HDTenEightyP/NetNews huggingface dataset:
From: Joe.Francis@dartmouth.edu (Joe Francis)
Newsgroups: comp.sys.mac.games
Subject: Re: More Warlords Hints
Date: 24 Jul 92 21:29:36 GMT
Organization: Dartmouth College, Hanover, NH

In article <EMERY.92Jul24100519@Dr_No.mitre.org>
emery@Dr_No.mitre.org (David Emery) writes:

> One of the best spots on the map is the city of Carmel.  This city
> produces one of the best units in the game, light infantry with a
> strength of 5.  And, it's right next to the Temple of Iris.  So, you
> can run the light infantry (and anything else that you transfer to
> Carmel) to the Temple, get it blessed, and then bring it back to the
> coast around Carmel and load it on ships.  

As the game currently stands, temples merely detract from the quality
of the play.  First, even on the Warlords setting, the computer
opponents almost never make use of the temples.  (I have seen one Storm
Giant Hero use a temple *once*, in the many games I've played). 
Secondly, there is no interface support for automating the running of
newly produced troops through a temple and then on to an arbitrary
destination.  This means you end up spending lots of time in the later
stages of the game shuffling large numbers of pieces around over
tedious routes.

In fact, the game has poor automation facilities all the way around. 
command clicking (or is it option clicking or shift clicking, I forget)
to move a group from it's current location to your click location often
results in a non-optimal path being chosen.  The only post-production
movement automation allowed is to another city, and then again it may
choose an inefficient route.

When pieces are grouped together the entire grouping moves at the worst
movement rate for that terrain in the group, which means that a group
of elves and demons can move farther through forest if they are
logically separated than if they are together.  This means you spend
time grouping and ungrouping pieces that you always keep together in
order to get the best movement rates out of them.

Of course, once you are about to win, you can start to forgo these
painful "hand-optimizations", but in order to get to the point where
you are about to win, it behooves you get the most out of your troops. 
Unfortunately, the interface and movement rules merely get in the way
of this goal, rather than facilitating it.
Newsgroups: comp.sys.mac.games
From: trwagner@bronze.ucs.indiana.edu (Ted Wagner)
Subject: Compiling Hellcats FAQ and Hint List
Organization: Indiana University
Date: Thu, 30 Jul 92 15:24:56 GMT


	HELLCATS USERS AND NEW USERS

	Ok.  I have reached commander twice these past
two weeks.  (and retired before I got shot down in devine
wind!)  I still see a lot of postings on Hellcats or as
we veterans call it, "HotP."

	I came up with an idea.  I would like to compile
a FAQ and/or a hints guide for Hellcats.  I am willing
to receive any and all comments, suggestions, hints, etc
about such an animal.  What I can do is compile it and
make the document a WP or Word formatted text.

	If you are willing to send me some stuff,
please try to follow these guidelines:

	If writing a FAQ, please include a question
you frequently see and its answer.
	If writing a hint, please include a subject
heading and a well explained hint.
	If writing a suggestion, please include
a question or comment and then provide your suggestion for
Hellcats users.

	What I will then do is to take all your e-mail
items and compile them.  I will try to make this a high
quality document with a word processor.  I *COULD* make it
BOTH a WP and Word document.  That wouldn't be that difficult.
If you have a preferrence, please e-mail your vote for your 
preferred document format.

	What I will do with this document is post it to
FTP sites OR have it available at my ftp site from midnight
to 11am weekdays.

	Please e-mail trwagner@bronze.ucs.indiana.edu

	This document should  be free when made available.
Let me know you all think.

	I will take votes on yea or nea starting now and will last
for 24 hours.  E-mail me your votes until 12 noon tomorrow CENTRAL
Time.  (Chicago time).  I will post the results tomorrow and then
announce my reception of comments if the majority rules in favor.

Ted Wagner















-- 
"All my life's a circle, but I can't tell you why..."-- Harry Chapin
"Words to live by..."-- Bruce Springsteen on "Tribute to Harry Chapin"
-trwagner@bronze.ucs.indiana.edu   &    trwagner@kiwi.ucs.indiana.edu-
----------------------------------------------------------------------
From: Derek_Juntunen@abcd.Houghton.MI.US (Derek Juntunen)
Newsgroups: comp.sys.mac.games
Subject: Re: Battlezone for Mac? (arcade)
Distribution: world
Date: 25 Jul 92 00:59:52 EST
Organization: Amiga BitSwap Central Dispatch

I think the shareware fee for MacBzone is $10.

