HDTenEightyP/NetNews huggingface dataset:
From: von@wucs1.wustl.edu (Steve Von Worley)
Subject: Re: UDP and regions
Organization: Washington University, St. Louis Mo.
Date: Wed, 8 Apr 1992 08:08:02 GMT

In article <rtr2kINNh19@agate.berkeley.edu> tom@ocf.berkeley.edu (Tom Holub) writes:
>In article <955p02gfc0Nw00@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy McFadden) writes:
>)In article <1992Apr7.200037.8835@acsu.buffalo.edu> v119matc@ubvmsb.cc.buffalo.edu (Claus Schwinge) writes:
>)[ I wrote: ]
>)>>v1.0 is officially *done*.
>)
>)>Does this mean it can be used in an INL match?  In our match vs Team Wizard,
>)
>)  I suggest that the INL servers have it added, so that when the
>)finals roll around the games can be played with UDP.  Allowing it before then
>)would be unfair, however.
>
>Let's look at this in perspective.  There are only about 3 games that
>really matter that haven't been played; Wizard at Bears, Duck at Akira,
>and (to an extent) Duck at UPenn.  I agree that these games probably
>should *not* be played with UDP, especially now that we've gotten
>our butts whooped by Darkhorse (in a game with pretty bad lag).  
>The playoffs will be (assuming we beat Wizard at home) the two
>Berkeley teams, the three CMU teams, and the best other team.  The
>bottom four will be wild cards and play each other in the first round;
>the division winners will get a bye and play the winner of the wildcard
>game.  At least, that's the system I've worked out...any objections?

I must respond here.  There are many variables...

Bears at Team :) will be interesting.  I, for one, think we have a very 
good chance of winning, especially since we are hosting.  

I also think Wizard at Bears will be a genocide for Wizard.

Thus, many teams, such as the Bears, may end up with 3-3 records, at 
least in division 2, so every game matters.

Sandia - Ogglomaniac - Stress Puppy - Bloated Cow - Scum

Stephen "Feed Me Giblets and Call Me Frank" Von Worley
von@wuccrc.wustl.edu
Computer and Communications Research Center
Washington University, St. Louis, MO
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Team Wizard (was Re: Penn and the INL)
Date: 10 Apr 92 18:03:11 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <0dtHLAG00VpZ06iktU@andrew.cmu.edu> cd2a+@andrew.cmu.edu (Court Demas) writes:
>The *best* oggers.  The *best* planet scums.  The *best* scout/base
>(Balton).  That and a couple of dedicated scout-bombers :-) makes our
>team completely unstoppable.

As various people have pointed out at various times, teamwork is important.
They'll win all the dogfights and ogg all the carriers, but without
coordination they'll never get through the core planets.

>We had Darkhorse (a _clueful_ CMU INL team) down to their last planet
>with 45min left in the game.  If we had taken the game seriously we
>would have genocided easily.

But you didn't.  They successfully prevented a genocide against a team that
(certain members) claim is the best around.  What does that say?

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: paulsen@stipple.seas.upenn.edu (Brian Paulsen )
Newsgroups: rec.games.netrek
Subject: Re: An important lesson
Date: 12 Apr 92 03:44:15 GMT
Organization: University of Pennsylvania

In article <1992Apr12.032302.26711@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
)At the end of article <73744@netnews.upenn.edu) 
)	botelle@eniac.seas.upenn.edu (Justin R. Botelle) writes:
)) === A very happy Admiral Hector
)) (happy, you say.   Well the reason is simple.  I am not arrogant, but I
)) nevertheless feel that making Admiral has been the best netrek thing to
)) happen to me since I started ruining my life playing it.  Finally, I 
)) don't feel like I have to play 6 hours at a time, etc etc.)

)Read this and believe it, all new players.  If you start believing
)that rank is everything, you won't be able to have any Fun (tm) until
)you reach the ultimate rank.  So don't reach for that shift-U key, just
)repeat after me the Netrek Mantra:

Have to?  I just can't stop is my problem...  I, too, am trying to reach the
ultimate rank... Perhaps if I reset my stats, it may help...  Let's be serious,
the minute you decide that you want to be clueful, something has to give.
Either your academic life, or your social life.  Both of mine went.

