HDTenEightyP/NetNews huggingface dataset:
From: dawson@garnet.berkeley.edu (dawson)
Newsgroups: rec.games.netrek
Subject: Some ideas on Inl teams
Date: 26 Aug 1992 17:32:20 GMT
Organization: University of California, Berkeley
Distribution: world
NNTP-Posting-Host: garnet.berkeley.edu
Originator: dawson@garnet.berkeley.edu

Since a lot of us are interested in joining at-large teams, why
don't the people who are interested in being a captain and
forming a team identify themselves.  We could set up a couple of
days to register players (like the intramural system).  A couple
of methods are mud and mail.  The captain can notify (through
this newsgroup) what kind of people who he is looking for.

We can even set up a mud session (or mail if that is easier) to
draft interested at-large freelancers.  Maybe there will be
enough at-large teams to form their own league and leave these
petty intra-school rivalries to the anal-retentive zealots who 
tend to exclude "non-clued" players who are just looking to have
fun and to improve.

-captain captain
From: ken@haas.berkeley.edu (Kent)
Newsgroups: rec.games.netrek
Subject: Fall teams
Date: 30 Aug 1992 04:38:47 GMT
Organization: Haas School of Business, Berkeley
Distribution: world
NNTP-Posting-Host: haas.berkeley.edu


	How many teams have signed up for the fall semester?

	Also, does it look like a non-CMU team will win the championship?

joystick
From: labc-4aa@web-2h.berkeley.edu (CS 60C Lab Assistant)
Newsgroups: rec.games.netrek
Subject: Fall INL rosters
Date: 26 Aug 1992 10:57:28 GMT
Organization: University of California, Berkeley
Distribution: world
NNTP-Posting-Host: web-2h.berkeley.edu
Originator: labc-4aa@web-2h.berkeley.edu


When are the roster for all teams both
at-large and school teams due??


In other words when is CMU's draft thingy gonna
be over..


Duck
From: shih@madrone.eecs.ucdavis.edu (The Nomad)
Newsgroups: rec.games.netrek
Subject: Bronco source?
Date: 29 Aug 92 22:46:18 GMT
Organization: U.C. Davis - Department of Electrical Engineering and Computer Science

Hello Xtrekers...

Got a newbie question that I can't seems to find an answer for.
I started treking on DEC stations and got the client binaries
from ftp site. However, I set up a Unix station at home on a 
486 sysv.  But I cannot seems to find a binary distributor has
the binary for this system (that can connect to calvin.usc.edu..to
be specific...)  Can anyone pt me to right direction since I really
want to continue my character from home..

Any info is greatly appreicated!!!!!!

-- 
|   ALAN SHIH  				UC.Davis EE dept              |
=======================================================================
|God's Last Msg: "We Apologize for the Inconvenience."                |
|				- Hitchhiker's Guide to the Galaxy    |
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri,  4 Sep 1992 13:19:15 -0400 
From: Eric Thomas Pronko <ep1d+@andrew.cmu.edu>
Subject: Re: Rwd4 database

Yeah, I've noticed the defense ratings and I have this to say...

I commodored last year (semester) and my defense was higher than 0.8,
probably.  The first time I noticed them being so low was when I came
back this semester...

I dunno, Randy's in California or something....

later
eric
aka the Punisher!
Newsgroups: rec.games.netrek
From: jiangwu@sickdog.CS.Berkeley.EDU (Jiang Wu)
Subject: Re: Time to Calvin.
Organization: University of California, Berkeley
Distribution: usa
Date: Wed, 2 Sep 1992 23:58:59 GMT

