HDTenEightyP/NetNews huggingface dataset:
From: tod@cs.washington.edu (Tod Amon)
Newsgroups: comp.sys.mac.games
Subject: Bugs in Warlords
Date: 21 Jul 92 06:13:45 GMT
Article-I.D.: beaver.1992Jul21.061345.25694
Organization: Computer Science & Engineering, U. of Washington, Seattle

When running Warlords, I occassionally get the message:  "Could not complete
your request because of a program error" but everything is fine.  On one or
two occasions, I've been thrown out of the program because of a type 2 error.
Are these typical?  Anyone know how to cause them or avoid them?

Thanks.
-tod
Xref: sparky comp.sys.mac.games:7544 comp.sys.ibm.pc.games:7353
From: fzchen@othello.ucdavis.edu
Newsgroups: comp.sys.mac.games,comp.sys.ibm.pc.games
Subject: Re: Virtual Reality Survey
Date: 23 Jul 92 02:46:43 GMT
Followup-To: comp.sys.mac.games
Organization: Computing Services, UC Davis

In article <Brt0DD.3y2@watserv1.waterloo.edu> cdwilde@nyquist.waterloo.edu (Chris Wilde) writes:
>In article <1992Jul21.174623.22414@ultb.isc.rit.edu>, sjked@ritvax.isc.rit.edu writes:
>The difficulty with VR right now is finding uses for it.  Except for
>training simulations, there is little use for the full VR loadout.  CAD
>

How about the very unreal use o entertainment.  The computer/interactive
entertainment market should grow rapidly within the next 10 years. Consider
that major consumer electronics companies are now working on CD home
entertainment systems. Also consider that the kids who grew up with
video games and computers that are my age (early twenties) are just
now entering the job market, and assuming we'll have some buying power
in the next ten years the market for entertainment should grow
(however acquiring that buying power through the job market ain't easy
as I can attest to firsthand).  However, as standup video games were to
the 80's so should standup games incorporating virtual reality technogies
be in the 90's.  By the year 2000 there should DEFINITELY be at least 
standup video games incorporating what were experimental technologies only
a couple of years ago.

My $.02.

- MeatHead


Newsgroups: comp.sys.mac.games
From: meharg@fraser.sfu.ca (Gersham William Meharg)
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Wed, 29 Jul 1992 05:47:51 GMT

omething to add to my list of ho changes.

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!".
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?

Anyway, thats about it - whatever is done Im sure v3.0 is gonna be the
best game yet.
From: evans@Apple.COM (John Evans)
Newsgroups: comp.sys.mac.games
Subject: Re: Bugs in Warlords
Date: 23 Jul 92 00:57:53 GMT
Organization: Apple Computer Inc., Cupertino, CA

I was playing Warlords on a MacIIx for a while, and got several bus errors.
However, using Macsbug, I was able to skip over the offending instructions
and continue the game.  It always seemed to happen when I attacked with a
group, the group got wiped out, and I clicked on the "next group" button.

Interestingly enough, the problems don't seem to occur on a Quadra 700.


-- 
+========================+===============================================+
| John S. Evans          | These opinions are mine. Apple's opinions are |
| Collaborative Systems  | Apple's.  Any similarity is coincidental.     |
| Apple Computer, Inc    | "Why does it happen?  Because it happens.     |
| evans@apple.com        |  Roll the bones."                       -Rush |
+========================+===============================================+
Newsgroups: comp.sys.mac.games
From: mackd@aix.rpi.edu (David Allen Mack)
Subject: Pirates!
Date: Thu, 23 Jul 1992 17:20:25 GMT

I have a game named Pirates!, which is annoying me to no end.
I own the manuals and the box with all the documentation(legit.), but
I hate the type of copy protection.  It entails consistantly looking up dates
for different places during different years.  It takes me what seems like a 
week to get into it.  Does anyone have a crack(or solution) for it.

