HDTenEightyP/NetNews huggingface dataset:
From: stst@vuse.vanderbilt.edu (Stefan Strack)
Subject: Re: Rules according to ICWS'88 wanted
Organization: Vanderbilt University School of Engineering, Nashville, TN, USA
Date: Wed, 27 Jan 1993 17:58:41 GMT

In article <1k5v4iEINN38c@uni-erlangen.de> mlradzie@cip.informatik.uni-erlangen.de (Michael Radziej) writes:
>I was interested in corewars when I read the first articles in
>Scientific American. But, due to lack of opponents, I lost interest,
>but now there is this ingenious KOTH, where I could send all my
>programs ...
>
>Unfortunately, the rules of corewars have moved, and I have
>difficulties finding the new rules in the archives. I would be very
>happy if somebody could post a summary of the new rules (ICWS'88), or
>the definite "official regulations", if they are not too, hm, legal or
>too lengthy.
>

soda.berkeley.edu (128.32.131.179):
	pub/corewar/documents/standards/redcode-icws-88.Z

A bit too lengthy to post here, but I'd be happy to mail the plain-text
to people without FTP access.

-Stefan (stst@vuse.vanderbilt.edu)
From: stud2@aifbmozart.aifb.uni-karlsruhe.de (Student2 f.SC64)
Newsgroups: rec.games.corewar
Subject: Re: Corewar Jargon
Date: 26 Jan 1993 12:54:45 GMT
Organization: AIFB, University of Karlsruhe (Baden / Germany)
Distribution: world
NNTP-Posting-Host: nz11.rz.uni-karlsruhe.de

Very very very good idea !

The FAQ only states that there is a stone-scissors-paper analogy,
but what does it (and all the other mysterious words) mean ?

Can some corewar guru please shed some light on this ?

Norbert Kuck
stud2@aifb.uni-karslruhe.de
Newsgroups: rec.games.corewar
From: pk6811s@acad.drake.edu
Subject: Re: Valentine Tournament
Organization: Drake University, Des Moines, Iowa, USA
Date: Mon, 25 Jan 1993 19:56:08 GMT

> 
> I have had a request about the Valentine tournament.  With Winter upon us
> and little else to do (now that the inauguration is over and the SuperBowl
> nearly past), someone may wish to revive the tournament.  Unfortunately,
> I am not currently in a position to do so.
>

This looks like a natural spinoff for King of the Hill.  Like this:

    1. Everyone submits a warrior (by deadline)
    2. Program assigns round-1 opponents
    3. Program runs round-1 battles.
    4. Program assigns round-2 opponents in winner/loser brackets
    5. Program sends the participants their status and their
       previous and next opponents' last warrior code.
    6. Everyone (who is still in) submits a warrior (by deadline)
    .
    .  repeat 2-6 until there is only one participant left
    .

Of course if a participant does not submit a new warrior, his old
one is used.

Unfortunately I only have indirect access to Unix (for NEWS) and
can't offer to help.

Paul Kline
pk6811s@acad.drake.edu
From: sadkins@bigbird.cs.ohiou.edu (Scott W. Adkins)
Newsgroups: rec.games.corewar
Subject: Re: Valentine Tournament
Date: 26 Jan 93 03:52:51 GMT
Organization: Ohio University CS Dept., Athens

In article <1993Jan25.135608.1@acad.drake.edu> pk6811s@acad.drake.edu writes:
>> 
>> I have had a request about the Valentine tournament.  With Winter upon us
>> and little else to do (now that the inauguration is over and the SuperBowl
>> nearly past), someone may wish to revive the tournament.  Unfortunately,
>> I am not currently in a position to do so.
>>
>
>This looks like a natural spinoff for King of the Hill.  Like this:
>
>    1. Everyone submits a warrior (by deadline)
>    2. Program assigns round-1 opponents
>    3. Program runs round-1 battles.
>    4. Program assigns round-2 opponents in winner/loser brackets
>    5. Program sends the participants their status and their
>       previous and next opponents' last warrior code.
>    6. Everyone (who is still in) submits a warrior (by deadline)
>    .
>    .  repeat 2-6 until there is only one participant left
>    .
>
>Of course if a participant does not submit a new warrior, his old
>one is used.