In article <1992Sep2.173008.13281@colorado.edu> sherod@news.Colorado.EDU (Scott Herod) writes:
>Is the following bad?  It sure is hard to play.
>
>traceroute to 128.125.253.129 (128.125.253.129), 30 hops max, 38 byte packets
> 1  eprince.Colorado.EDU (128.138.251.1)  0 ms  20 ms  0 ms
> 2  westnet.Colorado.EDU (128.138.238.36)  20 ms  0 ms  0 ms
> 3  ncar-cu.east.westnet.net (129.19.254.45)  0 ms  20 ms  20 ms
> 4  enss.ucar.edu (192.43.244.10)  20 ms  0 ms  20 ms
> 5  t3-1.cnss97.t3.nsf.net (140.222.97.2)  20 ms  20 ms  40 ms
> 6  t3-3.cnss96.t3.nsf.net (140.222.96.4)  40 ms  20 ms  20 ms
> 7  t3-0.cnss88.t3.nsf.net (140.222.88.1)  20 ms  40 ms  40 ms
> 8  t3-0.cnss8.t3.nsf.net (140.222.8.1)  40 ms  20 ms  20 ms
> 9  t3-0.cnss16.t3.nsf.net (140.222.16.1)  60 ms  60 ms  60 ms
>10  t3-0.cnss17.t3.nsf.net (140.222.17.1)  60 ms  40 ms  60 ms
>11  t3-0.enss135.t3.nsf.net (140.222.135.1)  60 ms  60 ms  60 ms
>12  132.249.32.13 (132.249.32.13)  40 ms  60 ms  140 ms
>13  hang-sdsc.cerf.net (134.24.99.2)  60 ms  80 ms  60 ms
>14  cit-sdsc.cerf.net (134.24.102.102)  80 ms  80 ms  100 ms
>15  cit-cerfnet-gw.ln.net (130.152.104.2)  100 ms  60 ms  60 ms
>16  usc-cit-gw.ln.net (130.152.128.1)  120 ms  80 ms  100 ms
>17  calvin.usc.edu (128.125.253.129)  140 ms  80 ms  100 ms

Why don't you try

	bigdog.cs.berkeley.edu (128.32.240.123) -p 2592

It is the only Berkeley server now.  It has the bezier database installed so
you can play your favorite characters from the old days.


>
>Scott

-- Jiang Wu
From: tsang@cs.washington.edu (Donald Tsang)
Newsgroups: rec.games.netrek
Subject: Re: Sturgeon It is really cool!
Date: 1 Sep 92 00:12:19 GMT
Organization: Computer Science & Engineering, U. of Washington, Seattle

In article <5584@ucsbcsl.ucsb.edu> terry@esrg.ucsb.edu (Terry Figel) writes:
>I really like the Mods for Sturgeon, and would like to get a copy of them!
>but there is one VERY serious problem with it.  A few select people
>know how to get tracking torpedos.  It would be ok if everybody could
>get them, but to only let a select few really lopsides the game!

Okokok... sheesh.  Upgrade #9 is tracking torps.  Costs 15.0 kills for
the first one, 30.0 for the second, 45.0 for the third, etc.


>Why no just give 'em a new weapon that kills instantly?

'xtkill' is mine.  :P


>I am still a sturgeon fan though, keep up the cool mods! :+)

thanks.


>make em accessable to others!
umm... I can email sources to people, but they're based on the Scam
release, and really don't have good documentation around them...

-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy
Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: The BEST in the WORLD!!!
Reply-To: rhodesia@wixer.cactus.org (Felix S. Gallo)
Organization: Real/Time Communications
Date: Tue, 1 Sep 92 18:59:21 GMT

gc2n+@andrew.cmu.edu (Greg K Chung) writes:
>
>My prediction:
>
>Illuminus Cartel will genecide 12AM on Wednesday.  

My prediction:

The "Illuminus Cartel", already severely humbled by a good-to-medium
team, will be handed their spleens by the team with no name.

But then, the team with no name will be the first at-large team
to win the INL title, so it's bound to happen.

STILETTO DELENDA EST.

rear ensign svnscreamer
tribvne of information, <censored>
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Quick reminder
Date: 31 Aug 92 18:22:07 GMT
Reply-To: fadden@amdahl.uts.amdahl.com (Andy McFadden)
Organization: Amdahl Corporation, Sunnyvale CA

The MetaServerII ports are 3520-3524.  Apparently a number of people have
been contacting charon on port 2520.  This will also get you output, but
you'll actually be getting it from bigdog.cs.berkeley.edu - 2520 on charon
is the METASERVER pass-thru port for trekhopd.  Save the world a network
hop by using the right port.

Speaking of trekhopd...

charon 38 thd% ps -ux
USER       PID %CPU %MEM   SZ  RSS TT STAT START  TIME COMMAND
fadden    9476  0.0  0.0   96    0 ?  IW   Aug 17 27:10 trekhopd

Alive and well for a full two weeks.  I've added new servers and just now
changed the METASERVER passthru from sickdog to bigdog, and haven't had to
kill the process yet.  I hope to add a similar feature to MS-II, but it's
a bit trickier.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: 3rd space guardian robots
Date: 29 Aug 92 03:27:48 GMT
	<1992Aug28.182548.26012@ils.nwu.edu>
	<JIVE.92Aug28150009@spanky.ssc.gov>
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 28-Aug-92 Re: 3rd space guardian
robots Jim Ivey@spanky.ssc.gov (8936)

> And most people scream
> defiance when I say 'ogg the sb' when he's at the home planet and the
> opposing team still has 6 or 7 planets.  _Don't_ _wait_ _until_ _they're_
> _in_ _an_ _LPS_ _to_ _ogg_ _the_ _SB_.  You're just a glutton for
> punishment if you do.  Why wait until he has 7 defenders?