-- Via DLG Pro v0.992

Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Organization: University of Colorado, Boulder
Date: Wed, 29 Jul 1992 18:05:02 GMT


Several people have mentioned different hull types.  Possibly these could be 
made to effect the stats of the ship as follows:

A scout ship would have a bonus to range, but a penalty to weaponry...
either in terms of cost or in terms of maximum allowable.  If you have
range tech 6 and weapon tech 6, erhaps you could build a scout with max
stats range 8 and weaponry 3.

A fighter might have no adjustments, a gun ship might be opposite to
a scout in adjustments, etc.

Scott Patlin
From: joshua@lclark.edu (Josh Rochester)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Date: 28 Jul 92 23:16:49 GMT
Organization: Lewis and Clark College

In article <19740@optima.cs.arizona.edu>, jtgorman@cs.arizona.edu 
     (J. Taggart Gorman) writes:
> >3. Technology isnt very good when building ships - who uses less than
> >maximum shields or weapons when building ships. The only reason would
> >be to adjust the mini if you are short on metal or cash. It makes those
> >scroll bars useless if they are always put to maximum.  My suggestion 
> >would be to only let the user set the mini technology and pick a hull
> >type. Add some hull types replace fighters with frigates, destroyers,   
> >battleships (and Deathstars!, maybe not).  They would differ in price
> >metal and combat capability (possibly allieviate problem 2 above).
> 
>   I have to disagree with this, as I am sure, a few other will.

>   I build scouts with the highest range, speed, and shields, but I give them
> a weapon tech just high enough to destroy the current enemy ships I encounter.
> Sure, it takes 40 rounds to destroy a planet, but I need only one scout and
> I have not stripped my war effort of any fighters.
> 
>   Another use of "low tech" is when you find one of those players that does
> nothing but build.  You know, the planets with 500 6/6 satellites.  (How the
> hell does the computer do that?  I swear that is cheating, since they never
> leave their planet, but somehow have found 100,000 metal on their own planet.)
> So I build 100 10/10s even though I have 30/30 tech.  Numbers over high tech.
> 
>   And, if there was a way to protect those colony ships, I'd build a few 1/1
> colony ships for backwater duty...  (hint, hint!)
> 
>   So please, DT, don't remove the sliders.  Some of us _do_ use 'em!

I agree that the sliders aren't TOTALLY worthless as previous articles have
sort of suggested, but with the different hull types with specialized missions
as have been suggested, the sliders become sort of obsolete. What we are
asking for is a more complex, more realistic, and more (intellectually)
challenging combat system where what kind of ships you build and how you 
deploy them are factors--not just how high your tech levels are.

Everything that you do with your sliders could be adapted to a multi-hull
ship design system, but there are things that the hull system allows for
that the sliders never will. Subtlety and forethought should be important
to this games combat, and I think that the multi-hull system allows for this
while keeping the games flavor and addressing many of the complaints that
have been mentioned in this discussion.

Josh Rochester
joshua@lclark.edu
Newsgroups: comp.sys.mac.games
From: sxclm@orca (Cal Mercer)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Date: 28 Jul 92 23:05:00 GMT
Organization: University of Alaska - Fairbanks
News-Software: VAX/VMS VNEWS 1.41.UAC

1. When you've missed a turn due to a forced update, I would like
to see a message in the report window indicating that.  

2. Also, I would like to see a date/time stamp on the update
entry in the report window (using the clock of the person doing
the update?).  Perhaps this could be optionally displayed by user
choice so that quick paced games don't have to see it, while the
longer games played over the course of several days/weeks could
keep some idea of when moves were made in the real world
time-frame.
From: sbeitzel@wet.UUCP (Stephen Beitzel)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 3.0 Comments Response
Date: 30 Jul 92 23:49:56 GMT
Organization: Wetware Diversions, San Francisco

In article <Jul29.221230.28669@yuma.ACNS.ColoState.EDU> wardw@CS.ColoState.EDU (william bradley ward) writes:
>In article <1992Jul29.182809.17436@CSD-NewsHost.Stanford.EDU> commons@Sunburn.Stanford.EDU (Peter Commons) writes:
>
>>
>>1) Global metal would definitely make things more realistic but also about 30 
>>times as complex. Do you really want to ship metal all over the place? I
>>find it very convenient that I can build ships exactly where I want and don't
>>have to build them all over the place and then send them to where I need them.
>>
>
>YES! I really want to cart metal all over the place.