I am thinking about setting up such a beast.  There would be several
styles of tournaments that could be used, including the double-elimination
and the round robin that we are all so used to.  

I have currently two ways of setting it up... the KotH style which means
watching mail... or the server way, where you can telnet to it and 
actually interact with it... (which has lots of advantages, but of 
course is available to less people).  I will probably set up both
types, since there is no reason why I should be limited to just
one or the other.

I have been writing away at tournament software stuff for the corewar
game and have had pretty good success.  It would be very interesting
to try it out in the "real world"... :-)

Scott Adkins
sadkins@ohiou.edu

-- 
         Scott W. Adkins           Internet: sadkins@ohiou.edu
         ~~~~~~~~~~~~~~~                     ak323@cleveland.freenet.edu
    Ohio University of Athens        Bitnet: adkins@ouaccvma.bitnet
From: emeu09@castle.ed.ac.uk (Mech Eng Student)
Newsgroups: rec.games.corewar
Subject: Corewar Jargon
Date: 22 Jan 93 13:46:46 GMT
Organization: Edinburgh University Computing Service

Could somebody possibly post a list of all the corewar jargon that's used
in the Koth strategy lines.  I know what an imp is but what's an imp spiral?
What's stone, paper an imp gate etc.
(If I knew what I was fighting against then I might do better)

Ta Much
TTFN
Roderick Easton
From: "herb chong" <herb.chong@channel1.com>
Newsgroups: rec.games.rogue
Subject: rogue faq
Date: 28 Jan 93 02:00:22 EST
Reply-To: "herb chong" <herb.chong@channel1.com>
Distribution: rec
Organization: Channel 1 Communications

MS>'Course you can FTP UltraRogue versions 1.2 (buggy as hell) and 1.3
MS>(more features, haven't tried it) from ucbvax.berkeley.edu and
MS>qiclab.scn.rain.com, each as pub/games/urogue.tar.Z.

those were some of the sources that escaped. most copies i have come 
across are development versions. in some cases, entire source files are 
missing and hacked recreations were substituted.

Herb...

---
  WinQwk 2.0 a#314  "Apple" (c) Copyright 1767, Sir Isaac Newton.
--
Channel 1 (R)   Cambridge, MA

Xref: sparky rec.games.pbm:3768 comp.sys.ibm.pc.games:33168
From: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Newsgroups: rec.games.pbm,comp.sys.ibm.pc.games
Subject: VGA Planets New GAME
Date: 26 Jan 93 15:04:34 GMT
Reply-To: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Followup-To: rec.games.pbm
Organization: Corporate Customer Services  NCR Dayton WHQ-4E

There are still a few positions left in this game.  Please respond
to the address given in the following blurb not directly back to me.

Thanks

Kurt

================================================================
Hello, 
	I am starting a new game of VGA planets. If you are 
interested in joining, please send me a note. We will be 
playing at long distance and I am trying to get everyone who 
either has the upgrade (up to tech leverl 10) or wouldn't mind 
getting it, so we can then use all tech levels. If you want to 
join in, please let em know asap, and include a list of your 
first three race choices. When I get your note, I'll send you a 
message to let you know that I got your note, then I'll send 
out another note when we're ready to start playing. 
	We will be playing one turn a day, and no turns on 
weekends. Send me a message even if you don't want to get the 
updated version of the game, since I may not get all players 
with the upgraded version of the game. 

PLEASE SEND ALL RESPONSES TO: IRHANV00@UKCC.UKY.EDU
DO NOT!! SEND RESPONSES TO THIS MESSAGE DIRECTLY AS A FRIEND 
PSTED IT FOR ME, AND I DON'T WANT TO FLOOD HIS BOX.
I'll get back to you asap...