FreeKill
Xref: sparky rec.games.netrek:758 alt.games.xtrek:3748
From: sjsmith@cs.umd.edu (Stephen Joseph Smith)
Newsgroups: rec.games.netrek,alt.games.xtrek
Subject: UDP INL server test: post-game show
Summary: Kinda weird
Keywords: UDP INL
Date: 16 Apr 92 02:37:00 GMT
Followup-To: rec.games.netrek
Organization: Dept. of Computer Science, University of Maryland at College Park

Well, got in a little late after 8 and played until the bloody Feds 19-1
victory.  Teams were uneven both ways at times.

Strange things happened:
(a) Lag.  Good old-fashioned lag.
(b) Twice, at least, my tactical screen went black and wouldn't re-draw.
Took a while.
(c) Got called a "scum" for ogging someone with kills.  No kidding.

I think it might not be a good idea to have 3 CMU servers running nearly full
games with UDP.

I also think, after my fifth quasi-INL game, that the server should do
SOMETHING to give the final score (like "Federation (Captain: home1) 19;  
Romulans (Captain: away1) 1;  2:00:00" or "Orions (Captain: Austere) 19;
Federation (Captain: Akira) 0;  Genocide at 1:52:53" (just kidding! (-: )).
It would be nice, anyway.

						-=+=- Stephen Joseph Smith
						      Flt. Capt. Austere
						      <sjsmith@cs.umd.edu>
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Visible tractor beams (was Re: Client proposal of sorts)
Date: 12 Apr 92 23:06:32 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Apr12.190919.4502@cs.brown.edu> jg@cs.brown.edu (Jeremy Gaffney) writes:
>My main problem with visible tractors is that, since T/P
>still holds after cloaking, cloakers will be easy to pinpoint
>if you can get em with a tractor beforehand.  Makes SBs and 
>BBs that much tougher to escape with a DD or SC, if nothing else.

This is a good point, which I hadn't thought about (the only server I play
on which supports the beams is my local server, and we mostly do small-scale
dogfighting, so cloaking isn't very useful unless you're ogging somebody...).

This is another good reason to use T/P icons instead.  Of course, it won't
affect cyborgs any.  Hmm.  Interesting.

>/*  Jeremy Gaffney [jg@cs.brown.edu gaffer@brownvm.brown.edu] */

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: sfop vs. the world
Date: 14 Apr 92 20:19:11 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <SFD.92Apr13195632@bezier.bezier.berkeley.edu> sfd@bezier.berkeley.edu (Scott Drellishak) writes:
>sfop vs. the world, tonight, bezier, 23:00 PDT or so.  Be there or don't.

And which night would that be?

"Tonight" for me means Tuesday April 14th, incidentally.  If you get this
posting later than that, don't bother.

>Scott

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Organization: Fifth yr. senior, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 14 Apr 1992 13:46:39 -0400 
From: Stephen Alexander Racunas <sr26+@andrew.cmu.edu>
Subject: Re: Scout Bombing and Other Stuff

Scout bombing during genocide:

Go for it.  I know that when I am on the losing end of a LPS, I really
appreciate that one scout bomber...   LPS is a "target-rich" environment, and
making the enemy planet takers go a long way to fetch armies is a real boon
to oggers.  Anyone with kills who is moving away from the front has effectively
painted a crosshairs on the back of his head.  With so many possible carriers
and so many enemy armies, I usually don't have time to check who is REALLY
going to carry.  The further they have to go to get armies, the more time I
have to smash them.

Probably, there will be enough of your teammates around the last planet that
one more scout will not help much.  I try to play by the "center-of-mass" rule
when I don't want to think a lot.  i.e. if all of my teammates are covering
an area, chances are, the enemy is up to no good in another area.