I am certain that I don't want to cart metal all over the place.  I speak
only from the experience of 1.x, but what I like ever so much about Ho! as
opposed to Empire Master or Strategic Conquest or other "conquer the map"
games is that it is simple.  Start making the game 'way complicated, and you
might as well be doing virtual reality simulation in your garage with a
mondo diorama and scale models, measuring the inches and doing monster
calculations into the wee hours of the morning.  Not that I'm knocking
tactical wargaming, mind you, but I do like playing games that involve less
details once in a while.  Just as it is true that not all board games should
have equally complex rules (try convincing a 6-dan that go should be
amended to account for individual soldiers' battle tactics, or a grand
master that chess should be amended to make all the pieces move the same
way), so it is true that not all computer "conquer the map" games should be
simple or complex.

All that having been said, however, here's a suggestion (to make the game
more complex, what else? :-) ): when a player gets knocked out of the game,
the metal that he has accumulated should be transferred to the player who
did the knocking.  It is very frustrating to know that an opponent has been
sucking planets dry and has accumulated massive amounts of metal reserves
and that those reserves are *gone* when the player is killed.  Also, how
about the ability to do salvage?  After one of those combats between 579
satellites and a huge fleet, there's *got* to be some detritus floating
around in high orbit.  I'd like to be able to get to it.
-- 
Stephen Beitzel  -- sbeitzel@wet.com   | "Never whistle  | "Happy, Happy."
"Ownership of the above opinions       | while you're    | "Joy, Joy."
depends solely on how offended you are | pissing."       |
by them."                              |  - H. Celine    |  - CrocoStimpy
From: Joe.Francis@dartmouth.edu (Joe Francis)
Newsgroups: comp.sys.mac.games
Subject: Re: What else is like Prince of Persia ?
Date: 24 Jul 92 01:57:01 GMT
Organization: Dartmouth College, Hanover, NH

In article <Brun8E.9y@unx.sas.com>
sasrdt@shewhart.unx.sas.com (Randall D. Tobias) writes:

> I like PoP for it's good graphics, engaging (albeit simple) story line,
> challenge for dexterity, occasional surprises, and *limited* number of
> options.  I mean, adventures are fine, but when I have to barter for
> armor I lose interest.  Another nice thing is that it's as fun to watch
> as it is to play.  So what other (Mac) games are like it?  I've seen
> King's Quest in the stores, touted as sort of interactive graphical
> literature; is it worth it?

I don't know anything about King's Quest, but the two games for the mac
which are most similar to Prince of Persia (in my experience) are Dark
Castle and Beyond Dark Castle.  IMHO, they are to the mac what
Adventure (or Zork or Collasal Caves or whatever it was called) was to
the late '70's mainframe, namely, the classic game.

Be forewarned, these games were created before color macs were common. 
Thay are b&w, and sized for 9 inch screens.  New copies should run on
more modern macs (with more modern system software) I believe.
Newsgroups: comp.sys.mac.games
From: pld@cthulhu.hq.ileaf.com (Peter L. DeWolf)
Subject: Re: RE:>Need advice--Dark Castle
Reply-To: pld@ileaf.com
In-reply-to: Gary.Coy@p20.f108.n280.z1.ieee.org's message of Wed, 22 Jul 1992 13:36:25 GMT
Organization: Interleaf, Inc.
Date: Fri, 24 Jul 92 15:36:48 GMT

> On 7/16/92, langrlld@rtsg.mot.com said to All about ">Need advice--Dark
> Castle" - 

>   > I have an old game called Dark Castle that I used to play back in
>  > college.  I'm using a Mac LC at home now and I'd like to get this old
>  > game to work.  It fails to load complaining about the way high memory is
>  > allocated.  Can anyone help me get this game working?
>  > 
>  lm> That happens to me all the time on my SE.  I can't really tell you why
>  lm> the game does this, but from what I remember, you can do one of two
>  lm> things to fix it:
>  lm> 
>  lm> 1)      Run from floppy and use Dark Castle's System Disk 2)      Trim
>  lm> down on the number of your INITs and CDEVs to free up more memory.

I suspect that you just have an early version of the game.  I have a
Mac II and when I bought Dark Castle years ago, I received version 1.0
which didn't run, giving the same kind of messages you are seeing.
Silicon Beach said I needed an update, and sent me one.  Call them.