								Forrest Hanvey
								IRHANV00@UKCC.UKY.EDU
From: bwebb@nauvax.ucc.nau.edu
Newsgroups: rec.games.pbm
Subject: RE: Legends (once again ...)
Date: 26 Jan 93 00:47:18 GMT
Organization: Northern Arizona University

About the mounts and the terrain bonuses... a friend of mine kept his
1st edition book, (I trashed my... oops!) I'll see him in a month, so I'll
try to get it then, and then I'll post it so everyone can use the info. It's
not that useful (IMO) but then I haven't used a whole force on mounts!
-- Bill
Xref: sparky rec.games.pbm:3722 alt.games.vga-planets:34
From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.pbm,alt.games.vga-planets
Subject: Re: High tax rates in Vga Planets
Date: 21 Jan 93 16:06:17 CST
Distribution: world
Organization: University of Kansas Academic Computing Services

In article <1jlbheINN8d5@ub.d.umn.edu>, khuber@ub.d.umn.edu (Kevin Huber) writes:
> Hello,
>    Recently someone suggested that by raising taxes to 100% for ~2 turns
> one could generate a lot of megacredits in VGA Planets.
>    This is true.  However my home planet is now RIOTING and they are NOT
> stopping even though I returned the tax rate to 7%.
>    Does anyone know how I can fix the problem or am I just going to have
> to scrap my home planet?
>    Has anyone had any experience with this problem (i.e. will it quit in
> a few more turns or so?) 

	I personally do not recommend raising your taxes up to 100%.  When
your people riot they kill each other and destroy mines, factories, and 
defenses you spent good supplies and money on.  With fewer people you have
less taxes in the future, less colonists, and less people to pilot your 
capital ships of destruction :)
	I'd consider trying raising your taxes up to 30% or so for a turn
and then dropping it back down to a reasonable rate the next turn.  Not 
that I do that Matt (in case you are reading this and trying to figure
out how to get the upper hand on me :)  )  This is just a little insight
I hope helps.  Good luck.
	Oh.  As to my favorite race, I like the Cylons.  Fighters rock!

			Tim Benninghoff
			kuaxe@kuhub.cc.ukans.edu

Newsgroups: rec.games.pbm
From: dani@netcom.com (Dani Zweig)
Subject: Re: Strategic Reserve newsletter?
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Date: Sun, 24 Jan 1993 05:14:43 GMT

skrenta@rt.com (Rich Skrenta):
>Is it just a Midnight Games mouthpiece, or is it independent?  How are the 
>articles?  How can one subscribe?

It's not independent.  The original stated purpose was to help bring
players up to speed, and the first few issues contained useful
tidbits about how combat is computed, what some special training
types and some ancient arcana spells look like, and other odds and ends.
Trouble is, the MG folks didn't have the time to write the articles,
so the publication went from monthly to bimonthly, and is now quarterly --
meaning that they'll get around to it in a couple of months.  Since they
*still* won't have the time, they're asking *players* to submit articles,
which lowers its value somewhat.  One subscribes by including a note
with one's turn.  I don't know what the subscription fee would be, but
you can always ask them.

-----
Dani Zweig
dani@netcom.com

      And there is more to it than this, for dancing is practised to 
reveal whether lovers are in good health and sound of limb, and
after which they are permitted to kiss their mistresses in order that 
they may touch and savour one another, thus to ascertain if they
are shapely or emit an unpleasant odour as of bad meat.  Therefore,
from this standpoint, quite apart from the many other advantages to
be derived from dancing, it becomes an essential in a well-ordered
society. -- Thoinot Arbeau (1588)
From: bc@lnec.pt (Luis Miguel Sequeira)
Newsgroups: rec.games.pbm
Subject: Portuguese PBM
Date: 26 Jan 1993 05:24:01 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

Hi to all!

I've received a letter from Michael Mondy (mdm@UHOU.BITNET) concerning
a game I was talking  about some while ago here  at  rec.games.pbm. He
asked me if it was a commercial game.

