 GMT
Article-I.D.: netcom.1992Oct5.194057.9044
Organization: bottom up!

>>>> 
>>>> Consider Player A and Player B.  Player A has been playing for two weeks
>...>
>>There will almost always be characters stronger that yours.  However, I'd
>>rather not just rely on altruism or protected modes.  These are the two
>>extremes.  Surely there must be some middle ground.
>
>Assume there is some readily calculated measure (level, median skill value,
>whatever) of how powerful a player is.  Then build in...
>THE LAW OF HONOR:
>"Neither power nor bravery has meaning without honor.  He who strikes down
>those weaker than himself without cause gives offense to his very self, and
>is reduced in stature, even unto the measure that his victim was beneath
>himself."
>[Cute line, eh?]  That is:  if a stronger player attacks a significantly 
>weaker player without cause, he is reduced in strength proportionate to
>the degree that the other player was weaker than he.  (Say, half the difference
>in levels... something severe.)  

This is an optional rule used in most AD&D campaigns generally referred to
as alignment damage, and is inflicted in terms of experience points.
Unfortunately this restricts alignment either to the Good domain, or
the Lawful domain.


--
                           -F. Sullivan Segal
_______________________________________________________________
 _
/V\  E-Credibility:  (n -- ME) The unguaranteed likelyhood that
 '   the electronic mail you are reading is genuine rather than
someone's made up crap.
_______________________________________________________________
Mail to: fletcher@netcom.com
Xref: sparky comp.sys.ibm.pc.games:14879 rec.games.programmer:3977 comp.sys.amiga.games:13454
From: slbfn@cc.usu.edu
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
Subject: Re: wishlist for the ultimate role-playing adventure? [poll]
Date: 28 Sep 92 12:51:39 MDT
Organization: Utah State University

In article <1992Sep28.170829.24886@eng.umd.edu>, wayne@eng.umd.edu (Wayne C. McCullough) writes:
>
> I think class based is better when you control multiple players, or you
> have several NPC's in your party.  This way you have speciallizeation.

  I liked this In Bards Tale III.  Some portions of the game required your
  Chronomancer,Theif, etc...

> In the case that it is essentially one player against the world, skill
> based system is better, so that you can gain a skill if you discover you
> don't have it and need it.  Otherwise you may be hopelessly lost, or just
> really bored trying to find someone that can help you.

  I especally liked in Bards Tale III (what can I say?  I like BTIII!)
  how you could "upgrade" to Geomancer.  Although not a single character
  game, I loved this feature!

>>>p.s. to all: combat is presently move-by-move (with an added twist i'll not
>>>divulge), not realtime.  i prefer the latter and it will eventually become
>>>that way (the question is before or after release 1).  i like the adrenaline
>>>associated with real-time arcade action.  heightened realism as well.
> 
> I disagree with you.  Real time combat in RPG's I think is one of the
> more stupid things I have ever come across in gaming.  In games like
> Ultima Underworld, it's Ok, at best, but the interface is just too
> clumsy to get a good aproximation of real combat.  I had the same
> problem in U7.  You just did not have enough controll to do things
> right.

  Agreed.  I HATE realtime!  Move-by-Move is SO much better, IMHO.
 
> Also, most RPG's do not take into proper acount the value of hitting someone
> from behind.  any semi-decent fighter will notice you if you try and sneak
> around, but on the occasion that they don't (caught up in fighting, or
> you were hiding when the battle started, etc),  a fighter will devastate
> the ranks.  Real time just can't really take into acount for this.  You

  Yah!  I loved in Bards Tale III how you could have your Theif hide in the 
  shadows and move really close to enemies, and then critically hit them
  from behind (if his skill was good!)