		-Mack

Newsgroups: comp.sys.mac.games
From: Jerome Chan <yjc@po.cwru.edu>
Subject: Re: Spaceward Ho! 3.0 Comments Response
Organization: Alethea, The Twilight World!
X-Useragent: Nuntius v1.1
     <1992Jul30.074025.4941@neptune.inf.ethz.ch>
     <1992Jul30.070922.14529@dartvax.dartmouth.edu>
Date: Fri, 31 Jul 92 03:48:31 GMT

In article <4187@wet.UUCP> Stephen Beitzel, sbeitzel@wet.UUCP writes:
>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

  Why not dump the metal on the last planet that player has? Sounds like
a very easy thing to do. Of coursem, you've got to mine for it now ...

---
 The Evil Tofu

"No Lah! Sure or not one? Dunno leh! Nebber Mind! Like that one!
Terriblur Lah!"
From: macdevil@netlink.cts.com (Leonard Cayetano)
Newsgroups: comp.sys.mac.games
Subject: Re: Sub Battle Simulator
Date: 24 Jul 92 03:52:17 GMT
Organization: NetLink Online Communications, San Diego CA

seymour@wam.umd.edu (Rockwood Lee) writes:

> In article <63961@hydra.gatech.EDU> gt5870c@prism.gatech.EDU (Noah White) wri
> >
> >   No I don`t believe he meant Covert Action, but I think he was talking abo
> >Sub Battle Simulator from (ack it has been a while) Eypx (maybe) it talked a
> >you could play a German or American submarine commander, it was a neat game!
> >
> >
> 
>  Just wondering... I ran across a demo version of Sub Battle Simulator and
> enjoyed it a lot, but haven't seen it advertised in stores or catalogs for
> some time. Does anyone know what happened to Epyx? I've also seen a demo
> for PT-109 which has the same look and feel ( so i suspect similar origins)
> but i think it was affiliated with Spectrum-Holobyte. Does anyone have any
> idea of the fate of the programs or the company? 

Spectrum-Holobyte released both PT-109 and the submarine simulation both
of you are referring to.  I know that Spectrum-Holobyte is coming out
with an new version of Falcon.  I also am aware that on-line support is
available on America On-Line.  

--                    
INTERNET:  macdevil@netlink.cts.com (Leonard Cayetano)
UUCP:   ...!ryptyde!netlink!macdevil
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115
Newsgroups: comp.sys.mac.games
From: forget@DMI.USherb.CA (Yves Forget)
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Keywords: MultiPlayer Strategy Game
Organization: Universite de Sherbrooke -- departement de Mathematiques et d'Informatique
Date: Sun, 26 Jul 1992 18:54:34 GMT

In article <1992Jul24.221553.16667@CSD-NewsHost.Stanford.EDU> 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.
>
Add a message that tells you when your ship has been "refueled".  After a
combat, fighters are marooned.  When the colony ship arrives, you have to
wait another turn before leaving.  It would be great to have a message
telling you that the fleet is ready to go.

Lots of people told that they want many kinds of ships in the same fleet
(as before).  If you can't or don't want to bring the feature back, it 
would be useful to have a fleet to go slower than its max speed, in order
to have 2 fleets arrive at the same time to attack a planet.

I would like the manual to explain a little bit how speed/weapon/shields
tech levels are used to compute damage in combats.  I know that there's
a bit of random, but it would be useful to get a better idea of the
formula used.

Yves forget


-- 
                God is real, unless declared integer.
=======================================================================
Yves Forget                    forget at dmi.usherb.ca (Internet)
Universite de Sherbrooke       bo05   at udesvm.bitnet (bitnet address)
Newsgroups: comp.sys.mac.games
From: u108502@beta.lanl.gov (Andrew Poutiatine)
Subject: Secret of the Silver Blades
Organization: Los Alamos National Laboratory
Date: Thu, 23 Jul 1992 13:47:12 GMT


SPOILERS FOLLOW....