	This is fine if you are sure that you WILL push them to a LPS, but if
you don't you have just wasted a HUGE amount of effort essentially doing
nothing but making sure that you don't have to spend such an effort
again for half an hour.  If you ARE sure that you can get them to an LPS
in under half an hour, then why are you worried about killing the SB
anyway?  A SB can't defend a home planet much better than any other
ship.  Frequently, if defends WORSE, because it thinks it's being Ogged.

>>   I am pleased to see that Ray will be allowing different wars to be
>>   fought.  I imagine that each race will have a different planet
>>   arrangement. 

>     Likewise, though I hope the arrangements will be as drastically
>different as they can be without giving unfair advantage to one side.  As
>they are now, the differences are nearly only cosmetic.

The differences in ships are entirely cosmetic.  The differences in
planet set-up are far from it.  Compare El-Nath to Indi if you don't
believe it.


ZZnew guy
From: hadley@codes.ics.uci.edu (Tedd Hadley)
Subject: Server bug: starbases and declare_war()
Summary: PROGRAMMERS, interface.c, declare_war()
Newsgroups: rec.games.netrek
Organization: UC Irvine Department of ICS
Date: 1 Sep 92 22:52:33 GMT
Distribution: rec

   If a starbase uses the war window (declare war or peace) while 1-3 players
   are docked, the server will crash with a segmentation violation (at least
   under SunOS).

   The code in question is in interface.c'declare_war().

    } else if (me->p_ship.s_type == STARBASE) {
        if (me->p_docked > 0) {
            for(i=0; i<NUMPORTS; i++) {
*               if (mask & players[me->p_port[i]].p_team) {
                    players[me->p_port[i]].p_flags &= ~PFDOCK;
                    me->p_docked--;
                    me->p_port[i] = VACANT;
                }
            }
        }
    }

    At the line marked with '*', me->p_port[i] will equal -1 (VACANT) for any
    vacant starbase ports.  This causes a read attempt to players[-1], at which
    time the os says "hey, that's not your memory space!", issues a segmentation
    violation and murders the process (it's a jungle in there).

    To fix, add the lines marked with '+' (or however else you want to do it):

    } else if (me->p_ship.s_type == STARBASE) {
        if (me->p_docked > 0) {
            for(i=0; i<NUMPORTS; i++) {
+               if(me->p_port[i] == VACANT)
+                  continue;
                if (mask & players[me->p_port[i]].p_team) {
                    players[me->p_port[i]].p_flags &= ~PFDOCK;
                    me->p_docked--;
                    me->p_port[i] = VACANT;
                }
            }
        }
    }
Newsgroups: rec.games.netrek
From: tsang@cs.washington.edu (Donald Tsang)
Subject: Re: Sturgeon...
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Tue, 1 Sep 92 00:17:52 GMT

In article <> bathurst@noaapmel.gov (Bill Bathurst) writes:
>Yes, Sturgeon is the *worst* server in the world.  A lot of people do
>play on it because of the refit ability.  I believe the server
>encourages players to play very stupidly and cluelessly instead of
>enhancing the game.

Ahem.  I prefer to think of Sturgeon as the "arcade version" of xtrek.
Yes, people tend to play a lot more cluelessly, hoarding kills, etc.
But, as far as I can tell, they have fun... as one CMU player said,
"I can scum planets anywhere.  Here, I can UPGRADE."


>P.S.  If you can refit, refit your phasers.  

Or fuel.  Or shields.  Or...  (i.e., they're all useful.  Depends on
who you are, what you want to do, and what you already have)

-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy
From: jh@heel.CS.Berkeley.EDU (Jack Hsu)
Newsgroups: rec.games.netrek
Subject: Bigdog is back!
Date: 28 Aug 1992 21:12:04 GMT
Organization: University of California, Berkeley
Distribution: world
NNTP-Posting-Host: heel.cs.berkeley.edu

Both Bigdog and Sickdog will adopt bezier's database. They will share
the same .players and .global files, so it does not matter which
server you play on.