 - Peter

-- 
Peter L. DeWolf     |     Ph'nglui mglw'nafh Cthulhu
pld@ileaf.com       |     R'lyeh wgah-nagl fhtagn.
From: cfranz@iiic.ethz.ch (Christian Steffen Ove Franz)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Keywords: MultiPlayer Strategy Game
Date: 28 Jul 92 07:44:59 GMT
Organization: Dept. Informatik, Swiss Federal Institute of Technology (ETH)

In article <1992Jul24.221553.16667@CSD-NewsHost.Stanford.EDU> commons@Sunburn.Stanford.EDU (Peter Commons) writes:
>
>Feel free to suggest whatever you want, although you might want to consider
>the following:
>
>3) Version 3.0 will permit alliances between players. Allied players can 
>land on other players' colonies and refuel their ships.
>

How about allowing allied players to attack together? Joining fleets during
attack? Arbitrate the losses? Capture a planet together? Whenever the alliance
breakes, they have to fight it out (i.e. who owns the planet). Planets that
are captured by two or more allied players will be split resourcewise among
those who participated in the conquest.

>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. 

How about a new ship class like a tanker (mothership)?. It can go to a planet
where a fleet is 'marooned' and refuel them. Cost depends on fuel capacity.
Needless to say that a tanker should be able to refuel itself. A fleet should
should be able to take a larger leap taking a tanker or two along. However,
I suggest the fleet hast to come out of hyperspace, orbit for a turn to refuel
(and be attacked by whoever happens to be there) and then automatically 
commence jumping. the tankers should automatically return to their base.

Also I would like to see some random events happening throughout the game like
rebellions, pirates attacking worlds, diseases spreading (forcing you to 
ground your ships on a certain planet to prevent the disease to spread further)
etc. 

On the interface side, I would love to be able to fix a planets budget to a 
certain level (either relative like 10% above sustention costs or absolute
like no money or always 7150). it really annoys me to 

 - having to adjust spending every turn once the 'baby boom' kicks in

 - having to readjust a planet that has become profitable and that gets
   no money allocated once I play around with tech spending or savings.
   If the allocation could be fixed (locked?) to zero, this would ease
   the play even further. 

I would also welcome some estimation while ordering ships on
how long it would take to build the ships. Those estimations should be
based on the current planet's budget.


Well, those are some of the things I would like to see.

Cheers,
Christian
-- 
-----------------------------------------------------------------------------
Christian S. O. Franz                 |                   cfranz@iiic.ethz.ch
ETH Zuerich, Swizerland               |                     vismgr@rz.ethz.ch
Newsgroups: comp.sys.mac.games
From: bizarre@leland.Stanford.EDU (Bruce Templeton)
Subject: Re:  Looking For Spaceward Ho! 3.0 Suggestions
Organization: DSG, Stanford University, CA 94305, USA
Date: Fri, 24 Jul 92 23:50:43 GMT

One of the things I enjoy most about multi-player games is the ability to send
nasty notes to each other.  I guess the reason you limited what players could
say was to make ganging up on one player difficult, but it takes a lot of the 
fun out of the game.


Just my $.02

Bruce
Newsgroups: comp.sys.mac.games
From: dcutter@oregon.uoregon.edu (dann cutter)
Subject: Space 3.0 pax et bellum
Organization: Stellar Enterprises
Date: Thu, 30 Jul 92 22:08:07 GMT

Okay - I suggested earlier about makeing the game more realistic, and
promptly was told exactly what I could do with that idea... i would like to
hear whether people like the idea of making the tech NAMEs more sci-fi. I
mean, all I am really saying is having the range tech go from say: liquid
fuel to ataiomic engine to ramjet accelerator etc. Basically just adding
names of drives  (this applies to the other techs as well), with out really
changing them. I keep thinking this would actually simplify the game;
because instead of thinking "heh, my 5 12/12 can kick his 2 13/13" you
might say "heh, maybe I ought to send support for my 5 photon
cannon/particle shield ships against his 2 Graviton blasting/space wraping
ships, cause they'll be tougher to beat. Again this is kinda extreme, and
you could still keep the numbers as far as anything goes, but It would just
be kinda fun when updateing a turn to see that your planets have figuresd
out a photon cannon (weapon tech +1).

The other thingi was; I would like a few more different tech levels. Like a
faster colonization method (teraforming speed), a better detection system
(radarlike) maybe a different type of ship option as you get more advanced.
aslo Carriers and fighters would be kinda cool. Putting more space stuff
would add to the enjoyment I think.

