HDTenEightyP/NetNews huggingface dataset:
From: tyler.brown@uuserv.cc.utah.edu (TYLER JAMES BROWN)
Subject: Re: Dune II and stacker? Os/2? 
Organization: The University of Utah
Date: Tue, 5 Jan 1993 19:02:18 GMT

In article <C0DC2w.CDv@news.cso.uiuc.edu> zlg1409@uxa.cso.uiuc.edu (Zhenhai Li ) writes:
>From: zlg1409@uxa.cso.uiuc.edu (Zhenhai Li )
>Subject: Re: Dune II and stacker? Os/2? 
>Date: Tue, 5 Jan 1993 06:44:54 GMT
>rsrodger@wam.umd.edu (Yamanari) writes:
>
>>Well, having read the raving, can someone tell meif Dune II
>>will work with Stacker (3.0) or under OS/2?
>
>>Where can I find a general description of the game (i.e. is it close
>>to civilization, or more like an action game?)
>
>Yes duneII works under os/2.
>Just GET it already, I'd like to see you find a guy that says it sucks.
>Other notes,
>When you can't build anymore buildings, the computer can only keep
>track of so many buildings at a time. To fix this, destroy the enemy's
>buildings, the computer dosn't rebuild.
>
>Later,
>Z.
>
	I played Dune II with Stacker and it worked fine. BTW, the computer
does rebuild. I cleaned out the upper left section of the screen and a while 
latter, a storage silo popped up. I didn't put it there so the computer must
have.
					Tyler
Newsgroups: comp.sys.ibm.pc.games
From: mcohen@ravel.udel.edu (Michael Roger Cohen)
Subject: ...
Organization: University of Delaware
Distribution: usa
Date: Tue, 12 Jan 1993 13:55:25 GMT

	Hi.  I am looking for Ultima III.  I have all the others, and am looking to play that game (I like the older games,  they don't break down).  I am willing to pay 10 dollars for a copy of it for the IBM.  If you have one, e-mail me. Thanks.

Newsgroups: comp.sys.ibm.pc.games
From: mmwang@adobe.com (Michael Wang)
Subject: Re: Dune 2 : Limit on structures
Organization: Adobe Systems Inc., Mountain View, California, USA
Distribution: usa
Date: Tue, 12 Jan 1993 23:19:39 GMT

In article <1is975INN9j@hpscit.sc.hp.com> matthias@nsr.hp.com (Matthias Kamm) writes:
>Wayne Edward Sheppard (gt7804b@prism.gatech.EDU) wrote:
>: 
>: I always have about 15 rocket turrets for defence.  I build two
>: refineries, about four spice silos, outpost, light and heavy factory,
>: construction yard, high tech factory, repair center, and about 7 power
>: generators.
>
>Of what use is a high tech factory?  Just to shuttle your harvesters
>around?  I think I'm missing something.  I built one once, and didn't
>see much purpose.  Currently I'm struggling through the 9th level!  I
>knocked out the Ordos Palace, but something is still raining missiles
>down on me...damn!

The high tech factory will allow you to build Carryalls. They will
help speed up spice recovery because they will pick up harvesters when
they are full and bring them back to a refinery, and occassionally
they will carry the harvesters back to the spice field. CAs will also
pick up your units and are badly damaged and carry them back to a
repair center, if you have one. This can actually be annoying at times.

The missiles are coming from the Harkonen and Sadakur palaces. It is
very important to try to knock those out as soon as possible.
Otherwise, they may knock out your factories, and because of the
stupid structure limit, you may not be able to rebuild, thereby
effectively ending the game.

-- 
Michael Wang
mmwang@mv.us.adobe.com
From: syrinx@stein.u.washington.edu (Paul Eng)
Newsgroups: comp.sys.ibm.pc.games
Subject: Dune 2 -- BUG with Harvesters
Date: 11 Jan 93 19:43:25 GMT
Article-I.D.: shelley.1isiktINNeqh
Distribution: na
Organization: University of Washington, Seattle
NNTP-Posting-Host: stein.u.washington.edu

Has anyone had any problems with creating harvesters from a Heavy Factory and
then deploying them?  I've finished the game with Atreides, but on two of
the levels (I think 6 and 8), whenever I tried building Harvesters from
the Factory, it would not give me the option to send it out after it was
completed.