  I have been playing Secret... for a while, and just last night defeated
the dread lord, and went on to free his spirit.  I suppose the game is over,
but there are some questions I still have.
	1) In the top level of the castle where the Dread Lord is, there
	  seem to be numerous parts of the map that I cannot get to, little
	  rooms and corridors etc.  Can one get to these?

	2) What in the heck are the dragons that you come across sometimes
	  in treasure for?  I can ready them, but then what?

	3) I entered the game with new characters, instead of introducing the
	  ones from Azure Bonds.  Is this why I never encountered the 
	  glowing mouse, or heard any of the talk about The Flaming One?

	4) Why didn't I get the Old Man's Vorpal Blade?  I went to listen
	  to his bloody stories enough!

	5) Why didn't I uncover the secret plot that the myor was executing?

	6) What ever happened to Marcus?  Did I kill him in the BC hideout?

	7) Finally, Why didn't I learn about the Mulmaster Beholder Corps'
	  association with the Dread Lord?

  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.

  Thanks for the help

	-AIP
From: stricher@masig3.ocean.fsu.edu (Char Aznabul)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats - Killing Enemy Bomber
Date: 21 Jul 92 16:08:38 GMT
Distribution: na

I usually try something totally opposite all the advice given:

1) take a 1/4 tank of gas
2) climb to about 1500 ft for a bit
3) dive back to tree-top level (low & fast)
4) when the bomber is abnout 2/3 of a mile out, hit the flaps and
   and go vertical
5) engage the bomber from underneath, and then roll over level behind
   him

Step 2 is useful because the zeros catch sight of you, then dive down
on you. By the time they get to you, you've gone vertical, and they've
lost a lot of advantage.

James
Newsgroups: comp.sys.mac.games
From: stu5s11@bcrka280.bnr.ca (David Simmons 1342678)
Subject: Re: SoftAT PC emulation
Reply-To: stu5s11@bnr.ca
Organization: Bell-Northern Research, Ottawa, Canada
Date: Wed, 29 Jul 1992 20:49:51 GMT

>I've run it here at work on the 950 (Yes, they love me here!) and at
home on my
>IIcx - to be honest, there is not that much of a difference when it comes to
>graphics. Number crunching is lightning fast on the Quadra tho!

Are you saying that graphic games work or that they don't work? I'm unclear 
on the what you're saying.

Any ways there are two main points.
1) Software emulation will always be slower that real hardware. If
this wasn't true, there would be a lot more software emulators
fro sale and pretty soon all the hardware companies would
go out of business because no one would need a computer. They'd
just need a software package!

2) Graphics emulations will be particularly bad. There are several
reasons for this.

First, graphics software and in particular action games are usually
contain code that is highly optimized. It's done in assembly language,
and a good piece of graphics code can be worth a small fortune.
Unfortunately, the optimizations that are correct for real
hardware are often not the correct one for the software emulator.
A neat instruction that saves 2 cycles on real hardware may require
dozens of extra instructions to emulate. Insturctions like and,
or and xor (can you figure that out!) or ones that use status
register bits are often much slower. These are also very
popular for graphics.

3) There are differences in graphics hardware.

This is particulally true on the Macintosh. If you go through
quickdraw, forget it. The overhead for drawing each pixel
will make your program go anywhere from 100 to 1000 times
slower. It you violate Apple guideline and go for direct screen
writes this problem disappears, but there are then alignment
problems. If the bits don't line up in precisely the right order,
you will have to make computations for each pixel. You may have
to use a multiply, which really slows things down.


Any comments are based on my half-hearted attempts to write an
Apple //e emulator for the mac, so I can play my old games. (Don't
ask for a copy, the release date is somewhere around 2005.)
That might be possible because the //e was so slow. Based on
some initial calcuations, I figure I could get real-time
emulation on anything faster than a IIfx.

