Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!uunet!seismo!columbia!amsterdam!dupuy From: dupuy@amsterdam.columbia.edu (Alexander Dupuy) Newsgroups: comp.sources.bugs Subject: Re: v01i099: ogre - tank warfare in the 21st century Message-ID: <4855@columbia.edu> Date: Tue, 28-Jul-87 16:23:18 EDT Article-I.D.: columbia.4855 Posted: Tue Jul 28 16:23:18 1987 Date-Received: Thu, 30-Jul-87 01:27:13 EDT References: <1414@tekred.TEK.COM> Sender: nobody@columbia.edu Reply-To: dupuy@amsterdam.columbia.edu (Alexander Dupuy) Followup-To: comp.sources.bugs Organization: Columbia University Computer Science Dept. Lines: 60 Summary: Inconsistency in Ogre game rules The game Ogre (which I had no trouble compiling) is really wonderful; bringing back the memory of many hours spent playing the paper version. However, there is an inconsistency in the electronic version which I can't figure. Lacking a copy of the paper game, I can't go to the rules. Perhaps someone (the author?) who does can advise. This version of ogre(6) allows you to place the Command Post in a crater. This is an extremely effective defense technique, since it is no longer possible for the Ogre to ram the CP (you can't enter craters, right?). You can just blast away at the batteries and missiles, and once those are gone, take your time at finishing off the treads for the win. You don't even need to take out the anti-personnel guns. In fact, if the CP is in a crater, once the batteries and missiles are gone, you cannot lose the game. The best the Ogre can hope for is a stalemate, by destroying any infantry with AP, and destroying any armor by ramming (not easy) before all its treads are gone. In fact, it is even possible to place the CP on top of another unit (or units of infantry), even though placing units on top of the CP is disallowed. This is definitely an inconsistency. Although I haven't yet beat the Ogre without placing the CP in a crater, the poor checking on CP placement would seem to be a bug. If in fact it violates the rules, here is a fix: *** init.c.dist Mon Jul 27 20:28:10 1987 --- init.c Tue Jul 28 16:08:05 1987 *************** *** 112,118 **** break ; case CP: ! if(cp_set) { bad_char = TRUE; } else { --- 112,118 ---- break ; case CP: ! if(occupied(a, b) || blocked(a, b) || cp_set) { bad_char = TRUE; } else { Some other trivia; there is a sequel to the Ogre game called G.E.V. which pits "defenders" against defenders (no ogre). I don't recollect it fully, but I seem to remember that there were some additional armored unit types. I believe that it was only in G.E.V. (and the re-release of Ogre) that the second movement phase of GEVs was reduced to three hexes in order to bring it more into line with other units (in the original Ogre, GEVs moved 4 + 4). If anyone could send me details, I would be happy to implement the extensions. @alex --- arpanet: dupuy@columbia.edu uucp: ...!seismo!columbia!dupuy