I would get the message "Harvester contruction complete" and
see the Harvester sitting in the Factory's parking lot.  The icon for the
Harvester would let me click on it, but again, no options for control.  It
would just say, "COMPLETE."  I COULD, however, buy Harvesters from the
Starport.  Very strange. 
Newsgroups: comp.sys.ibm.pc.games
From: kevin@iti.gov.sg (Kevin Patt (SE))
Subject: World Circuit Questions
Organization: National Computer Board, Singapore
Date: Tue, 5 Jan 1993 02:41:22 GMT

Hi,

  I always lose control of my car after a few rounds, I believe due to the
damage to the vehicle.  But the problem is that I set my car to be 
indestructable .. is there a bug?

  Another problem I am facing is that even when I quit the race and start
a new one, I lost total control of my car (I can't steer properly ..)

  I appreciate any help given ... THanks!

-Kevin.
-- 
Kevin Patt                                     Information Technology Institute
Associate Member of Technical Staff            Singapore 
Email: (Internet) kevin@iti.gov.sg             Tel: (65) 772-0471 
       (BITNet)   kevinpatt@itivax.bitnet      Fax: (65) 779-5966        
Newsgroups: comp.sys.ibm.pc.games
From: law40003@nusunix1.nus.sg (TAN YEW KEONG)
Subject: Re: TECHHELP: Dune 2 - Digitized Speech
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]
Date: Fri, 8 Jan 1993 06:16:19 GMT

David Kiker (kdk@sae.com) wrote:
: A quick question:
: In the early scenerions (1-3) can you control your
: carryall? It flys my harvester in when I build
: a refinery and it has even picked it up from
: a spice harvest on its own. Can I control it?
:
You can never control your carryall much. But if you press return on
your harvester, your own carryall (one you produced yourself) will pick
up your harvester and carry it back to the refinery.
 
: Another question:
: 
: How do you prevent your harvester(s) from being
: eaten by worms without watching them all the 
: time?
You can :
1) Whack the worm with missiles until it gets scared, it will disappear
for 1 hour.

2) Ask the guy to return at the first call of `Warning, wormsighting!'
The carryall will pick it up.
--

_________________________________________________________________________
Michael Tan Yew Keong | law40003@nusunix1.nus.sg | law40003@nusvm.nus.sg|
Final Year Law student - OH GOD, IT'S BEEN A HELLUVA LONG TIME!!!       |
________________________________________________________________________|
From: S_MARTIN@IRAV22.ira.uka.de (|S| Ralf Martin)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Wiz 7 help with end (again, my fault!)
Date: 11 Jan 1993 12:28:32 GMT
Organization: University of Karlsruhe, FRG
Distribution: world
NNTP-Posting-Host: irav22.ira.uka.de
X-News-Reader: VMS NEWS 1.25

In <1993Jan8.154147.2699@ims.com> stevep@ims.com writes:

> In article <1igkjaINN1ct@agate.berkeley.edu>, joak@ocf.berkeley.edu (Jonathan A. Kung) writes:
> |> 
> |> Spoilers below...
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> 
> |> ... and asked for help in locating the Blue Locket.  Someone
> |> e-mailed me an answer which I hastily scrawled down as:  "use
> |> sun jewel in wall to left of crypt isle," which isn't word-for-
> |> word with the reply.  So, I try this out on the two structures
> |> on the islands to the west of the Crypt Isle, but nothing seems
> |> to happen.  I also lost the address of the person who e-mailed
> |> me, so it looks like I have to ask for a more precise location...
> 
> You were in the correct spot.  There are two small islands, each with
> a square building.  The trick is that not all the walls are solid.
> You can pass through one wall and enter the small cubes.  Do the right
> thing inside one cube, then check out the other.
> 
> |> Also, has anyone solved Crusader Test #2?
> 
> I just raised my characters' strength to 20 and bashed down the door.
> 
> -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]


Clever man,GROO like's clever men,GROO's clever man too,hurgah..
(Whats a mendicant anyway?)