This brings up another question. It's possible to have bits
of code that go real fast, and bits that will really crawl.
You can end up with a game that will creep along, and then all
the sudden zoom along. It could be unplayable.

Actually, I'm starting to wonder about PowerPC emulation.
Quickdraw programs will probably run. But what about all these
games on the macintosh that use direct screen writes. There are
a lot of them. Will they work. I don't care it my word-processor
does run, but if Bolo doesn't work I'm not buying one!


------------------------------------------------------
John Andrusiak
From: wardw@CS.ColoState.EDU (william bradley ward)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Keywords: MultiPlayer Strategy Game
Date: 29 Jul 92 21:50:57 GMT
Organization: Colorado State University


Bring back an old feature (just like in RoboSport) where when playing
multiple human players, have an optional time limit for each turn.  I hate
playing with certain people who take forever to do  one turn!
I think its more fun knowing I've got so much time to "program" an empires
moves.

Brad
From: ianf@chook.cs.adelaide.edu.au (Ian Florance)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Date: 28 Jul 92 05:34:29 GMT
Reply-To: ianf@cs.adelaide.edu.au

From article <1992Jul24.221553.16667@CSD-NewsHost.Stanford.EDU>, by commons@Sunburn.Stanford.EDU (Peter Commons):
> 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


(1) The ability to combine different ships into a task force

(2) Increased secrecy as in version 1; It is pretty easy to
    determine the computer and human players in version two.

(3) Stop universal metal

(4) If alliances are introduced then its only fair that the
    computer players can do likewise with whoever they wish.

___________________________________________           _--_|\
Ian Florance         Phone : +6 18 228 5502          /      \ 
The Univeristy of Adelaide Apple Consortium          \_.--*_/
University of Adelaide,     South Australia                v
Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Spaceward Ho! Fighter Idea
Organization: University of Colorado, Boulder
Date: Thu, 30 Jul 1992 02:34:29 GMT

Fighters don't sound so hard to implement to me.
I would see it working like this:

Round 1: everyone but fighters in carriers shoot at each other.
	 Fighters deploy from carriers.
	 If carrier is destroyed in round 1, all fighters from that
	 carrier are destroyed.

Round 2: Fight as normal.

End:	Fighters without carriers are stranded, like satelights.

Note that when a carrier is in port (not entering a system anew),
fighters may be considered deployed.

Scott Patlin
Newsgroups: comp.sys.mac.games
From: Andrew Wright <93asw@williams.edu>
Subject: DetCom (was icky lumps)
Organization: Williams College
X-Useragent: Nuntius v1.1b2
Date: Tue, 21 Jul 1992 13:30:39 GMT

In article <6957@lib.tmc.edu> shervin c dean,
sdean@thesis1.med.uth.tmc.edu writes:
>Also, just out of curiosity, is there any advantage to roaming around the
>detention complexes? Has anyone gone through enough of them to find them
of
>value, or are they basically second-chance offers?

At least in my game, DetCom has only two levels.  The first has a lot of
secret passageways/doors.  I'd either auto-search or pound on things with
a pickaxe (if you're lucky enough to find one).  You'll be able to find
all your stuff and a way out on the first level, the second was pretty
hard, but I found a couple of cool pills.  As far as I can tell, the
prisons are virtually identical in other games I've seen.

Good Luck,
Andrew
Newsgroups: comp.sys.mac.games
From: dcoplin@magnus.acs.ohio-state.edu (David L Coplin)
Subject: Games for trade
Organization: The Ohio State University
Distribution: usa
Date: Sat, 25 Jul 1992 16:00:12 GMT

I would like to trade the following games for similar adventure
games:

     Space Quest IV
     Heart of China
     Loom
     3 in Three

All games include complete documentation and original boxes.
Except for HoC, they are unregistered.  I'd be particularly interested in
trading for Rise of the Dragon, King's Quest V, or Indiana Jones.