Unfortunately, his  address is  too complex  for  our poor  Portuguese
mailers  to understand :-).  So, I'm unable to email  him; however, it
seems that he gets rec.games.pbm, so here is the letter for him that I
wanted to send:

**********************************************************************
Sorry  to disappoint you,  but unfortunately the  game  I was  talking
about is  a Portuguese one, ie., all  turns, reports  and  rules  (and
diplomacy) are in Portuguese...

It's  a  commercial  game, even  if the "group" which started it long,
long ago is quite small and doesn't have (yet) a  company backing them
up. The costs simply  cover  their  expenses  and  their work, nothing
more.

The  game is called "Idade das Trevas" ("Dark Ages"), and is currently
being moderated by

        Antonio Barao
        Apartado 549
        8605 Lagos
        Portugal

in  case  you  want to  ask  him  anything  (sorry,  he has  no  email
address... yet).   There  was  an  old  "dream"  of  getting  the game
translated into English and  open it to  the "outer  world" but, until
now, this wasn't done yet.

From what I  gathered from many games I joined and  read  about, there
isn't anything  similar in  scope and size. It's really a pity that it
isn't written in English. He has about 200 players taking 300 or  more
positions in each of the two games he's moderating...

Yours,

        Luis

**********************************************************************

If  you're  reading  this, Michael,  do  you  have  any  "alternative"
address, or the address of some machine which recognizes you?

See you (I hope!),

	Luis

  _________________________________________________________________________
 /
/                               Computer scientists do it byte by byte.
    _/     _/     _/  _/_/_/
   _/     _/_/ _/_/ _/          We don't ask for miracles to get the job
  _/     _/ _/  _/  _/_/_/      done, we RELY upon them!
 _/     _/     _/       _/      If the job still isn't done, we'll stick
_/_/_/ _/     _/  _/_/_/        with Emacs instead...

  bc@lnec.pt                               Luis Miguel Sequeira
                                  Laboratorio Nacional de Engenharia Civil
  Phone 351-1-8482131 Ext. 2752   Centro Informatica/Grupo Sistemas Centrais
  "Don't call me, I'll call you"  Av. Brasil, 101 - 1700 Lisboa, Portugal
                                                                          /
_________________________________________________________________________/

Newsgroups: rec.games.pbm
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: Galaxy plot!
Organization: University of North Carolina Extended Bulletin Board Service
Date: Wed, 27 Jan 1993 19:26:51 GMT

In article <1993Jan26.153838.15255@ugle.unit.no> schei@Siri.Unit.NO (Lars Schei) writes:
>I have a set of programs doing this on my mac.  They make plots, calculates
>distances, and (quite useful) they accumulate information like planet
>sizes.  Plots can be exported as PICT files.
>
>Problem is I have been writing this over the last years, expanding it with
>my needs, so the whole thing is highly user hostile (by mac standards), not
>all that compatible with other machines than the Plus and the source code
>is a mixture of Pascal and C.
>
>If you are still interested, contact me, including documentation that you
>have read the previous paragraph, and I can send you the source/programs.
>
>Lars Schei.

You Mac-Programmer-God-Type-Person!! I, who am not worthy to dust off your
CPU, humbly ask if you would please send me your illustrious program, for
though I have nowhere near thy great intellect, I would like to see
whether your incredible software would be useful to a poor wretch
out-of-work hacker like me...

(can I GROVEL or WHAT?)

JT


--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
From: 900667c@dragon.acadiau.ca (Gerald Cameron)
Newsgroups: rec.games.pbm
Subject: DM: Slashers
Summary: What are all your views on how to design and run slashers?
Keywords: Duelmasters, Slashers, design
Date: 27 Jan 93 01:35:42 GMT
Organization: Acadia University

Well, it's been a few months, but I finally sent in a turn a few days ago,
and am anxiously awaiting the return of my results.  Go Highlanders!

Anyways, I've noticed that there have been a lot of managers floating around
of late who like to design and run slashers (seems to me that last year there
was just me and David), so I thought I'd stir up a little non-rollup discussion
by posting my current ideas on slasher design, and see what kind of response
it gets.