Greetings,

	Travis Carter
	slbfn@cc.usu.edu
Newsgroups: comp.sys.ibm.pc.games
From: ggg@kepler.unh.edu (Gregory G Greene)
Subject: Re: Awesome graphics (svga) games. (Eg. Links386 Pro)
Organization: University of New Hampshire  -  Durham, NH
Date: Tue, 6 Oct 1992 23:55:54 GMT

>Now that I have bought and played Links386 Pro for awhile. I still 
>can't get over what a BIG difference SVGA is (even compared to VGA which 
>was the older Links386). Have you all seen it? The golfer, when he
>swings, it looks like we are watching the TV. It's that real! I actually
>spend the half an hour (or less) just taking practise swings just so that
>I can watch that bit of animation over and over again! :) (I gotta get a
>life. :) ). And this is only 640x480x256. Imagine 800x600x256 or
>above?!? :)
>
>So my question, will we be seeing more and more of these SVGA games now
>that Access has cracked the ice? We really should! Even if it means a
>dedicated version which needs SVGA (VESA), 386 or above, 2 Meg RAM...etc.
>And I think Access is doing things right. They sell 3 variants of the
>game: Links, Links386 (for those with 386), and Links386 Pro (for
>those with the juice in their machines). Other game writers should take
>note. So any rumours in the rumor mill about whether Access has sparked
>others to start exploring SVGA yet? I can't wait! 

	Three-Sixty seems to be pretty dedicated to SVGA (vesa) games.  Theatre
  of War and V for Victory are already out.  They are going to release Patriot
  in SVGA pretty soon, and I suspect Harpoon II will also be SVGA. 

							G.Greene

>
>Thomas.
Newsgroups: comp.sys.ibm.pc.games
From: IRHANV00@UKCC.UKY.EDU
Subject: Re: MM4 Querks
Organization: University of Kentucky
Date: Mon, 5 Oct 1992 21:56:02 GMT

In article <BvnnLA.LxG@beach.csulb.edu>
bwong@beach.csulb.edu (Bradley Wong) writes:
 
>
>Computer City had MM4 for $41 on Saturday. I picked up a copy yesterday,
>but have not been able to run the game -- not enough memory! I hate
>these games makers! I've got 20Mb of RAM, but MM4 needs 583K of conventional
>memory (not to mention 15Mb disk space). After spending two hours
>tweaking the system, I'm still short 4K of memory! It will run if
>a) I give up the sound driver (pas), b) give up the mouse, or c) give
>up stacker.
>
 
Try 386MAX! I had the exact same problem, and it worked like a dream. Didn't
give up any device drivers or anything.
                                           Forrest
 
 
  $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
  $  FORREST R. HANVEY, III           MAIL TO: IRHANV00@UKCC.UKY.EDU  $
  $  115 KASTLE HALL                                                  $
  $  UNIVERSITY OF KENTUCKY           PHONE: (606) 257-5496           $
  $  LEXINGTON, KY 40506-0044                                         $
  $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Newsgroups: comp.sys.ibm.pc.games
From: c60a-cr@danube.Berkeley.EDU (Mighty Moe)
Subject: Prince of Persia
Summary: Prince of Perisa help 
Organization: University of California, at Berkeley
Date: Sat, 26 Sep 1992 21:32:39 GMT

	Hi, I'm trying to pass a relatively old game called Prince of Persia.
It's made by Broderbund(makers of Karateka).  I'm on level 12, where you have
to climb enormous towers.  When I get to the top, there's a sword.  When I get
close to the sword's position, my mirror image (shadow) jumps down and attacks
me.  When I kill him, I die also.  One hit on him or me, will take down one
energy on both of us.  When either of us lose all our energy, we both die.
What am I supposed to do, merge with him somehow???  Once, I was able to shove
him off the left edge.  When I did that, he survived the fall, but what am I
supposed to do next???  Thanks, and help will be appreciated.

c60a-cr@danube.berkeley.edu (Mighty Moe)
From: holdt@iesd.auc.dk (Poul Holdt-Simonsen)
Newsgroups: comp.sys.ibm.pc.games
Subject: EOB1 Help !!
Date: 30 Sep 92 12:15:19 GMT
Distribution: comp.sys.ibm.pc.games
Organization: Mathematics and Computer Science, Aalborg University

On level 9 there is a room with 6 buttoms and some fireoulets.
There is a sign saying something like : COMBINATION LOCK  - BE QUICK.

