HDTenEightyP/NetNews huggingface dataset:
From: cfranz@iiic.ethz.ch (Christian Steffen Ove Franz)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 3.0 suggestion
Date: 28 Jul 92 08:18:14 GMT
Organization: Dept. Informatik, Swiss Federal Institute of Technology (ETH)

In article <l768ajINNqrl@bovina.cs.utexas.edu> ted@cs.utexas.edu (Ted Woodward) writes:
>I'd like to see players be able to protect ships.  Colony ships are always the
>1st to go in a battle; I'd like to put my heavies out in front of the valuable
>colony ships, much like destroyers, etc, screening a carrier.
>

YES! Hey, how many times did my colony ship get wasted because i forgot to park
it at some 'backwater planet'? Maybe we should set up some shelter (very expensive)
for colony ships on certain planets? Or make colony ships *much* harder to destroy.

And how about colony ship hunters? Ships that are especially designed to seek
and destroy colony ships? Include one or two into your attack force to 'crack'
a colony ship. They should be prohibitively expensive.

>
>-- 
>Ted Woodward (ted@cs.utexas.edu)
>
>"Mad scientists HATE shopping for shoes!" -- Peaches

In article <1992Jul26.153308.1@cubldr.colorado.edu> patlin_s@cubldr.colorado.edu writes:


>How about having star battles be detectable from a distance?
>With all the energy that must be exchanged, it makes some sence.
>
>It might be fun to say "HMM.  A battle over Zebulon?  Which two players
>are fighting out there?"

Hey, I love this idea. However, the range on how far this can be detected
should depend on the players technology level.

Cheers,
Christian
-- 
-----------------------------------------------------------------------------
Christian S. O. Franz                 |                   cfranz@iiic.ethz.ch
ETH Zuerich, Swizerland               |                     vismgr@rz.ethz.ch
From: jmbx+@andrew.cmu.edu (Jager McConnell)
Newsgroups: comp.sys.mac.games
Subject: Re: Spectre Info WANTED
Date: 30 Jul 92 16:52:06 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Well I wasn't here a few months back so I don't know what the Hints that
were given were so I'll just tell you all the ones I know....
-If you hold Option then press play on the start-up screen of the game
you can have free access to any level ( 1 - 50 )...
-Another little hint is that if you type GOD anytime during play you
will go into world view ( a fourth view ) that lets you see the entire
board from birds eye...
 that's all I can think of right now.... 
If you want to edit ur game u can down load software from America
On-line that allows one to become invunerable...speeds up to 18 and
unlimited bullets....Fun for the first 3mins but gets old in my book...
	anyway I have to go...hope I could help
	-JAGS
From: gt5870c@prism.gatech.EDU (Noah White)
Newsgroups: comp.sys.mac.games
Subject: Re: A New Game To Play
Date: 25 Jul 92 01:22:15 GMT
Organization: Universal Exports

In article <11314.2a703379@cpva.saic.com> wilsona@cpva.saic.com writes:
>> 
>> You see something shiny. It's a shovel.
>
>get shovel
>
>> Andy from TIK

   Please take this to E-MAIL your wasting my time and evryone's bandwidth!
E-Mail flames welcome....








-------

lalalaaa
From: reynolds@park.bu.edu (John Reynolds)
Newsgroups: comp.sys.mac.games
Subject: Seeking Falcon 2.2.2 for Mac or FalconAT for IBM
Date: 27 Jul 92 21:34:13 GMT
Distribution: comp.sys.mac.games
Organization: Boston University Center for Adaptive Systems


I hear that these games can be connected to each other via a modem.
If this is true, I'd like to buy them used. 