In addition, I am interested in buying a copy of At the
Carnival/Puzzle Gallery.

Dave Coplin
Columbus, Ohio
dcoplin@magnus.acs.ohio-state.edu
From: mzajac@ccu.umanitoba.ca (Michael Stephen Zajac)
Newsgroups: comp.sys.mac.games
Subject: Re: MACINTOSH GAMES RELEASE LISTIN
Date: 21 Jul 92 22:53:35 GMT
Organization: University of Manitoba, Winnipeg, Canada

Nice, but I would prefer, say, 4-character categories that I can 
decipher without referring to the top of the list (I suspect that most
readers just scroll down the screen).

Thanks for providing this service to us net gamers with too much
time on our hands.

Michael Zajac
Dept of Landscape Architecture
University of Manitoba                             voice:  (204) 474 6449
Winnipeg, MB R3T 2N2                   internet:  mzajac@ccu.umanitoba.ca
From: ajtd@st-andrews.ac.uk (Antony J. T. Davie)
Newsgroups: comp.sys.mac.games
Subject: Jewel Box
Date: 29 Jul 92 14:05:36 GMT
Organization: St. Andrews University, Scotland.

I have no doubt this is a great game BUT, a) You have to have a colour
machine and b) It requires 13" screen at least.

WHY? WHY? WHY?
From: sbeitzel@wet.UUCP (Stephen Beitzel)
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Date: 30 Jul 92 03:44:09 GMT
Organization: Wetware Diversions, San Francisco

In article <19740@optima.cs.arizona.edu> jtgorman@cs.arizona.edu (J. Taggart Gorman) writes:
[regarding a suggestion to remove sliders]
>
>  I have to disagree with this, as I am sure, a few other will.

Yes, and I'm one of those others.  Sure, when I have the spare time and
money, I build max tech fighters, but if money is tight, or if I've got to
get 60 ships *now*, I will build below my potential.  Also, since colony
ships don't (if I'm lucky) get into fights, I give them no weapons tech and
save some $$ and metal.
-- 
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: Should I buy SpaceHo?
Date: 30 Jul 92 07:22:19 GMT
Organization: Dartmouth College, Hanover, NH

In article <63091@cup.portal.com>
JMoylan@cup.portal.com (John Thomas Moylan) writes:

> 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

I suppose Ho! could be accurately characterized as extremely simple to
play, but it is not extremely simple to win.  That's part of why it's a
great game.  

As for Pax Imperia, only the "EXTREMELY simplistic" would suggest
buying vaporware to someone shopping for a computer game.

My advice to the original poster is:  if you enjoy Strategic Conquest,
Spaceward Ho! is probably a good investment.  In fact, a coworker and I
were inspired by Strategic Conquest to write a game of our own.  We had
designed the basic mechanics and were beginning to build a prototype
when Spaceward Ho! erupted onto the scene.  After taking a look at it,
we realized that someone had beat us to the punch!
From: dave@prc.unisys.com (David Lee Matuszek)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 3.0 Comments Response
Date: 31 Jul 92 16:04:15 GMT
Organization: Paoli Research Center - Paoli, PA

In article <1992Jul31.034831.11890@usenet.ins.cwru.edu> yjc@po.cwru.edu (Jerome Chan) writes:
>In article <4187@wet.UUCP> Stephen Beitzel, sbeitzel@wet.UUCP writes:
>> 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
>
>  Why not dump the metal on the last planet that player has? Sounds like
>a very easy thing to do. Of coursem, you've got to mine for it now ...

NO!  NO!  NO!

This would make the game a lot like Risk, where knocking out an
opponent gets you his cards, hence another 50 armies.  It's far too
big a bonanza for just happening to be the last player to hit this guy.
It would totally tilt the game.

  --dave
-- 
 -    -    -    -    -    -    -    -    -    -    -    -    -    -   -    -
I stand by all the misstatements that I've made.
					-- Vice President Dan Quayle