I suppose I have to push a certain combination of the buttoms for
something to happen. But I can't find the right combination.

Any help would be appreciated.

---------

real  : Poul Holdt Simonsen
email : holdt@iesd.auc.dk

University of Aalborg
From: yuantsai@owlnet.rice.edu (Frank Tsai-Yuan Chen)
Newsgroups: comp.sys.ibm.pc.games
Subject: Wanted: Railroad Tycoon
Date: 28 Sep 92 01:52:19 GMT
Article-I.D.: rice.Bv9MJ7.Cy
Distribution: usa
Organization: Rice University

I'm looking to buy a copy of Railroad Tycoon.
If anyone if tired of his or her game, please
sell it to me. Thanks!

Frank Chen
yuantsai@owlnet.rice.edu
Newsgroups: comp.sys.ibm.pc.games
From: sphillip01@cc.curtin.edu.au
Subject: Re: Help: Fairy Godmom 4.0
Organization: Curtin University of Technology
Date: Sun, 4 Oct 1992 10:17:23 GMT

In article <Oct02.163727.96221@yuma.ACNS.ColoState.EDU>, gilbert@CS.ColoState.EDU (brian david gilbert) writes:
> 
> HELP!!!  I've gotten to level 11 and can't figure out how
> to beat this level.  I tried getting a hint from help and
> it told me to scan the penny before I picked it up but then
> what?
> 
> Brian
> 
Scan the penny, turn a ladder into a penny, pick the penny up, move to where you 
want a ladder, & when the penny turns back to a ladder you drop it. Be careful 
you aren't on another ladder tho, or BOOM !!!! :) Hope this helps ...

Trevor Phillips

+-------------------------------------------------------+----------------------+
| Internet: SPHILLIPS10@cc.curtin.edu.au                | Curtin University of |
|           SPHILLIP01@cc.curtin.edu.au                 |      Technology      |
| Bitnet: SPHILLIPS10%cc.curtin.edu.au@cunyvm.bitnet    |                      |
| UUCP  : uunet!munnari.oz!cc.curtin.edu.au!SPHILLIPS10 |    Trevor Phillips   |
+-------------------------------------------------------+----------------------+
| "... and thank you for bringing up such a painful subject. While you're at   |
| it, why don't you give me a paper cut and pour lemon juice on it ..."        |
|                             - Miracle Max, from The Princess Bride           |
+------------------------------------------------------------------------------+
From: bmrrnm@vmsa.technion.ac.il
Newsgroups: comp.sys.ibm.pc.games
Subject: Help with Laura Bow 2 - The Dagger of Amon Ra
Date: 26 Sep 92 20:11:07 GMT
Organization: Technion, Israel Institute of Technology

Hello All,

  I'm now playing "Laura Bow 2 - The Dagger of Amon Ra" by Sierra, and I'm
stuck in the beginning of Act 3. I've got from a BBS a solution to the game, 
which tells me to go to Carrington's Office. I've tried to find Carrington's 
office around the Museum, but was very unsuccessful. Can someone please give 
me a bigger clue?

Thank your very much
Yair Moshe (bmrrnm@vmsa.technion.ac.il)
From: solovay@netcom.com (Andrew Solovay)
Newsgroups: comp.sys.ibm.pc.games
Subject: Darklands Patches by Anonymous FTP
Summary: ...now on wuarchive
Date: 29 Sep 92 08:15:01 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

I've put both the darklands patches on wuarchive.wustl.edu, in the
directory /pub/MSDOS_UPLOADS. If you have version .40, get dk4_6.zip;
if you have version .50 or .51, get dk5_6.zip. If you don't have FTP
priveleges, check the FAQ for getting FTP via email.

Enjoy!