Who knows, you may even get lucky and ogg a p-scum in his own space, where he
is feeling safe and not watching the galactic...


Val Ckurai

"Oggers trek, not to relieve stress, but to inflict stress upon others."
From: paulsen@widget.seas.upenn.edu (Brian Paulsen )
Newsgroups: rec.games.netrek
Subject: Re: Ogging for the wrong reasons
Date: 9 Apr 92 17:40:34 GMT
Article-I.D.: netnews.73449
Organization: University of Pennsylvania

In article <1992Apr8.231114.3686@wuecl.wustl.edu> von@wucs1.wustl.edu (Steve Von Worley) writes:
>In article <73322@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (Brian Paulsen ) writes:

>Yes, they were a pretty good source of free kills (until I switched).

Watermelon scum!

>>I like to think that if people ogg me for no reason, it says something about
>>the threat that I am...

>They seemed to be ogging whoever was closest.

Sure, go ahead and deflate my ego...  Maybe I was always closest was the
problem...

FreeKill
From: beorn@elk.Berkeley.EDU (Beorn Johnson)
Newsgroups: rec.games.netrek
Subject: Re: sfop vs the world
Keywords: sfop, robots, stats
Date: 17 Apr 92 05:03:52 GMT
Article-I.D.: agate.slm7oINNbf4
Reply-To: beorn@berkeley.edu
Organization: UC Berkeley
NNTP-Posting-Host: elk.berkeley.edu

Commodore FreeKill <paulsen@eniac.seas.upenn.edu> writes
in <74224@netnews.upenn.edu>:
|> I wish we could see some game stats with this, or at least the .conquer file.

The genocide:

The Orions:
	FreeKill     (Oe) with 21 planets and 108 armies
	Quar	     (Oc) with 11 planets and  36 armies
	Exxon Valdez (Oa) with  5 planets and 135 armies
	Snidly	     (O8) with  6 planets and  85 armies
	ruggie	     (Of) with  6 planets and  13 armies
	(don't know who else played)

The Feds:
	sfop	F4 with  6 planets and  79 armies
	sfop	F2 with  5 planets and 102 armies
	sfop	F1 with  4 planets and 129 armies
	sfop	F6 with  4 planets and 118 armies
	sfop	F0 with  6 planets and  23 armies
	sfop	F7 with  2 planets and 123 armies
	sfop	F3 with  4 planets and  62 armies
	sfop	F5 with  1 planets and 103 armies

Snidly took the first planet of the game, Organia, but unfortunately the
first Orion wave of Assaulters didn't get three Fed planets.

Exxon Valdez took alpha centauri (undefended) for the last planet (I'm not sure
if it was counted in the stats).

|> 
|> Anyways, the game...
|> 
|> It was hard to tell who got a bombing advantage.

Initially SFOP had the advantage, but the Orions scout bombed very well,
were SFOP was pretty lame.

|> The bots were very good at fighting, but it was hard for me to tell
	because of
|> the incredible lag that kept occuring.  I had to scum kills to do get any.
	It
|> was pretty easy, though.  The bots keep fighting until they are out of fuel.
|> Then you tractor them in and phaser.

I managed to occasionally kill them one on one, though it wasn't easy.

|> Also, the bots rarely ogged.  It may have been much harder to take planets if
|> the bots were actually making an attempt at stopping us.

They went after me pretty well whenever I had more than four armies.

|> 
|> However, for most of the game, it was about even.  At one point, it was about
|> 13-7 in our favor, and then some people left.
	The bots quickly took back their
|> planets.  If the bots could defend their space better, the humans might have
|> troubles against future sfops.

I saw it that the humans had a slight edge most of the time.  Clearly
the SFOPs can be smarter, particularly on defense.

One interesting note, when the SFOP starbase appeared he was largely ignored.
This effectively removed one SFOP player from the game.



The thing I noticed was how fun these games are because the humans are
really co-operating to win -- communicating well, sharing escort / planet
taking, etc.  The SFOPs are getting better, though.