___________________________________________________|Stellar Enterprises	   
   	       	
"I know that one is left. And that once you        |private space explo...
figure out that, then the other hand 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: patlin_s@cubldr.colorado.edu
Newsgroups: comp.sys.mac.games
Subject: Re: SoftAT PC emulation
Date: 29 Jul 92 00:09:05 GMT
Organization: University of Colorado, Boulder

> Sorry Bob, you will never be able to get even close to a reasonable performance
> level with SoftAT. I use it quite a bit to run 'speed insensitive' pc programs
> (such as circuit simulators and whatnot) but when attempting to play some games
> --- <belch> --- NO WAY. 1st problem is speed, and 2nd problem is graphics -
> both are inadequate.
> 
> You would be better off saving up for a 386 clone with supervga (that's what
> I'm doing... hmm, lets see, I'm $2000 away right now... ;) )

Hey, what about the Orange Micro Grappler 386? It's a hardware device like
SoftPC.  Should be faster, I know it's got better graphics, and it goes
inside your Mac.  Wouldn't this save money over buying new 
computer/monitor/etc/ad nauseum?

I've only seen the advertisements, though.  Anybody know more?

Scott Patlin
From: pl15@quads.uchicago.edu (Peter C. Lin)
Newsgroups: comp.sys.mac.games
Subject: Help on Nobunaga's Ambition
Keywords: help needed
Date: 21 Jul 92 20:37:01 GMT
Reply-To: pl15@midway.uchicago.edu
Distribution: comp.sys.mac.games
Organization: University of Chicago Computing Organizations

To all gamers,
        Hi, I just started playing Nobunaga's Ambition and I am doing
terribly.  Would someone out there give me a hint?  Thanks in advance.

Peter 
Newsgroups: comp.sys.mac.games
From: carlton@apollo.hp.com (Carl Hommel)
Subject: Re: Secret of the Silver Blades (spoilers)
Date: Thu, 23 Jul 1992 15:13:49 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

Andrew Poutiatine asks:

> I suspect many of the answers to my questions are that I needed to introduce
> characters form Azure Bonds in order to carry on that story line.
No, the answers mean that you "cheated", and read all the journal entries.
All of the journal entries related to a glowing mouse, the Flaming One, and
the Beholder Corps are there to fake out the player who reads the whole
journal.

> 6) What ever happened to Marcus?  Did I kill him in the BC hideout?
After you clear out the BC hideout, Marcus flees.

Carl Hommel
carlton@apollo.hp.com
From: darweesh@acsu.buffalo.edu (michael j darweesh)
Newsgroups: comp.sys.mac.games
Subject: Re: Are there any modem/direct connect games between Mac and IBM?
Date: 27 Jul 92 04:44:03 GMT
Distribution: comp.sys.mac.games
Organization: UB

reynolds@park.bu.edu (John Reynolds) writes:

>I have an IBM 486/33 and a Macintosh FX in the same room at home.  
>Are there any games which can be played through a modem or direct
>connection on both machines simultaneously?  Thanks! 

Correct me if I'm wrong, but I believe that Armor Alley has an IBM counterpart
which is playable through at least one of the aforementioned connections.

-Mike
From: mackd@vccsouth13.its.rpi.edu (Mack)
Newsgroups: comp.sys.mac.games
Subject: Re: Fool's Errand Help
Keywords: help
Date: 28 Jul 92 19:00:08 GMT
Reply-To: mackd@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.

> Can anyone help me with The High Priestess or Justice.  They're the only
> puzzles that are available for solving (besides The Sun), and I need to get
> by them to reach the others.

The  High Priestes has many parts, for the first one just click on the number from 99
to 1.  Not as easy as it seems.

AS for Justice.  Each time you click on a square if effects a SET group for other squares.
If it is off it will turn them on, if on it will turn them off.  Find the patterns


	-Mack
 
Newsgroups: comp.sys.mac.games
From: dcutter@oregon.uoregon.edu (dann cutter)
Subject: Space 3.0 option idea
Organization: Stellar Enterprises
Date: Thu, 30 Jul 92 22:21:10 GMT

I've heard it mentioned a couple of time, but I think that when stuff is
added making the game more intricate, that basic users first playing are
able to turn it off, or not have it in effect unless they play a more
addvanced level. 

___________________________________________________|Stellar Enterprises	   
   	       	
"I know that one is left. And that once you        |private space explo...
figure out that, then the other hand 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
|