T.R | Title | User | Personal Name | Date | Lines |
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345.1 | Coming soon | HJUXB::HASLOCK | Nigel Haslock @ Manalapan,NJ | Tue Dec 20 1988 10:47 | 4 |
| Yes, but don't look for it until after 21:00 EST.
HJUXB::SYS$USERDSK:[HASLOCK.DOOM]RISK.ARC
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345.2 | Thanks | GLDOA::GHEESLING | | Thu Dec 22 1988 00:27 | 1 |
| Got it, Thanks!
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345.3 | perhaps corrupted uploading to the net? | DELNI::GOLDSTEIN | Room 101, Ministry of Love | Thu Dec 29 1988 17:11 | 8 |
| Hmmm, it doesn't look good using either ARC or VMSSWEEP.
With ARC, I tried CVTARC to use it both ways. I also kermitted
it to the ST, where UNARC didn't accept it either (no CVTARC
though, so it might have been in the wrong format).
Is the net copy good?
fred
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345.4 | Anybody got UUDECODE on VMS? | HJUXB::HASLOCK | Nigel Haslock @ Manalapan,NJ | Fri Dec 30 1988 09:41 | 19 |
| Curse, spit, swear, say naughty words.
I didn't check the integrity of the upload, just that the data arrived.
Fortunately, I thought, I have the .arc on UNIX and I can use TCP/IP
to copy it over. Wrong. I cannot copy the .arc and get VMSSWEEP
to recognize it.
In disgust, I have uuencoded it and copied that across. The head
and tail look ok but I don't have a UUDECODE for VMS on this system
so, once again, I cannot check that all is well. Let me know is
this has worked, please.
The game is moderately good once you get it working. It is you against
two computer players with, supposedly, different strategies. I have
conquered the world, the canary islands but not BIJLMER. The problem
in the later stages is the time it takes to move reinforcements
up to the front.
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345.5 | location of UUENCODE, and UUDECODE | CIMBAD::POWERS | I Dream Of Wires - G. Numan | Fri Dec 30 1988 10:23 | 14 |
|
RE: < Note 345.4 by HJUXB::HASLOCK "Nigel Haslock @ Manalapan,NJ" >
> -< Anybody got UUDECODE on VMS? >-
it can be found in CIMBAD::DISK$USER:[POWERS.ATARIST.PUBLIC]
UUENCODE.C
UUENCODE.EXE
UUDECODE.C
UUDECODE.EXE
Bill Powers
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345.6 | More Problems | HJUXB::HASLOCK | Nigel Haslock @ Manalapan,NJ | Fri Dec 30 1988 11:20 | 8 |
| More naughty words.
UUDECODE.EXE produces an arc file that vmssweep will not accept.
The file format appears to be wrong. VMSSWEEP appears to like records
that are variable length, max 512. UUDECODE produces a stream file
which is silly for an ARC file.
Suggestions? In the mean time I will try to fix UUDECODE.
|
345.7 | Stream is NOT silly for an ARC file | PRNSYS::LOMICKAJ | Jeff Lomicka | Fri Dec 30 1988 12:18 | 7 |
| By no means is STREAM_LF silly for an .ARC file. In fact, STREAM_LF is the
CORRECT file type for VMS ARC! Please try using
PRNSYS::DUA1:[LOMICKAJ.UTILITIES]ARC.EXE on the file, and see if it doesn't
feel good about it.
(I have never gotten VMSSWEEP to do anything useful to an .ARC file, either
STREAM_LF or VAR max 510.)
|
345.8 | Another VMS UU* location | NORGE::CHAD | Ich glaube Ich t�te Ich h�tte | Tue Jan 03 1989 08:39 | 18 |
|
Location for another VMS UUDECODE and UUENCODE:
NORGE::B$:[ATARI.LEIGH.CHAD.LEIGH.ATARI.UU]
UUDECODE.PAS
.EXE
.CLD
UUENCODE.PAS
.EXE
.CLD
There is also a program VMSARC .DOC, .PAS, .CLD, .EXE there
as well as different ST versions. Feel free.
Chad
|
345.9 | | INCH::BADMAN | The silicon chip inside her head! | Tue Jan 10 1989 06:37 | 5 |
| Has anyone got RISK in a usable format yet, then ???
Jamie.
|
345.10 | It was all the time | HJUXB::HASLOCK | Nigel Haslock @ Manalapan,NJ | Tue Jan 10 1989 09:00 | 5 |
| The .arc was ok all along. The problem was that vmssweep couldn't
handle the file format. The version of arc that Jeff pointed to
was perfectly happy and arc on the ST was always happy.
|
345.11 | I'm not so comfortable with it! | DELNI::GOLDSTEIN | Room 101, Ministry of Love | Tue Jan 10 1989 12:08 | 4 |
| Not the versions of ARC which I have on the ST!