	Beorn Johnson
	(aka Snidly)
From: tundra@doc.ksu.ksu.edu (Daniel Gene McDaniel)
Newsgroups: rec.games.netrek
Subject: Re: nanner nanner
Date: 16 Apr 1992 16:46:11 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: doc.ksu.ksu.edu



In article (Justin R. Botelle) writes:
>In article brucrew@chester.ksu.ksu.edu writes:
>)
>)What the hell does this mean???? I only hear this when a SB blows up or an 
>)Admiral is waxed or a home planet taken over under a team's noses or something
>)big like that.
>
>An Admiral getting waxed is big???  Well, Admirals aren't immortal, especially
>when I am ogging (almost always),
>
>Justin
>(Hector, Whole Wheat)
>

Is this a true Admiral (There aren't Many) or is this a DI scumming Wennie?

To say the least this was a true dog-fighting Admiral and not some slime.
I have witnessed this action on several occasions, so know it for fact.

example: :)

GOD: bav 01 was kill for Predator K2.
K2 : Nanner Nanner!
GOD: guest 03 was kill for ED209 K7.
K7 : Nanner Nanner!
GOD: ED209 K7 was kill for guest 03.
03 : Oh how was that again...um oh.. Nanner Nan..oh you know what I mean...
K2 : :)
GOD: guest K4 was kill for bav 01.

I dont know maybe its some wierd battle cry... *grin*
Maybe its just a note from Predator say Ha! Nanner Nanner?

:)

Disclaimer: The above opinions are not mine just resemble them... 

===============================================================================
--Tundra/Dan | "look at the rabbits George" --> Mice and Men
     aka     |            -- Clueless
    ED209    | "Scum rises to the Top.... Slime sinks to the bottom..."
             |            -- Camel 1992
===============================================================================
Newsgroups: rec.games.netrek
From: tjones%peruvian.utah.edu@cs.utah.edu (Ray Jones)
Subject: Re: Summary of team :) vs Wiz Kids
Date: 12 Apr 92 20:06:20 MDT
Organization: University of Utah CS Dept., Salt Lake City

In article <wduB=i600WDJA3N19O@andrew.cmu.edu> rh3b+@andrew.cmu.edu (Robert W. Hill) writes:
>[munch]
>We eventually got them down to 2, earth and veg.  We had taken earth
>once before, but they retook it.  At this point, balton moved all the
>way to earth and covered Quar to take the planet.  I was almost there,
>but i died in balton's explosion.  Quite a ballsy move, for balton...it
>appeared that they never knew what hit them.
>
>We then made numerous runs at veg, with little success.  Balton brought
>another SB down to cover the take, but we died very close to taking it.

	How long was this?  I'm wondering if it was immediate (meaning
there's a bug) or after the 20 minute countdown.

Ray
From: paulsen@stipple.seas.upenn.edu (Brian Paulsen )
Newsgroups: rec.games.netrek
Subject: Re: Locking & Clockers
Date: 6 Apr 92 18:05:12 GMT
Organization: University of Pennsylvania

In article <87r702cXbfNv00@amdahl.uts.amdahl.com> fadden@xserver.uts.amdahl.com (Andy McFadden) writes:
>In article <1992Apr6.020430.2475@pasteur.Berkeley.EDU>, cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee) writes:
>[stuff about locking onto cloakers deleted]
>|> Is this how locking was intended to work?  Or was it an overlooked
>|> thang that allowed for exploitation?
>
>Well, it's been that way since The Beginning.  Nobody seems to use it though.

I guess I'm nobody.  It's real useful in an LPS... Just lock on to that AS
while he is still uncloaked.  Then all you have to do is phaser right in front
of you...

I use any edge the server gives me...

FreeKill
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: CMU teams and Genocides
Date: 14 Apr 92 07:06:52 GMT
Article-I.D.: andrew.wducGAm00Vp5M=rlxi
Distribution: usa
Organization: Carnegie Mellon, Pittsburgh, PA

>NOpe.... we invited a bunch of CMU people to play on bigdog
>one morning .... and there where a lot of what is considered
>the best players... they know who there are..