 GROO the WANDERER(Not ZAN the Wise,indeed)

Newsgroups: comp.sys.ibm.pc.games
From: forman@fraser.sfu.ca (Pamela Catherine Forman)
Subject: Nova 9 Joystick Problems
Organization: Simon Fraser University, Burnaby, B.C., Canada
Distribution: usa
Date: Wed, 6 Jan 1993 04:25:40 GMT

I purchased Nova 9 a while ago because I greatly enjoyed Stellar 7.
So far Nova 9 looks pretty good with all the new enhancements and the
new puzzles, but the biggest puzzle is that the joystick support
*SUCKS*.  I am using a Gravis joystick in my Soundblaster card on a
386-25 (about 2 years old so it is anchient already) and when I boot
up the game the cursor just bounces back and forth between the two
options.  I've tried calibrating it but it does not help.  It does not
like my joystick at all.  I've tried one other joystick but it didn't
help.

Has anyone else had any problems like this and is there any type of a
solution?  I'd much prefer to use the joystick rather than the
keyboard or the mouse and haven't really been playing the game because
of this.  Thanks.

					Alan Stewart
From: margot@disuns2.epfl.ch (Joel Margot)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Wizardry 7 SPOILER Munks?
Date: 5 Jan 93 16:02:35 GMT
Reply-To: margot@disuns2.epfl.ch (Joel Margot)
Organization: Ecole Polytechnique Federale de Lausanne

In article <1993Jan4.175721.7101@gw.wmich.edu> x86baumstark@gw.wmich.edu writes:
>I'm playing wizardry 7 and I got to the dungeon under munkharama.  I can't find
>the staff needed to disarm the trap though.  I also can't kill the lord of
>the dark munks.  does he have the staff needed to disarm the trap.  did I trade
>the staff off and not know it.  Can anyone help me ?  Can i finish it without
>the staff.  Is it possible to finish the game without the staff.  I also can't
>get into a gate in a room with a button on the wall to the south east in
>munkharama .  does anyone know where the key is ?  does the lord munk guy have
>it?
>

If you can't kill the Lord Munk just get a few more levels. This could make the
difference. About the staff, you really have to find it. Did you check in all
areas on that level? No chest left? No unexplored corridor? using the mapping
kit? if you really can't find it, I guess you'll have to use the character 
editor to add this item to your group...

Hope this helps. Good luck!

Joel
From: bobc@natinst.com (Bob Conyne)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: V For Victory
Date: 8 Jan 1993 13:57:53 -0600
Organization: National Instruments, Austin, TX
NNTP-Posting-Host: eagle.natinst.com
Keywords: wargames

In article <1ikla9$6e9@agate.berkeley.edu> ghelf@violet.berkeley.edu (;;;;RD48) writes:
>In article <1993Jan07.161125.18196@rchland.ibm.com> BillSeurer@vnet.ibm.com writes:
>>I got the Veliki Luki (or however it's spelled)
>
>It's "Velikie Luki" though they spelled it wrong on the game
>and it means "Great Bend" (like in a river).
>-- 
>Gavin Helf
I've got a question for the serious wargamers in this group -- is V for V the
hottest thing out now?  I was leaning toward The Lost Admiral, but now I'm
wondering if my $ my not be better spent on V4V.  There's also a new
scenario for The Perfect General, but I've heard the AI in TPG is not as
strong as that of The Lost Admiral.  Anyone who's tried all three out there?
What are the relative strengths/weaknesses of these products?  Thanks!
--Bob
From: bobc@natinst.com (Bob Conyne)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: atop torpedoes
Date: 5 Jan 1993 16:00:33 -0600
Organization: National Instruments, Austin, TX
NNTP-Posting-Host: eagle.natinst.com