-- 
Andrew M. Solovay       "Work is the curse of the drinking class."
solovay@netcom.com			--Wilde

#include <disclaimer.h>
Newsgroups: comp.sys.ibm.pc.games
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: Re: That mech game
Organization: CSD., University of Erlangen
Date: Fri, 2 Oct 1992 14:00:06 GMT

roband@monu6.cc.monash.edu.au (Robert Andrew) writes:


>Someone said that there was a game, mech10.zip at  131.188.1.43.
>I cant seem to find, which directory is it in?
It's mech101.zip and it's in /pub/pc/incoming

Ciao,
Klaus
---
Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
** "Geez, I need a _reason_ for everything?" --Calvin 
** "Should I or shouldn't I? -- Too late, I did!" --Hobbes 
Xref: sparky comp.sys.ibm.pc.games:15461 bit.listserv.games-l:5726
From: line@helium.gas.uug.arizona.edu (Edward H Lin )
Newsgroups: comp.sys.ibm.pc.games,bit.listserv.games-l
Subject: Re: OUT OF THIS WORLD
Date: 2 Oct 92 09:34:45 GMT
Organization: University of Arizona, Tucson, AZ

In article <92275.135622ISSJXS@BYUVM.BITNET> ISSJXS@BYUVM.BITNET writes:
>I am on the second part of Out of This World.  I got past
>the black alien lion and I started in a swinging cages.
>After getting out, getting the gun and making my way to
>the elevator with Ugh, Nacho whoever he is, I get stuck.
>I can bust through the door on the level just below but
>then my gun is drained and the guy on the very bottom
>wastes me before I get anykind of chance to shoot.

Personally, we call your alien friend "Bob" but anyhow, a simple hint is
that you don't shoot the door or as you have found out, you run out of 
power on the gun.  Try killing the guy at the very bottom first and look
around at your surroundings for certain things and if you find that, then
you should be able to get much farther.

If you need more help or you just want the outright spoiler, let me know.

Eddie

--
PEARL JAM - MINISTRY - SOUNDGARDEN - ALICE IN CHAINS - QUEENSRYCHE - METALLICA
-  Eddie Lin                   |   "They're willing to kill on sight..       -
-  line@gas.uug.arizona.edu    |    they call you GI JOE"  - Hero, Ministry  -
-  L55153305@ccit.arizona.edu  |                                             -
Newsgroups: comp.sys.ibm.pc.games
From: ada@zip.larc.nasa.gov (Anthony Arviola)
Subject: Re: Wanted, Civilization & SimAnt
X-Md4-Signature: 91ea45523bc095f197965ab4181d0015
Organization: NASA Langley Research Center, Hampton, VA
Date: Tue, 6 Oct 1992 17:27:54 GMT

In article <1992Oct4.091800.59412@cc.usu.edu> slp66@cc.usu.edu writes:

   Hi, 

   I'd like to buy a copy of Civilization.  Anybody out there wanna sell?  I'd
   also appreciate a review on it, if anybody as any opinions about the game.  How
   does it compare to, say, SimCity?  Also, any opinions on SimAnt?



   Thanks
   
   Matt
---------------
Matt,
                               
I think that Civ is way, way better than any of the Sim- programs.  I've
played -Earth, -City, and -Ant and I can say this.  Look at the traffic
in this news group and you will see many postings for Civ and very few, if any
for the Sim- games.  I tell you this because I regret not buying Civ first.