>and when my team started beating them... we got like 4 of their 
>planets........

>they started quiting .. and soon enuf all of em quit.


	I can remember two different "pickup" tournement games on bigdog  which
a lot of CMU players quit out of.  
	In the first one, at about 2:30 AM PST, we were playing on bronco
getting ready to leave, because play level was pretty poor, and well, it
was late (2:30 PST is 5:30 EST).  Suddenly, there were a bunch of
messges from Berkeley asking us to play at Bigdog.  So 5 CMU players
went to play at Bigdog.  We scrambled arround looking for other people
to join us, but ended up with a number of non-CMUer also.  
	We started the game a bit after 3:00 (6:00).  I got stuck with Base
duty, which I don't like and am not very good at.  I had the feeling
that they only reason that I didn't die was that they didn't know how
bad I was at basing.  Anyway, we sort of held half of the front for half
an hour or so, and then Lumchan switched into the base.  
	*[interlude]What Duck doesn't know is that one of the main reasons that
we actually came over to play was to surprize the team with a bug that
appears on all non-bronco servers (Terence patched it, but must not have
released the patch).  If a ship docks on a SB, and the SB refits to a
SB, the SB loses its docking information and can now switch to any other
kind of ship.  On our initial bombing run, we were all AS docked on a SC
running south at warp 12. [back to our story]*
	So Lumchan became the SB so that we could lock onto and fly arround as
4 BBs and a SC.  However, one or two of the non-locals drank so much of
his fuel that he couldn't transform, and while we were trying to sort it
all out, we were Ogged.  We continued to play even though that plan was
shot.  However, then someone (I don't remember who) suggested that we go
get breakfast, and most everyone left, so I did too.

	I believe that this is the game to which Duck refers.

There was another game on Bigdog this past weekend which a lot of CMUers
also quit out of.  We had pushed the other team down to their core, and
fighting was rather stiff.  Then Ray's girlfriend came in and we all
made fun of him for playing when he should be at Carnival with her. 
Then someone from somewhere else took over for him, and SpaceAce decided
to quit.  Anyway, we had a number of CMU players who wanted to get in,
but they were all 7 or 8 down the que.  Once a few CMUers had cut out,
it wasn't CMU vs Berkeley any more.  We had these amazing anchors on our
team.  Pretty soon all the cards fell, and everyone had quit out.

	I think that one thing that stands out about CMU players is that they
often tend to quit together.

ZZnew guy
From: george@fornax.ECE.CMU.EDU (George Cebulka)
Newsgroups: rec.games.netrek
Subject: INL: WOW! FREE BEER AND LOT'S OF IT!
Date: 14 Apr 92 18:12:09 GMT
Reply-To: george@fornax.ECE.CMU.EDU (George Cebulka)
Organization: Electrical and Computer Engineering, Carnegie Mellon
Originator: george@fornax.ECE.CMU.EDU


Now that I have your attention.
    Ray Jones has gotten me the new UDP version of the INL server. I would like
to run tests of it on Wednesday and Thursday evening at 8:00pm(est). This is
going to be a pickup game. Please log in as home{1-8} or away{1-8}. You will
need a blessed binary to play on the machine.
    This could also be a good way to put to rest the Upenn/CMU/whoever debate.

        Server info:
        maint-pub3.ece.cmu.edu 128.2.236.133
        port 2592
This is a DS500/25 in case you are wondering. Server lag should not be a
problem. 