Thanks.  -John
Newsgroups: comp.sys.mac.games
From: jabba@deathstar.Stanford.EDU (Richard Charles Graves)
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Organization: Stanford University, California, USA
Date: Wed, 29 Jul 1992 00:01:20 GMT


On whether people like sliders:
How about adding 2 buttons to the bottom of the ship build dialog, by the
"Name Ship For Me" option. One button raises all tech levels to max, one
drops them to minimum.
--
| rich graves, stanfd res affairs mac tech, and occasional senior, poli sci |
| jabba@deathstar.stanford.edu     88C Escondido Village     (415) 497-1573 |
Newsgroups: comp.sys.mac.games
From: zimerman@phoenix.Princeton.EDU (Jacob Ben-david Zimmerman)
Subject: SpaceHo! 3.0 retreat suggestion...
Originator: news@ernie.Princeton.EDU
Organization: Princeton University
Distribution: usa
Date: Fri, 31 Jul 1992 16:59:28 GMT


I haven't played 2.0 much (I am guest on other folks machines for the
moment) and may wait to buy this game for my very own until 3.0.
Therefore, this suggestion may be already addressed in 2.0.  I think
that the idea of a retreat option is a good one...perhpas addressed in
the following manner: When setting a course, you are given the option of
a 'duck and run' where your sh hops out of FTL in the target system just
long enough to look, then automatically hops back in to return to its
home system.  However, you would *not* have a choice 'on the fly' of
whether to stay or not; you would have to decide before your ship
departed (give the captain his/her orders then, rather than be able to
make tactical decisions in a strategic game.)  More importantly, if
there are enemy ships in the target system, *all* of them get one smack
at you as your ship is frantically trying to accelerate back out to the
wormhole nexus or whatever (Go Vorkosigan!!! :-))  In addition, you do
*not* get any shots back. If your ship gets toasted during the run, you
get no info; if it makes it back out, you get info about how many ships
there were, but no tech info and no planet info (too busy staying
alive.) Of course, what info you get may be different; I am not sure how
each of those data would affect the game given its current paradigm, so
more experienced folks and DT would want to go over that.  Heck, theyre
gonna go over this with a razor edged comb anyway. :-)  
  This approach would let you build scouts with lotsa shields and no
weapons for use and armored recce vessels.  Maybe even put in a risk
that if you do survive the run, the defenders have an idea of where you
came from?  Just to make things more interesting.  What does everyone
think?  

ob. cheer:  SHo! Is one of the best games I have run across while
lurking on other folks systems. :-)  One of the best I've played.  Can't
wait for 3.0 So I can buy the latest release...:-)  Of course, if
there's going to be an upgrade path, I'll buy right now. Does anyone
konw if there will be one? Then I could play at home and *really* waste
some time...:-)

 
-- 
___________           |-Is that Scotch over there?  Hold everything.
     ||               |                -Sean Connery, The Russia House
||   ||acob Zimmerman!+> <zimerman@phoenix.Princeton.EDU> INTERNET 
 \===/                |  <zimerman@PUCC>                  BITNET
Newsgroups: comp.sys.mac.games
From: peterb@mullet.gu.uwa.edu.au (Peter Broadribb)
Subject: EMail Address for Silicon Beach
Organization: University Computer Club --- Perth, Western Australia
Date: Wed, 29 Jul 1992 08:38:32 GMT

Does anyone know the email address for Silicon Beach Software?

Beyond Dark Castle is supposed to run on a Mac 512KE and isn't. I want
to contact Silicon Beach to find out why.
 
Pete
From: long@mcntsh.enet.dec.com (Rich Long)
Newsgroups: comp.sys.mac.games
Subject: Re: Jewel Box!
Date: 27 Jul 92 18:56:15 GMT
Organization: Digital Equipment Corporation


In article <1992Jul27.115604.14222@husc15.harvard.edu>, jdavis@husc15.harvard.edu writes...
>Take a peek at Jewel Box, currently available on sumex.  It's based on
>the game Columns which has been out for a while, but it is a vast
>improvement.  It is, in my opinion, what a Mac game should be.  It requires

 Yes, it is very, very good. Check it out! My only beef is that it seems to
 have a problem with cursor tracking. While the game is running, if I move the
 mouse to the menu bar, the cursor is still hidden, although I can select menu
 items.

