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⟦9a83c2a91⟧ TextFile

    Length: 1709 (0x6ad)
    Types: TextFile
    Names: »ogre.bug3«

Derivation

└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
    └─⟦this⟧ »EUUGD18/General/Ogre/bugfixes/ogre.bug3« 

TextFile

From mcvax!seismo!harvard!wjh12!genrad!decvax!yale!sharp Mon Nov 19 06:30:23 1984
Relay-Version: version B 2.10.1 6/24/83 (MC830919); site turing.UUCP
Posting-Version: version B 2.10.2 9/5/84; site yale.ARPA
Path: turing!mcvax!seismo!harvard!wjh12!genrad!decvax!yale!sharp
From: sharp@yale.ARPA (Oliver J. Sharp)
Newsgroups: net.sources
Subject: Ogre bug
Message-ID: <6338@yale.ARPA>
Date: Mon, 19-Nov-84 06:30:23 GMT
Article-I.D.: yale.6338
Posted: Mon Nov 19 06:30:23 1984
Date-Received: Wed, 21-Nov-84 03:55:26 GMT
Distribution: net
Organization: Yale University CS Dept., New Haven CT
Lines: 24


  I have enjoyed this game a great deal.  In fact, I ported it to a PC running
Lattice with no problems.  If anyone is interested, I can tell them what
this involves (basically replacing the termcap calls and implementing a sort
which Lattice left out :-( ).

  There is, however, one bug that I have found.  If you like to use the
"human wave" approach, you put a lot of 1-strength infantry on the screen.
Against a Mark V ogre, this generates a segmentation fault.  The fix is
to increase the symbolic constant N_UNITS in the header file ogre.h.  60
is plenty - it is now set to 30.  The documentation, incidentally, doesn't
mention that you can place infantry with <3 strength.  What you do is hit
the number you want, 1,2, or 3.  Hitting a 3 is the same as a 'I'.  If 
I just missed this in the docs, I apologize to Michael.

  By the way, is anyone else interested in the algorithms used for the
ogre's strategy?  I was thinking of messing around with them a little.
Send mail (DON'T POST, please) if you'd like to discuss this.

  Compliments to Michael Caplinger ...
 
Oliver Sharp
...!yale!sharp