        George Cebulka, (aka Gunner)

ps.
    If you get me you name in advance I'll let you play under your own name.
Newsgroups: rec.games.netrek
From: bperles@iastate.edu (Brian P Perles)
Subject: Re: Scouts BITE!!!!! (sorta : -)
Organization: Iowa State University, Ames IA
Date: Thu, 9 Apr 1992 14:47:39 GMT

In <1992Apr7.231928.15635@helios.physics.utoronto.ca> amid@bullet.ecf.toronto.edu (AMID  Rudy) writes:


>[On with the story, shall we?  With a slight ending...]
>>
>>("TING! TING!" as of hail against the hull)
>>Picard: What is that irritating noise?
>>Data: We appear to be under attack, Captain.
>>("TING!...TING!")
>>Picard: Oh? Red alert. Raise the shields, I suppose. What is firing on us?
>>Worf: It appears to be a (sneer) SCOUT, Captain.
>>("TING!...TING!")
>>Picard: (mildly surprised look) I see...what do you think we should do about
>>	this, #1?
>>#1: (smiling) Maybe we should NEGOTIATE, Captain? (nudges Picard in the ribs)
>>("TING!...TING!")
>>Picard: Enough joking, #1, that thing could actually hurt us in a while...hail
>>	it.
>>Data: Hail being answered by uncontrollable laughter, Captain.
>>("TING!...TING!")
>>Worf: Perhaps a plasma torpedo to dispose of this NUISANCE, Captain?
>>Picard: (considers) Make it so.
>>(plasma launch noise)
>>Worf: Torpedo vectoring, range 2000 kilometers...closing... (snarls) the SCOUT
>>	appears to have evaded our plasma.
>>("TING!...TING!")
>>Data: Casualty reports coming in from decks 5, 9, and 12-24.

>This is when story changes:

>Picard: Suggestions, anyone?
>Riker: Decompress main shuttle bay.  It'll give us extra maneouvering ability.
>Data: I suggest we lock the tractor beam and phaser the enemy, Captain.
>Picard: Yes, good idea Data.  Make it so Mr. Worf!
>Worf: Aye sir!

>[Worf's fingers dances on the flat panels.  Tractor beam locks.  Phaser
> noise shrieks across the vacuum space... uh.. only in TNG. :-)]

>Data: Direct hit Captain.
>Picard: Prepare photon torpedoes.  Pattern: Sierra.  And fire!

>[Three photon torpedos launches and disintegrated the scout ship.]

>Riker: Thank goodness for the tractor beams, eh Captain?
>Picard: Indeed #1.  Set course to Earth for immediate repairs.

>>(roll credits)


HA!, not quite!  I'm goten out of SB tractors before!  And not to mention
the few BB that have gone BOOM wile tractoring me.  A courned scout is a 
dangerous thing!  Thats all I fly now to get my army carying kills...

				blank (but loaded anyway)
From: har1@cec2.wustl.edu (Hasnol Abdul Rahman)
Newsgroups: rec.games.netrek
Subject: Re: Borgs
Date: 17 Apr 92 20:05:45 GMT
Article-I.D.: wuecl.1992Apr17.200545.11539
Organization: Washington University, St. Louis Mo.

In article <sm7iqINNkdg@caravan.ksu.ksu.edu> tundra@caravan.ksu.ksu.edu (Daniel Gene McDaniel) writes:
>
>>I tend to
>>agree with Brian/FreeKill that the use of a borg just reduces the
>>enjoyment of the game.
>
>>Playing in a borg must reduce the challenge of the game...so as
>>far as I can see, the only enjoyment you can get is out of defeating
>>non-borgers.
>
>I used to fly a BORG I don't now because:
>  1. I like to fly and not watch.
>  2. Its far more exciting to earn a kill.
>  3. Is it nessary to use a machinegun to hunt down wabbits?
>  4. In general they do a lot of wasteful things.
>
>My advice is to just rm* that dir and foget about it...
>or if you must play one type (shift) r when they start 
>shooting at you. :)
>
>===============================================================================
>--Tundra/Dan |            "Nanner! Nanner!"    
>             |            -- Shaun M. McGee aka Predator
>===============================================================================

I prefer to use borg because the lags between rwd4 and my client is
so big that playing the ordinary way is no fun at all. With the 
borg capability, I can just control the movement of my ship and
it fires for me during lags. Now my kills has gone up to an avegage
of 5. Before, I was killed 5 times before I can make a kill. 

-hasnol