I generally use UNARC, btw, but I also have ARC 5.21. Maybe I should
go thru my ARC collection?
|
345.12 | ARC 5.21 works for me | HJUXB::HASLOCK | Nigel Haslock @ Manalapan,NJ | Tue Jan 10 1989 14:33 | 2 |
| I've been using ARC 5.21 and it works. I have but have stopped using
any earlier version.
|
345.13 | | VOX::ELLISON | | Wed Jan 11 1989 21:45 | 9 |
| I got it de-arc'd easily and have generally figured
it out, but since I can't read any of the prompts or
documentation it's still a bit of an adventure game.
Does anyone have an English translation of the
documentation provided with the game?
Thanks,
Rich
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345.14 | A few deductions | HJUXB::HASLOCK | Nigel Haslock @ Manalapan,NJ | Thu Jan 12 1989 09:37 | 36 |
| I don't, but on the other hand I have won a few games.
The play field is divided into zones. Within each zone are a number
of territiories. Your goal is to own everything.
Each territory is occupied by one or more armies. In the first half
of your turn you can attack neighbouring territories. An attack
consists of staking 3 armies (less if you don't have 3 to spare)
against 3 of your targets (less if they don't have them). The mechanism
seems to be that of the board game where one die is rolled per army
and the highest rolls on each side are matched. The attacker wins
if his roll is higher than the defenders. The loser loses an army.
In practice the attacker needs about twice the number of armies
that the defender has.
If you win an attack, you have to move at least one army into the
captured territory and you can move upto all but one of the surviving
attacking armies. You can now make another attack.
Phase 2 of your turn consists of moving armies between the territories
that you occupy and are adjacent. You have a budget which depends
on either your total number of armies or your total number of
territories. Moving one army across one border costs one unit of
your budget.
When done, the two computer players take their turns.
At some point in the round there is a resupply or reinforcement
step. If a zone is completely owned by one player, every territory
in the zone gains an army. There seems to be some other condition
that reinforces players regardless of territories occupied (there
is a separate mechanism for this in the board game which this seems
to be trying to emulate).
Now. Has anyone got any clues as to how to use the editor?
|
345.15 | It's double dutch | IJSAPL::KLERK | Theo de Klerk | Thu Jan 12 1989 17:04 | 242 |
| The language is dutch. It contains an in-joke as well, as one of the
battle fields is "Bijlmermeer" - only 2 miles from here. It's one of
Amsterdam's architectural disaster areas where all minority groups
became majorities and social problems of unemployment, drugs etc
are well out of hand.
I'll attempt a translation, courtesy of DIGITAL/the Netherlands.
In exchange, can someone tell me where to find the latest gulam???????
(the text below is condensed!)
R I S K Y C O N S T R U C T I O N S E T
the strategic game - conquer the world!!!
s/w by Henk & Michiel Overtoom
english translation: Theo de Klerk
Any similarity with existing strategic boardgames
is purely coincidentical and was never intended!!!
Congratulations !
Risky was written for monochrome terminals. Using MONOWARE allows it also
to be run on colour terminals. It's Public Domain s/w writtenby Michiel
Overtoom 88. And runs under GEM of course.
Risky is played by two or more players. The aim is to conquer the enemy armies.
The game is ruled by throwing dice. Your strategical insight determines
to a large extend the outcome of the battle.
In this version a maximum of 6 players can join. Each player can either be
a human being or the computer. Also the aggression level of the computer
players can be adjusted. The game continues until there is only one player
left: the world ruler and winner of the game.
The battle takes place on maps. There are several maps that can be loaded.
Currently, a standard world map, the Canary Island and the Bijlmermeer
are available as battlefield. Surinam and the Middle East are in preparation.
The fields are made with the Risky Editor. To draw the map, you can use
your favourite drawing program.
The game is played with a mouse. You drag the mouse pointer from one
country to the other. The remainning functions are executed through the
menu bar.
The Game
After starting RISKY.PRG a file selection box appears. Click one of the
maps as the battlefield. These are are files with extention .RIS.
After displaying the map, the program initializes the players. At
startup, 3 players are activated: one human (you) and two computer players
(one agressive, one passive).
The countries are divided amongst players fairly. Each country has a number
of armies based there. This number is around 9. You can see whose armies
they are by the small symbol in front of the number.
Ready for first round! Before the first player starts, every player gets
assigned extra armies. This number of new armies is related to the currently
occupied number of countries by the player: the more countries, the more
armies. An additional bonus is given if you rule an entire continent.
The extra armies are spread over the area controled by the player by the
program.
Then each player gets his turn. In one turn each player can undertake 2
actions: perform a number of attacks and afterwards transport the armies
to re-arrange the occupation level of the occupied territories.
You can attack as often as you like, though it isn't wise to "consume"
all your armies. The number of armies that the player can transport after
the attacks, is limited by a maximum budget, which is larger depending on
the number of continents he rules.