Richard C. Long			long@mcntsh.enet.dec.com
			  -or-	...!decwrl!mcntsh.enet.dec.com!long   		
			  -or-	long%mcntsh.dec@decwrl.enet.dec.com
Newsgroups: comp.sys.mac.games
From: cfranz@iiic.ethz.ch (Christian Steffen Ove Franz)
Subject: Re: Spaceward Ho! 3.0 Comments Response
Organization: Dept. Informatik, Swiss Federal Institute of Technology (ETH), Zurich, CH
Date: Thu, 30 Jul 1992 07:40:25 GMT

In article <1992Jul29.182809.17436@CSD-NewsHost.Stanford.EDU> commons@Sunburn.Stanford.EDU (Peter Commons) writes:
>
>After the deluge of Ho! 3.0 comments (thanks), I thought I'd respond right 
>away to some of the suggestions:
>
>
>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.
>
And lose 7500 income for a year since otherwise the colony ship would be
marooned as well. A tanker should also be much cheaper than a colony ship.
Normally I only have two to three colony ships and sending them around the
galaxy just to pick up all my marroned ships would be prohibitively expensive
and prevent me from colonizing interesting planets.


>4) The whole idea of limited information is really a big part of the game. 
>It actually permits people who are behind to possibly catch up. For example,
>if you're behind & someone's flying around with a really monster fleet, you
>can build a really large satellite force at one of your planets (if you spread
>them out over all your planets, they'd each be crushed). Knowing that you 
>have (or might have) such a sat force somewhere will make the aggressor wary.
>If he were able to tell where it was (e.g. going there and retreating or 
>detecting it somehow), you'd just be dead. The idea of being able to detect
>where a battle took place but nothing else is kind of interesting...
>

And what about detecting a battle in a neighboring system? That sounded really
cool to me and would give the 'weak' player an advanced warning.


Cheers,
Christian



-- 
-----------------------------------------------------------------------------
Christian S. O. Franz                 |                   cfranz@iiic.ethz.ch
ETH Zuerich, Swizerland               |                     vismgr@rz.ethz.ch
Newsgroups: comp.sys.mac.games
From: scottb@netcom.com (L'etat des mortes)
Subject: Re: Pax Imperia (yet again)
Date: Fri, 31 Jul 92 18:05:28 GMT
Organization: Netcom - Online Communication Services (408 241-9760 guest)

In article <36322@sdcc12.ucsd.edu> jlkim@sdcc3.ucsd.edu (Justin Kim) writes:
>
>	Can anyone tell me if Pax Imperia  will be supported on
>machines without color?  My SE/30 and I want to know!
>
>Cheers,
>Justin

Yes, as I understand it, both Color and B&W will be supported.

Scott

Newsgroups: comp.sys.mac.games
From: tt@wag.caltech.edu (Toshi Takeuchi)
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Organization: California Institute of Technology, Pasadena, CA
Date: Wed, 29 Jul 1992 20:54:22 GMT

meharg@fraser.sfu.ca (Gersham William Meharg) writes:


>Ships are too transitory, fleets dont last very long. As soon as
>the tech increases the old fleets are scrap metal.

>My suggestion is to allow for ships to be updated in tech. This makes
>sense, after all why not put a new gun on the ship, some more armor
>plating and a faster drive.  This would seem more realistic than    
>scrapping the fleet. This would let players get attached to fleets,
>"ah the fighting 41st, the one that won the battle of Sauron back in
>3120!".

I think this is a good idea.  When you're in the heat of a battle, it's
tough on you to develop a new ship and lose those turns.  Why not
fix up an old model and save some time?  Maybe you can limit the
ability to upgrade +2 or 3 in the weapon, shields, etc.., so the old hulks
would finally have to be scrapped.

>Come to think about it, why not attach experience to particular fleets
>make them more formidable after fighting (and winning) battles.
>I dont know how the player should be penalized for upgrading ships
>(overhauls) possibly a limit to the age of the ship before it must be
>scrapped?

See above for limiting overhauls.  Experience to fleets sounds good, but
ships become obsolete quickly, and so an experience scheme sounds like
too much trouble to implement unless the ships had a greater longevity.