Bigdog's hours will be from 8pm PDT to 8am PDT M-F, 24 hours weekends.
Sickdog's hours will be from 5pm PDT to 8am PDT M-F, 24 hours weekends.

Both will be running the bigdog server, with transwarp enabled. On
Mondays, bigdog will run the 3-race galaxy. On Tuesdays, Sickdog
will run soccer tournaments.

-Gaia

btw, use the metaserver on bigdog (stable) instead of sickdog (sick).
From: jgr@ecl.psu.edu (Jim Reisman)
Newsgroups: rec.games.netrek
Subject: Re: Hockey? An Offsides Rule (Revised)
Date: 3 Sep 92 01:33:26 GMT
Organization: Engineering Computer Lab, Pennsylvania State University

yohan@sam.ksu.ksu.edu (Jonathan W Newton) writes: 
> jgr@ecl.psu.edu (Jim Reisman) writes:
>>
>>  I humbly suggest the following modifications which should
>>improve playability :
>>
>>1) Institute an "Offsides Rule" - A player should not be two
>>"lines" in front of the puck.  e.g. If the puck is below Orion,
>>Orion players should be no farther ahead than centerline.  If the
>>puck is between Orion and the centerline, Orion players should be
>>no farther ahead than Kling, etc...
>>
>>2) Add a "Goalie Box" - No player in opposing team's goalie box unless
>>the player has possesion of puck, or puck is in goalie box.
>>
>>Penalties: - Relocation to a sideline planet, 75% damaged  
> 
>On offsides:  This rule eliminates a relay fast break.  Players are bunched up
>too much as it is, and this rule would only encourage players to stay bunched up
>so as not to accidentally get caught offsides.  Also, you will have alot of
>people caught offsides when the puck enters new zones (i.e. the Kli goalie kicks
>out the puck into the Kli-center zone and alot of orions are left in the Kli-Kli
>goal zone.
> 
>On goalie box:  This depends on how big you want to make it.  IMHO, it couldn't
>be any bigger than covering the goal itself.  A safe zone any bigger, would make
>it impossible to score against a good goalie with a big ship.  Furthermore, it
>would encourage players to drag (tractor) pucks into a shooting position rather
>than passing them off (pressoring).  It is painfully obvious that too many people
>don't pass, and nothing frustrates your team mates more.
> 
>Jon Newton aka Ender

  Jon, I agree with your rebuttal on the offsides rule. It would be tough
to implement and present. I therefore retract that part.

  Still, I support the idea of a (small) goalie box.  As it is, goals are
often scored by a group "gang banging" the goalie away from the goal. However,
the more beautiful goals are scored by accurate passing amoung the
offense.
   It has been shown in 2 vs. 1 breaks that two clued scouts can (usually)
score on a BB goalie by using good passing. In fact these are the most
exciting goals.  

   How about this:


Revised Proposal #1:
   Defending players accrue no damage while in their side's
(tighly drawn) goalie box.


 Comments:
    Easy to explain and easy to implement (I think).  Goalies will still
have to watch fuel/positioning while attackers need to use passing
to be successful.

Perhaps we can test out this simple modification and see how it
affects game play.

Do you think this change is reasonable? 

Jim
ID: Ikko-ikki
    Hockey-ikki

P.S.  I agree 100% with Brick's suggestion on reducing the player
limits to 6 vs. 6.  The 8 vs. 8 game is degenerates into bloodbaths.
From: gc2n+@andrew.cmu.edu (Greg K Chung)
Newsgroups: rec.games.netrek
Subject: 36 Angry Men???
Date: 27 Aug 92 04:33:47 GMT
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

I've heard from D'Spayre that 12 Angry Men expanded and grew into an "A"
team and a "B" team.. Will there be more than one set of Angry Men???


(The Angry Men are NOTHING without sunscreamer.  But Grand Admiral H P
would be a good replacement.)

;)
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Newsgroups: rec.games.netrek
Subject: Re: UPENN is gonna RULE!!!
Date: 30 Aug 92 00:42:04 GMT
Article-I.D.: cs.Btrty4.6AE.2
Organization: School of Computer Science, Carnegie Mellon

tom@soda.berkeley.edu (Tom Holub) writes
> Smiley faces are a crutch.  I don't think any strong writer should use
> them in a post, any more than one would use them in prose.
...
> Why do it in text if you wouldn't do it when speaking?
...