No attacks can be made after a transport. There is an exception to this
rule: "free transport". After a succesful attack, the player can invade
the conquered country with as many armies as he likes. Minimum however,
is 1 to keep the territory occupied.
How to attack?
See if you want to attack. If not, don't.
An attack is started by picking up the symbol of the attacking armies
by the mouse pointer. Drop it on top of the army symbol of the country
attacked. Obviously, you can only drag your own armies to enemy lines.
If the attack is valid, a small dialogue box appears with the words
AANVAL (=Attack)
STOP (=Stop)
Click on "AANVAL" if you want to contine, or STOP if you reconsider.
During the attack, the program simulates the dice throw with maximum
3 dice for the attacker and the defender. The defender has a small
advantage here. The attacker's throw needs to be higher than the defender's
in order to have a succesful attack. Click on "ATTACK" to launch a
second or third attack in case the attack it defeated by the defender's
throw. Or click STOP if the attack does not progress successfully.
When all defending armies are eliminated, victory is a fact. Free transport
of armies follows. An input dialogue box appears. Indicate the number
of armies you want to use to invade the country. If you don't give a
number, it is taken that you want to move in with all armies.
Now you select another country and repeat the same procedure.
How to transport an army
When armies are not transported to newly conquered territory, you can
move armies only to your own, already occupied, countries to redistribute
your forces. As soon as you drag armies between two countries of your
own it is considered as a transport request. No more attacks can be made.
From the popup dialogue box, click the number of armies to transport.
If you click the asterisk you will transport as many armies as allowable.
After each transport, the transport budget is reduced. Once down to zero,
no more transports may be done.
If you choose transport function by accident (ending the attack phase)
then choose 0 as the number of armies to transport. The transport
request is then ignored.
How to finish your turn
With a double click or by pressing the space bar. The next player then
gets his turn.
The computer plays
Since computers work fast, arrows and sound effects are used to indicate
what it does. The sound indicates the move of armies, the success or
failure of an attack.
The arrows change in thickness. Each thickness means something else.
The medium size indicates an attack. A thick arrow indicates a victory,
a thin arrow a transport.
There are three speeds by which the computer players are presented.
The "slow arrow mode" allows you to see what is happening: the arrows
even blink a few times.
In "fast arrow mode" does the same, but quicker, without you loosing sight
of what happens.
The "no arrow mode" no delay is entered.
LANGZAME PIJL - slow arrow mode
SNELLE PIJL - fast arrow mode
GEEN PIJLEN - no arrow mode
when a computer player finishes its turn, the program pauses. Press on the
mouse button or space bar to continue.
EXAMPLE
Situation using the Canary Islands.
The square army player is the stongest.
This player tries to conquer PICO NIEVES
in the central province of Gran Canaria.
(figure only on 1st Word Plus compatible RISKY.DOC)
Player moves mouse to square in ARRIBA and pulls it to the "check"
mark army on PICO NIEVES. Release mouse button. Dialogue box appears.
Player presses "AANVAL" several times until there are only 2 armies
left on his own country. He stops by pressing STOP. Attack goes on
from PUNTA MASPALOMAS. Attack succeeds, he moves in with 5 armies.
Since ARRIBA is rather weakened by the attack the player then moves
4 armies from GUIA into it.
Strategic considerations
* If a country is surrounded by countries also occupied by you, there
is no need to leave more than 1 army there
* It's handy to have a string of countries. This way you can transport
armies over large distances without loosing them by attacks
* Try to control continents. Not only does this give extra bonus armies
but is also more difficult to attack by others.
* Divide and conquer. Let others do the fighting. Once they're weakened,
you go for the kill
* Overkill. A large number of armies in one country does wonders to
conquer many badly defended countries
* Kamikaze. An isolated country surroundedby the enemy can fight itself
to death. This triggers new waves of attack, resulting in a cleanup.
Menu options
------------
FILE MENU
Save Spel (Save Game) This saves the current game setting: number and
type of players, person at turn, map situation
Indicate filename in box. File type is .SIT(uation).
Load Spel (Load Game) Restores the saved game.
Ander Speelveld (Other map) Loads another game field. Maps always have
the file type .RIS
Quit Return to desk top. Don't save game.
SPEL MENU (Game menu)
Edit Spelers (Edit Players)
This selects number and type of players for the game. If number
changes, the countries must be re-divided. This does not happen
if you only change the type of player (from computer to human e.g.)
Landnamen (Names of countries)
To remove the names of the countries from the map (if the wording
gets crowded). This is a toggle switch
Speler symbolen (Player Symbols)
Toggle switch to display or remove the symbol of the army in
front of the number of armies displayed on the map
Geen pijlen (No arrows)
Removes arrows from screen if computer is playing
Snelle pijlen (Fast arrows)
Langzame pijlen (Slow arrows)
|