In article <1993Jan4.165759.1@kean.ucs.mun.ca> geoph@kean.ucs.mun.ca writes:
>I also can't get torpedos to arm in aotp.
>
>As a confirmation, I tried setting my plane to indestructible
>with unlimited ammunination on a mission.  I then went to the target
>and landed on the ocean aimed towards a ship and launched a whole lot
>of torpedoes.  None of them armed!  I think it is a bug.
>
>The splashes made by the torpodes as they enter the water is cool tho!
> 
You guys need to read your manual!  In the section on torpedo launching, it
clearly explains the constraints placed upon airspeed and altitude to perform
a successful torpedo launch.  I don't remember the exact numbers, but for
American planes, it is LOW and SLOW -- something like 200 ft maximum altitude
and 150 knots (this could be off, I really can't remember off the top of my
head).  The Japanese planes, since they had MUCH better torpedoes at the
start of the war, can be about twice as high and twice as fast and still launch
successfully.  Now you know why Torpedo Squadron 15 was obliterated at the
Battle of Midway!  In any case, by practicing torpedo strikes in the "Training"
missions, and watching airspeed/altitude like a hawk, it is possible to 
successfully hit the ship.  In real missions, I have never survived as a US
torpedo pilot, though I always fly at maximum realism, so it may be doable at
easier settings.
Anyway, I hope this gets you going.
--Bob 
P.S.  If you want to read a book that will keep you up until 4:00 A.M. for
several nights in a row, check out "Miracle at Midway" by Gordon Prange.  It
will definitely inspire you to play AOTP alot!


Newsgroups: comp.sys.ibm.pc.games
From: jwilbur@iat.holonet.net (Jay Wilbur)
Subject: Re: Strike Commander
Organization: HoloNet National Internet Access BBS: 510-704-1058/modem
Date: Tue, 12 Jan 1993 20:05:53 GMT

Jeremy_Reimer@mindlink.bc.ca (Jeremy Reimer) writes:

<stuff about intro delete>
 
: Is this the same intro we saw before? The one that Origin didn't release and
: someone just sneakily grabbed from a demo machine without even getting the
: install program, so it had to be patched to work without a Roland?

Possibly, I didn't get to see that intro in action.
-- 
/------------------------------Live from CES------------------------------\
| Jay Wilbur  | jwilbur@idsoftware.com   | CIS: 72600,1333 |   Fidonet    |
| Id Software | AOL: Id Softwr           | GEnie: jjj      |  1:124/6300  |
\-------------------------------------------------------------------------/
Newsgroups: comp.sys.ibm.pc.games
Subject: Computerized Squad Leader?
From: cvalj001@vmsb.is.csupomona.edu
Date: 11 Jan 93 16:22:38 PST
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvalj005


  Are there any games which closely approxiamte the board games Squad Leader
or Advanced Squad Leader?  Anyone anything about the Avalon Hill computer game
Under Fire?  

Thanks in advance! 

-- 
	                                                           
--------------------------------------------------------------------------------
                   Daemon E. Hobbs, C/LtCol, AFROTC
                 Senior, (Spatial Information Systems)
                          Cal Poly, Pomona
                            **Commander**
                602D Air Force ROTC Cadet Squadron (ATC)
                Harvey Mudd College, Claremont, CA 91711

         "My ramblings represent no one's opinion but my own."
--------------------------------------------------------------------------------
From: halvorsen@nbivax.nbi.dk
Newsgroups: comp.sys.ibm.pc.games
Subject: Global Conquest..Two computers dont work?
Date: 6 Jan 93 08:46:32 +0100
Organization: Niels Bohr Institute and Nordita, Copenhagen


  I have a problem with Global Conquest. When i try to play against a remote
computer then the computer gives an error message stack overflow...and crashes.

Can anyone help me here?