Erm, bollocks.  Usenet isn't prose.  Usenet is closer to party-line
calls where everyone uses a voice-synthesizer-that-talks-exactly-the-
same, and everyone wants to talk at once.  Recipients have no audio or
visual clues to tell the intention of the writer (I know that most
Americans aren't real clued up on sarcasm, but SOME of us like to use
it sometimes).  Smileys are a poor but helpful indicator of the
poster's intentions.  This should probably be followed up to one of
the groups where psychology students studying the phenomenon of
network communication hang out.. 

ObTrek : why do ship explosions appear on the edge of your tactical
display seconds AFTER the ship dies?  Everyone involved in the combat
sees the ship explode at the correct time.  But if you wander into the
zone within the next few seconds, you see the explosion time-delayed
on the edge of your tactical display.  Feature or bug?  If feature,
what was the intent behind it? 

Spaceman :-) Spiff
Organization: Junior, Chemical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 26 Aug 1992 14:25:23 -0400 
From: Kevin Michael Bernatz <kb32+@andrew.cmu.edu>
Subject: Re: Fall INL rosters
Distribution: world

Excerpts from netnews.rec.games.netrek: 26-Aug-92 Fall INL rosters CS
60C Lab Assistant@web (139)

> In other words when is CMU's draft thingy gonna
> be over..

Over?  It hasn't even started yet..........


-KB
 unsigned free agent Akira
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Way to make netrek much more challenging.
Date: 29 Aug 92 21:57:52 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <dvtoft.715027603@vincent2.iastate.edu> dvtoft@iastate.edu (Daniel V Toft) writes:
>In <1992Aug28.170122.6592@colorado.edu> sherod@news.Colorado.EDU (Scott Herod) writes:
>
>>I discovered a way to make the game much harder.  In your 
>>.xtrekrc file add the line
>
>>color.red:	orangered
>
>color.red:	green
>                ^^^^^
>This would really make a Rom/Kli game challenging :-)
>A bunch of green ships cruising in and out of yellow alert! (NO Red)

Good heavens!  It's almost (gasp) black and white!

Spaceace! almost tagged me yesterday until I noticed the little 'G' in the
flags area had changed to a little 'Y'.  You start noticing little details
like that when your team has four free armies and they're all on your ship. :-)

I've gotten toasted more than once because I didn't realize that the ship
next to mine was a bad guy (some scout toasted me yesterday evening because
we were both retreating and I figured he was one of ours moving up to the
front... hard to dodge torps and ID an SC at the same time).  This makes
starbasing a bit more of a challenge.

>Dan \ Black Knight

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: The BEST in the WORLD!!!
Organization: School of Computer Science, Carnegie Mellon
Date: Sun, 23 Aug 1992 17:00:11 GMT

ANDY KUMEDA writes
> I was just wondering who everyone thought the BEST players in the world
> of Netrek were in the following categories:
> 
>   * Best planet-taker

Mr. Wizard is the most irritating planet taker I have ever seen.  Amazing  
is also great.
>   * Best dog-fighter in 
>       SC
Lumchan/Warsong is clearly the best, IMO.
>       CA
Duck is tough, probably _ensign or Beck, tho.
>       AS
I'm not sure, who dogfight's in these, anyway?? :-)
Maybe Heimdall.
>       DD
I haven't seen a good DD dogfighter in awhile.  rjones impresses me in a  
DD, but not neccessarily dogfighting.

>       BB
Will probably be mojo, balton, akira, or yea boy!!!!.  I think I would  
rate them exactly in that order.
>   * Best SB
Balton is my first pick.
>   * Best SC bomber
Mergatroid and red shirt still rule.
>   * Best ogger
There are alot of good ones.  _ensign or duck most likely.  
>   * Best * scum 
When I think of the word "scum" I think of Stilletto.  Sorry greg :-)
>   * Best overall player
The best player i've seen is Yea Boy!!!!.  Duck Dodgers is very, very good  
however.

Rob
aka Spaceace!
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: Sturgeon...
Date: 1 Sep 92 18:43:11 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 31-Aug-92 Sturgeon... Jaye
Mathisen@cs.montana (499)

> I don't know what you're supposed to use for planet taking, an AS can't
> defend itself, something like only 3 torpedos...


	Scouts are EASILY the best ship for taking planets on sturgeon.  They
are faster, and can bomb a planet to 1 army, thus taking it for a cost
of 2 armies every time.
	I don't really think that sturgeon is designed for regular play,
though.  It would be rediculas to try to genocide a team that had all
Agris (If you have <~10 armies, you become Agri).  SC bombing would be
nearly useless.

ZZnew guy
Newsgroups: rec.games.netrek