Toshi
tt@wag.caltech.edu

Newsgroups: comp.sys.mac.games
From: Michael Babin
Subject: Re: Playmaker 2.0 bug
Organization: Texas Instruments
Date: Thu, 30 Jul 1992 16:26:20 GMT

In article <1992Jul30.130157.2746@zip.eecs.umich.edu> ericm@dip.eecs.umich.edu
(Eric S. McDaniel) writes:
>In article <1672@hydra.bucknell.edu> jacobson@arcturus.tmc.edu (douglas
jacobson GR) writes:
>>>>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.  
>>
>>This *cannot* be right!!!!! Let me tell you why...
>>
>>1) I certainly would have heard about such a drastic rule change. I
>>read articles about football everyday in the newspaper.
>>
>
>You forgot a reason -- the NFL would never do something like that, and the
>TV networks would never allow it    Think of the billions of $$ in lost
>advertising revenue if the clock never stopped and the game was only half
>as long!
>

The rules concerning clock stoppage after a play is over WERE changed before
the beginning of last season.  I don't remember the exact wording of the
new rules, but the clock continues to run after certain plays until the last
so many minutes of the half.  Sorry to be so vague on the details, I'll try
to find the exact wording and post a follow-up.

Last season, the TV commentators talked at length about the decrease in the
average score of games as opposed to previous years.  One possible cause
mentioned was the rules changes, which resulted in fewer plays/game.  I heard
one announcer claim that it eliminated the equivalent of one offensive
series per team each half.

The argument about TV and the NFL never allowing it because of shorter games
and reduced advertising revenue is completely backwards.  The TV networks, as
part of their broadcasting rights fees, insisted on more commercial time for
each game to help offset the increased rights fees.  The NFL agreed, but was
afraid of the increase in the length of games (which were already tending to
run over three hours on average).  So fewer clock stoppages means fewer plays,
which leaves more time for commercials.  All without increasing the length of
the average game.

I don't like it.  But that's what happened.
From: Hamish.Mogan@f386.n634.z3.fidonet.org (Hamish Mogan)
Newsgroups: comp.sys.mac.games
Subject: RE-PoP: Run on Mac SE?
Date: Mon, 20 Jul 1992 14:35:09 +1000

i thought the Pop only worked on 13" monitors and above?

HM

-------------------------------------------------------------------------------

    Melbourne , Beautiful One day .... Raining the next!  (And i love it!)


Balwyn, vic, Australia

Internet :hcm%ausom.oz@sol.cc.deakin.oz.au

-------------------------------------------------------------------------------

 * Origin: /\/\acContent,AMUG Prefered, Oz Division (3:634/386)
From: trimper@edsi.plexus.COM (Greg Trimper)
Newsgroups: comp.sys.mac.games
Subject: Re: SoftAT PC emulation
Date: 30 Jul 92 01:23:32 GMT
Article-I.D.: edsi.1992Jul30.012332.21093
Organization: Enterprise Data Systems Incorporated, Appleton WI

SOftAT on a SE/30 gets a Norton SI of about 10 (disk access is much better
than a normal AT)  But the graphics are slow.  It is perfect for DOS
Applications, etc, but graphics intensive games, while they work, are
too slow to consider playable.  Example:  Commander Keen: Works great,
color is perfect, BUT you can NOT moveyour fingers SLOW enough to play
it.

Greg Trimper   trimper@edsi.plexus.com
From: Joe.Francis@dartmouth.edu (Joe Francis)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 3.0 Comments Response
Date: 30 Jul 92 07:09:22 GMT
Organization: Dartmouth College, Hanover, NH

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).

I'm encouraged by this philosophy.  As someone who writes mac software
and gets requests from users, I never cease to be amazed by how many
times users ask for things that, if they were really given, they'd
hate.  I have faith in your ability to make good design decisions for
Ho!   Both 1.0 and 2.0 bear me out in this.

I believe that better computer play, more diverse (but still talented)
computer play, and interesting alliance/communication capabilities
would sit well in 3.0.

I want opponents who can beat me with the same initial conditions that
I have. It's no fun - for me at least - to try to beat computer
opponents when starting from a disadvantage.  I always play
smart/novice.
Newsgroups: comp.sys.mac.games,comp.sys.mac.programmer
From: coriale@casper.serum.kodak.com (Matthew Coriale (x37975))
Subject: Re: Announcing the second 'bot tournament
Summary: How's about posting the 'bot program?
Organization: Clinical Products Division, Eastman Kodak Company
Date: Tue, 21 Jul 1992 20:11:19 GMT


How's about posting the 'bot arena program to the mac's binaries
group so those of us who can't FTP can get it?