Bjorn.
Newsgroups: comp.sys.ibm.pc.games
From: vanfosse@magnus.acs.ohio-state.edu (Andy VanFossen)
Subject: Re: V For Victory
Keywords: wargames
Organization: The Ohio State University
Date: Sat, 9 Jan 1993 16:19:45 GMT

This from a fellow netter:

>  Velikiye Luki is pronounced Veh-LEE-kee-yeh LOO-kee.  You can find
>  references to it in any good WWII reference.  It was one of the pivotal
>  battles of the war, encompassing a German offensive and a Russian counter.
>  I think I am remembering the order correctly...:-)  You'll learn a lot
>  more about it shortly...
>       David Pipes

Thanks, Dave!

Andy Van Fossen
Newsgroups: comp.sys.ibm.pc.games
From: cs922102@ariel.yorku.ca (MARTIN J WITKOWSKI)
Subject: Ultima Underworld II QUESTION
Organization: York University, Toronto, Canada
Date: Sat, 9 Jan 1993 18:24:09 GMT

After playing UW II for over 12 hours straight, I think I may be stuck.
I got down to level 5, and found the "blackrock gem"...however, I am 
unclear on what to do...Nelson mentioned that music may have something to do
with it.
How do I advance to the next "world" ?!?!

Newsgroups: comp.sys.ibm.pc.games
From: barnett@sun1x.actc.res.utc.com (Mark Barnett)
Subject: World Circuit - further discussion
Organization: iamwhereiam
Date: Thu, 7 Jan 1993 19:12:13 GMT

To those of you with experience with World Circuit, I
have some questions, and would like to provoke some
dialogue so that I and other new users could get some
insight on this excellent simulation.

My first question is about the various levels of help
available.

Do you usually race/practice/qualify with steering help
on or off? Obviously the purists among you will disdain
any sort of help at all, but I wonder how the rest of
you get by. I tried practicing without steering help
after driving for about three or four hours over a couple
of days with help on and found myself hopelessly out of
control. I quickly turned the steering help back on,
although a little guiltily, since now I know how hard it
is (for me at least) to drive without it. I also now notice
just how much help I'm getting from the ghost driver - a
lot!

What about traction help? I didn't even bother trying to turn
this off, but I can imagine just how helplessly askew my car
will be at each corner without it.

How about linear vs nonlinear steering?
Same question about linear vs nonlinear braking,
acceleration, etc. There are many possible configurations,
and they are poorly discussed in the documentation. I wanted
to get a feel for how people tend to run this simulation.
Any comments would be greatly appreciated. Either post
here or email me directly. Many thanks.

Mark Barnett
mbarn@utrc.utc.com


-- 
Bubble boy
From: pdc@lunch.wpd.sgi.com (Paul Close)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Dune II soundcard support and OS/2?
Date: 6 Jan 93 23:55:57 GMT
Reply-To: pdc@sgi.com (Paul Close)
Organization: Silicon Graphics, Inc., Mountain View, CA
NNTP-Posting-Host: lunch.wpd.sgi.com
Originator: pdc@lunch.wpd.sgi.com

Sounds cool.  Has anybody tried the sound support while running in a VDM
under OS/2?  Some digitized sound has problems under OS/2 since there are
only so many interrupts per second that OS/2 can emuate to a DOS session.

I wish OS/2 compatibility were listed on the box....
-- 
Paul Close	     pdc@sgi.com	   ...!{ames, decwrl, uunet}!sgi!pdc

			No fate but what we make
From: cdupree@oracle.com (Chuck Dupree)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Crack for Dune 2
Date: 6 Jan 93 23:09:26 GMT
	<1993Jan5.050232.13895@nuscc.nus.sg>
Organization: Oracle Corporation, Belmont, Ca.
X-Disclaimer: This message was written by an unauthenticated user
              at Oracle Corporation.  The opinions expressed are those
              of the user and not necessarily those of Oracle.

In article <1993Jan5.050232.13895@nuscc.nus.sg> law40003@nusunix1.nus.sg (TAN YEW KEONG) writes:
   evaluation@vms.eurokom.ie wrote:
   : 
   : Does anyone have a crack for Dune 2. It is such a hassle to have
   : to read the documentation. 

   First, the game only asks for the validation twice for the whole game
   (8levels)

So that makes it okay for him, because you think it's "only" twice?

