============ OGRE/GEV list, Dec 17th (Last: Dec 15th) ============= ===== GEV game stillborn From: "Todd A. Zircher" ===== OGRE on the Web From: "Todd A. Zircher" From: "Hunt, Kirk W." ===== Keep It Simple S! From: "Hunt, Kirk W." ===== OGRE RPG/OGRE Minis From: sdorr@ix.netcom.com (Scott David Orr) ------------------------------ From: "Todd A. Zircher" Subject: GEV game stillborn Henry, it looks like another multiplayer OGRE/GEV PBEM game bought it. >Hi everyone, > > I'm sorry to have wasted your time, but due to the delays in > starting the GEV game, I am cancelling it. I could be persuaded > to still run it, I guess, if I had four players who all had the > same copy of the game (which would have to be the SJG edition) > and who were still enthusiastic about it, but response time being > what it has been, I'm not convinced that that is the case and I > don't want to have to run a game where I have to remind people to > please get their turns in for the Xth time. As the lurker in the group, I wouldn't call it a waste because there is something to learn here. When it comes to PBEM OGRE/GEV, two is company and anything more is a bust. Chalk it up to logistics and latency if you wish. I still believe it can work with more that two players via PBEM Here are a few ideas to toss about for the list. - To get a group to work via e-mail in a timely manner may require extreme incentives/motivation. Something like, "If you fail to turn in your commands by midnight, the game continues anyway and your units just sit. If there are any enemy combatants nearby, they will fire to protect themselves. Don't you hate it when your HQ gets jammed?" - OGRE/GEV would be relatively easy to port to an e-mail server. If you fail to turn in your commands, the relatively stupid AI gets to play your units as it sees fit. - Some kind of management software to keep the referee from being swamped with details. Ideally, one that could read in formatted text, check it for accuracy, and spit out consolidated reports to the player. Any other ideas? TAZ ----- [How about the Web bulletin board for such things at: http://www.sjgames.com/ogre/board/ -HJC] ------------------------------ From: "Todd A. Zircher" Subject: OGRE on the Web I'll toss my hat into the ring. Micro resume: ported the unix version of Ogre on io.com wrote V_MAP, a Win95/NT graphical PBEM (with OGRE/GEV gameset) C/C++, VB, and learning Java Played in several PBEM games of OGRE/GEV (and had a lot of fun getting trounched.) There's been some chat on SF ConSim about using V_MAP as a front end for a e-mail game server. If you wanted to persue that angle, V_MAP is ready and capable of handling that now. (It would also save you the trouble of making maps and counters.) Since I'm planning on porting V_MAP to Java, I may have a cross-platform solution ready this spring. > [Give the human player the OGRE. It should run faster. -HJC] True, but writing up a credible AI for the defenders is a chore. I figure that's why the original Unix version ran the Ogre and the human had to handle the conventional forces. I found a good essay on the web that talks about AI and Ogre. It contains a short story called _Encounter_ [Copyright (C) 1982, 1986 by Steve Jackson Games, Incorporated] with the remainder of the text being [Copyright (C) 1986 by Origin Systems, Inc.] I don't think it is on the Ogre site, but I'd love to see it get a permanent home. Todd A. Zircher mailto:zircher@geocities.com http://www.geocities.com/TimesSquare/6599/v_map.html ----- [The human side is eaiser to automate. Only one target. The computer game OGRE was pretty lame. -HJC] ----- From: "Hunt, Kirk W." Subject: OGRE on the Web I'm interested in OGRE On The Web. Sign me up. Kirk Hunt, huntk@alliedsignal.com ----- [Why, there's a web page devoted to the discussion of computer run OGREs (as compared with the other kind...) Find it at: http://www.sjgames.com/ogre/board/ -HJC] ------------------------------ From: "Hunt, Kirk W." Subject: Keep It Simple S! Having come back to OGRE after a decade or two of absence, I agree with Garrett. WotC and M:TG has been such an animal, in part, because game mechanics don't generally get in the way in their game. OGRE definitely has a VERY simple rule set, yet supports very complex actions. That allows me to concentrate on flanking, rather than on flanking RULES. I for one think that NOTHING is broken in the rules, it just all needs to be compiled and rereleased. What do you say, Steve? Kirk ------------------------------ From: sdorr@ix.netcom.com (Scott David Orr) Subject: OGRE RPG/OGRE Minis >From: OHara Walter >Was there ever a GURPS module set in the OGRE universe? There always >seemed to be a wealth of detail there for a RPG, IMHO. If CAR WARS >could manage a GURPS module, OGRE could. And you already have this >nifty module for fighting out any tactical battles... No, there wasn't. There was actually a discussion about this topic a few weeks ago on rec.games.frp.gurps, but I don't remember enough of it to give any kind of coherent summary. You might check Deja News, though.... Scott Orr ------------------------------ Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.