- Thanx.

- Matt Coriale
coriale@serum.kodak.com

/* the views above are MINE MINE MINE all MINE */
From: JMoylan@cup.portal.com (John Thomas Moylan)
Newsgroups: comp.sys.mac.games
Subject: Re: Should I buy SHSpaceHo?
Date: Wed, 29 Jul 92 20:52:38 PDT
Organization: The Portal System (TM)
Distribution: world

if you want an EXTREMELY simplistic multi-player strategy game(single player
is extremely lousy on this game) then get Spaceward Ho.

If you are looking for a more complex system involving politcal alliances,
more realistic economies, more control over battles(with tactical control),
etc. buy Pax Imperia
Newsgroups: comp.sys.mac.games
From: doron@tavdac.ENET.dec.com (Doron Angel)
Subject: Re: Hellcats help needed
Organization: Digital Equipment Corporation
Date: Tue, 28 Jul 1992 22:30:23 GMT

In article <1992Jul27.155011.26091@samba.oit.unc.edu>, Mike.Pflugfelder@bbs.oit.unc.edu (Mike Pflugfelder) writes...
>Ok, I have the original disks for hellcats, but I don't have the documentation
>and I was wondering if there is a key for air brakes or parachute or something
>like that.  Everytime I kill like 3 or 4 fighters, I try to land, and I get to
>the runway, I land like in the middle of it, then I either fall off the end of
>the island, or I get so far out into the grass that I don't want to try to get
>back to the runway anymore.  Please help, I do have the original disks, and I
>would like to start playing again.  One other thing, is there a rudder control
>or do you just use the ailerons like when on the ground...  Please mail me
>at ucpflugf@mcs.drexel.edu because I don't really read this newsgroup.

I do not get it. If you bought the game you SHOULD have both booklet and pilot's
Manuall. If you are not a legal user, (original disk is not an idication)...

 The booklet lets you know what messures should be taken to perform a landing &
how to stop. There is a rudder control and a key for eject. 

 If you did not buy the game, it worth every penny!!!

********************************************************************************
|                                                                              |
| Who am I?............................. Doron Angel                           |
| Where am I working?................... Digital Equip. Corp. (SSDU) Israel    |
| What's my phone # ?................... 972-52-593003                         |
| Where am I living?.................... 25B. Bnei Benjamin St. Herzliya ISRAEL|
| What's my phone # at home?............ 972-52-504529                         |
|                                                                              |
***********************************^^^^^^^^^^***********************************
From: sevans@andy.bgsu.edu (Stephen W. Evans)
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Organization: Bowling Green State University B.G., Oh.
Date: Fri, 24 Jul 1992 23:15:04 GMT

commons@Sunburn.Stanford.EDU (Peter Commons) writes:
> 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.
> 

Between my wife and myself we have the following requests/suggestions:

1.  A way to delete or alter ship and planet names without using ResEdit.

2.  Allow ship build queues to have more than one group of a particular
kind of ship.

3.  A way to lock down the percentage spending track at either a fixed
percentage or a fixed amount and NOT have it change when i adjust other
spending! (e.g. i always want to spend 30% on tech and not have to 
continually readjust it when i change other spending)

4.  An off the charge "savings account" whose many would not be available
in the spending chart and thus would not make using even the Log chart
difficult so quickly.

5.  There seems to be a bug or something when spending amount below 10%
on the log chart.  At some point the amout becomes zero even though some
spending shows.  It can be darn annoying when trying to slowly build savings
during the initial exploration phase.

6.  Some planets are not listed in the messaging command.  In addition the
ability to send a text message would be appreciated, especially between
allies!

7.  A command that would trace paths of en route fleets and arrival times
on the star map.

and thats all I can think of off the top of my head.
-Steve
From: hcheng@Auspex.COM (Howard Cheng)
Newsgroups: comp.sys.mac.games
Subject: Re: Railroad Tycoon
Date: 31 Jul 92 18:07:50 GMT
Distribution: usa
Organization: Auspex Systems, Santa Clara

Speaking of Railroad Tycoon, does anybody know a patch to get past the
"identify this locomotive" security thing? It's quite annoying. Thanks.

h.
hcheng@auspex.com