   Second, the time needed to find out that little detail is less than the
   time you take to post your message.

Of course, he only had to post once, not every time he plays the game. 

   Third, if Westwood Associates did such a wonderful job with Dune II,
   don't you think they deserve some compensation for their hard work?

And the compensation they get is making people open a book twice per
game?  How does that help to compensate them, unless they're simply
sadists? 

   ...
   Sixth, I'm really sorry if I'm implying anything in this post, but
   really, it's not too much of a hassle to spend 20 seconds getting the
   info needed to play this 16 hour x 3 game.

I was confused about how someone could seriously uphold such a silly
position: that no matter what you think, I know what's a hassle for
you and what isn't.  Then I saw in the .sig:

   Final Year Law student...

and everything became clear.

- ced
Newsgroups: comp.sys.ibm.pc.games
From: Gavin Adams <gavin.adams@lso.mts.dec.com>
Subject: Re: F15 (F-15E's SNIFF) Help needed!
X-Xxmessage-Id: <A76DA3675501BA16@godzilla.jdola.lanl.gov>
X-Xxdate: Mon, 4 Jan 93 08:18:47 GMT
Organization: Digital Equipment Corporation
X-Useragent: Nuntius v1.1.1d13
Date: Mon, 4 Jan 1993 15:21:14 GMT

In article <1993Jan03.215220.11019@rat.csc.calpoly.edu> Leo Chong,
lchong@polyslo.csc.calpoly.edu writes:
>My only complaint so far is lack of recoinasance of enemy territories and
the
>enemy's ability to track onto you and sneak up behind you without even
turning
>on their radar.  This makes me very nervous-especially when awacs use is
very
>limited.  

Ahhh, but actually this is more realistic then you know.  As soon as an
enemy radar has ping'ed you, rest assure that an enemy flight has been
vectored to your location.  If they have your heading and air speed, *thier*
AWACS can place within your vicinity.  A little Mark I eyeballing and thier
sitting on your six.

--- Gavin
Visualize Whirled Peas!
From: hyiu@terapin.com (Henry Yiu)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Ultima Underworld 2
Date: 6 Jan 93 22:27:47 PST
Organization: BBS

In article <C0Fnys.1Gn@dunaad.co.uk>, dan@dunaad.co.uk (Dan Hunter) writes:
>
>Hi, could sombody tell me what kind of PC you need to play this game 
>specificaly if it will run on a 386 20.
>Thanks in advance,
>DAN
>
>-- 
>          DD      AAAAA   NN     N
>          D  D   A     A  N N    N
>          D   D  AAAAAAA  N  N   N
>          D   D  A     A  N   N  N
It runs on any 386 based computer with at least 2 megs (including EMS)
From: towel@elcsci.com (Big Wilber)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: GAME BYTES: ARJ compression.  O.K.?
Date: 9 Jan 93 04:53:04 GMT
Article-I.D.: elcsci.1993Jan8.205305.1843
Organization: Electro Scientific Industries, Portland OR

In article <1ikeelINNf9k@usenet.INS.CWRU.Edu>, bz556@cleveland.Freenet.Edu (Joshua E. Randall) writes:
> 
> In a previous article, towel@elcsci.com (Big Wilber) says:
> 
>>now that pkware has released pkzip ver 2.04c, why not use that.  it compacts
>>tighter than arj
> 
> Because PKZip 2.04c has only been out for a few days and has not spread to
> enough people.  ARJ 2.30 has been out for months.
> 
> Actually the safest best is probably to stick with PKZip 1.1 -- it's old,
> but sturdy, portable, and widespread.
> 
> -- 
> Joshua E. Randall			bz556@cleveland.freenet.edu

trust me, the way it's getting around, *EVERYONE* will have it by the time
gamebytes #9 comes out.

on all of the local bbs's around here, all the sysops are doing mass, batch
repakaging and requiring pkzip v2.04c.

plus it will be submitted to comp.binaries.ibm.pc

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| MIS computer operations                        ^(@,@)^ Who..Who |
| Electro Scientific Industries                                   |
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