Have fun,
Tony
Newsgroups: comp.sys.ibm.pc.games
From: sandin@donner.SanDiego.NCR.COM (Richard A. Sandin)
Subject: Ultima V   -   Shame Help
Organization: NCR Corporation, E&M San Diego
Distribution: usa
Date: Thu, 1 Oct 1992 21:06:58 GMT

The Shadow Lords are defeated (permanently), all the key objects have been
gathered I think (crown, amulet, scepter, box), my group is potent though
a little unbalanced (Avatar = level 8, all others = level 7 with membership
skewed toward bards (3) + Jaana & Shimano).  In Shame, the passage out of
the first room has been opened except that access is blocked by rubble.  I
am unable to move, destroy, or otherwise go around the rock piles to exit
the room to the rest of the dungeon.
      H  E  L  P  !
From: stevens@vms.macc.wisc.edu (PAul STevens - MACC - 2-9618)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Need some help on Dungeon Master
Date: 28 Sep 92 19:43:35 GMT
Organization: University of Wisconsin Academic Computing Center

In article <1992Sep25.232358.28394@PA.dec.com>, le@wldwst.enet.dec.com (Le) writes...

>Hi,
> 
>I need some help with Dungeon Master. On level 6 there is a key behind a gate
>in a room with a lever that turns a teleport on and off, three pressure pads,
>a pit, and a switch that opens and closes the pit. How do I get this key?

I remember fighting such a room twice.  I must have solved it
accidently the first time.  I think you have to turn on the
teleporter and then put something on the pressure pad by
gently placing it in the teleporter.  If you throw it into the
teleporter it goes flying off somewhere else.

              PAul
Xref: sparky comp.sys.ibm.pc.games:14856 rec.games.programmer:3973 comp.sys.amiga.games:13451
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
Subject: Re: wishlist for the ultimate role-playing advent
From: estewar1@husc9.harvard.edu (Eric Stewart)
Date: 28 Sep 92 11:18:32 EDT
Distribution: World 
Organization: Harvard University Science Center

In article <1a5n47INN72c@agate.berkeley.edu> benrg@ocf.berkeley.edu (Ben Rudiak-Gould) writes:
>In article <1992Sep23.163104.15803@husc3.harvard.edu> estewar1@husc9.harvard.edu (Eric Stewart) writes:
>
>>Have you seen Ultima Underworld? Very irregular map. (Uses automapping)
>
>Sorry to disillusion you, but Ultima Underworld maps are based on a
>64x64 grid.  Each grid square has several attributes, one of which is
>its "shape."  This shape can indicate that the square contains a
>45-degree angled wall that goes from one corner of the square to the
>opposite corner--that's where the diagonal walls come from.  All of
>the walls are oriented at a multiple of 45 degrees.  If you look
>closely at the map, you can see these things.  Each grid square is
>shown on the auto-map as a 3x3 square of pixels.

Well, I can't say I was disillusioned... at least not yet :)
I did realize how it was done, however there are two important points
about the complexity of the dungeon I would make:
One, you are forgetting the changes in floor level that result in 
overpasses, criss-crossing tunnels, bridges, unscalable cliffs, etc.
Two, Even though the diagonal wall is the only addition to the typical
right-angle dungeon, it alone makes mapping extremely difficult.  If you
look at some of the irregular mine areas on level 2, e.g., It is very
difficult to keep track of what direction you are heading in, let alone
mapping it.  I wouldn't want to have mapped it!

>
>This technique *is* a good way to create a fairly irregular-looking map
>without too much extra work, however.

I agree, it is a good way, but without too much work??  I think the guys
at Origin and Blue Sky would probably disagree! :)

>
>>Eric J. Stewart                     estewar1@husc.harvard.edu
>
>--
>Ben Rudiak-Gould
>benrg@ocf.berkeley.edu

Well, I was really impressed with Ultima Underworld and I think it was
a quantum leap ahead of the existing dungeon programs.  I congratulate them!

Eric J. Stewart                     estewar1@husc.harvard.edu

Newsgroups: comp.sys.ibm.pc.games
From: aec1@crux2.cit.cornell.edu (Allen Chen)
Subject: Wanted: Street Fighter 2 demo!
Organization: Cornell Information Technologies
Date: 29 Sep 92 18:36:44 GMT


I've heard much talk about the Street Fighter 2 demo for the PC and 
would love to have it!  If anyone out there has it, please post it,
E-mail it, or tell me where I can get it (anonymous FTP sites?).
Thanks!

-------
Allen Chen <-> Cornell University
aec1@cornell.edu
=======
Newsgroups: comp.sys.ibm.pc.games
From: ptran@sciborg.uwaterloo.ca (Phat H Tran)
Subject: Re: Digitized music in games
Organization: University of Waterloo
Date: Sun, 4 Oct 1992 06:53:44 GMT

In article <1992Oct2.153719.59389@cc.usu.edu> sl8nl@cc.usu.edu writes:
>> Playing MOD files through a conventional, unassisted DAC can be a 
>> noticeable drain on the CPU.  That's the main reason why you don't
>> hear them in compute-intensive games.
>
>Not necessarily.  There are a new wave of games coming out now...all using
>modules.  Module playing technology on the IBM has become so far advanced that
>I was able to do a bit of tweaking on the Strike Commander demo and play a very
>speed-intensive module in the background.  
>

The MOD routines may be getting faster and faster, but there will always
be a tradeoff between the speed of the game and the quality of the sound
when playing MODs through a dumb DAC.  With games nowadays asking so
much out of the CPU that even a 386 barely suffices, there are few precious
cycles left to mix the channels of a MOD in software.  Granted, much of
the music in games get played during static menu screens, so perhaps we'll
see a spattering of MODs in new releases.

Phat.
Newsgroups: comp.sys.ibm.pc.games
From: stevep@ims.com (Steve Poulsen)
Subject: Re: U7: Help in Trinsic
Keywords: Trinsic ultima 7 password
Organization: Integrated Measurement Systems, Inc.
Distribution: comp
Date: Mon, 28 Sep 1992 14:22:03 GMT

In article <1992Sep23.220507.29852@msuinfo.cl.msu.edu>, bloss@crs.cl.msu.edu (Christopher Bloss) writes:
|> Can anybody help me???  I want to get out of Trinsic, but I can't get the
|> password without the latitude & longitude of certain key places in the land of
|> Britannia.  These places are:
|>     The Center of Skara Brae
|>     The Center of Buccaneer's Den
|>     The northern most point of Spektran Island.
|> If anyone can help me, I will really appreciate it.  I want to finish get out
|> of Trinsic so that I can finish (start) the game.

These questions are part of the copy protection for the game.  When you
purchased the game, you should have found a cloth map in the box.  In the
manual, you will find a translation for the runes used in the game.  Translate
the symbols on the cloth map to answer these questions.

If you obtained the game in a way that did not provide you with all the
documentation, you might consider buying the game.  This is not the only
place in the game you will need to answer such copy protection questions.

-Steve-

--
Steve Poulsen, Integrated Measurement Systems, Inc.  Beaverton, OR  USA
Voice: 503-626-7117   Fax: 503-644-6969   Fidonet: 1:105/31.6
INTERNET: stevep@ims.com   Compuserve: [70262,3115]
From: kjsilv1@afterlife.ncsc.mil (Ken Silva)
Newsgroups: comp.sys.ibm.pc.games
Subject: Links Sound Files
Date: 4 Oct 92 03:45:37 GMT
Organization: The Great Beyond

OK, I figured I would get a something started here. 
I have managed to Hack my way through the Links program
to discover the archiver used to pack the sound files.
They use MDCD10.ARC found on various archives around the
net.  The files contained within are *.wav files.
There are 97 sound files plus an index at the beginning.
   The problem with modifying the files is that the INDEX is
not packed in the file but stored.  This is not a command switch
for the program so it must have been accomplished using the
mdcd1213.obj file included.  The next problem is that that index 
file contains the exact location within the archive that the
particular sound file is located.  If you change even one file
all of the rest after that will in effect have changed their locations.

   I think if someone (hint) can figure out the code (TP 5.0),
we will be able to personalize our sound files.  I use much
harsher language when I go in the trees than Links uses.

  Any thoughts or help would be appreciated.


Ken Silva
kjsilv1@afterlife.ncsc.mil
Newsgroups: comp.sys.ibm.pc.games