First the stats:

ST: 11-15   Really 11 is all you need, but 13 is nice for damage and the GA,
            maybe BA.  I'd only go 15 if I had a real damage monster on my
            hands who I didn't want to make a basher for some reason.

CN: ?       Take what you get, and no higher.  Of course too high a CN, and
            you won't get high enough in other, vital areas.

SZ: 5-11    If you get smaller than 5, I'd say you can't do enough damage,
            so look at another style.  Not that you can really go wrong with
WT: 15-21   One of the few styles (Along with WS) that I'd say you could make
            course more is always better.
WL: 13-21   I'd only go with the 13 if you've got GOOD attack potential.  The
            21 is nice due to the attack and endurence it gives you, but points
            are needed first elsewhere after WL hits 17.

SP: 9-15    11 is great, 13 perfect.  Helps you beat them damn LU, as well as
            working towards your Def. and Rip. skills.  Also adds a little Init

DF: 13+     The more the merrier.  I suppose you could go with an 11, but I'd
As for strategy, basically I subscribe to the Decise early in life theory.
Also, I run with an AE between 4 and 6, occaisionally cranking it up to 8.

So, what do you all have to say?

                                                Demon the (temporarily) sigless
From: curt@oasys.dt.navy.mil (Curt Welch)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy help
Date: 21 Jan 93 23:18:23 GMT
Reply-To: curt@oasys.dt.navy.mil (Curt Welch)
Organization: Carderock Division, NSWC, Bethesda, MD

>In article <C175D8.8Gu@cck.coventry.ac.uk>
>esx070@cck.coventry.ac.uk (Brevan Miles (esx070)) writes:
>
>>Can I load, Jump and unload in the same turn (If the systems are within reach)

You can load and jump, but not unload unless you use routes.

>>How do I work out the group numbers for unloading at destination systems?

You cannot do it without routes so there's no need to try and figure out
the group number.

Also, in earlier versions of Galaxy, ships at the end of routes would unload
before production happened.  This means that using routes gave you an
advantage over doing it manually by wating until the next turn and giving
the unload command.  Newer versions of Galaxy do the auto-unload after
production, so doing it by hand on the next turn is just as good as using
routes.

Another point about routes: if you have a route for COL set up from planet
A to B, then all cargo ships at B filled with COL will be unloaded no
mater where they came from or how they got there.  You can use this make
ships auto-unload by setting up fake routes.  This is useful if you are
playing one of the earlier versions of Galaxy were this buys you an
extra turn of production.

Curt
From: johnjohn@cco.caltech.edu (John Carlos White)
Newsgroups: rec.games.pbm
Subject: Re: DM: More Mayhem
Date: 28 Jan 1993 03:36:18 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: sandman.caltech.edu

khearn@pyrps5.eng.pyramid.com (Keith Hearn) writes:


>Remember that 19-10-8-8-10-19-10 PR I mentioned before? Well, I
>  decided to give him a little more time before I DA'd him, and he did
>  quite well. He's the one I have to thank for that '1' in the Kills 
>  column for me this week. He's now 2-1-1. I know he can't keep this 
>  up for long, but I think I'll wait until he starts losing before I 
>  DA him.

Gaaaaaaaa!  NO!  DA now!  You should've DA'd last turn if that's your
ultimate goal.  As it happened, you got luckier than I've EVER gotten
in a matchup, killing a warrior that probably should've killed you!
Thank your lucky stars and cut your losses!

I remember fondly a warrior that I ran for 3 fights in the arena, called
The Kill. He was something like 15-3-13-4-21-10-21 or somesuch.

He won his first fight, almost killing his opponent.  On his second fight,
he bloodily impaled his opponent. 2-0-1.  I then DA'd him.  He surved his
purpose, and I disposed of him.  You don't seem to have a good reason to
run this PR, so I wouldn't!

>As for that rollup. I went with 9-10-7-17-21-9-11 PL. Here are a
>  couple of excerpts from her overview:

>  is VERY INTELLIGENT
>      uses an unusual fighting style, deadly to slower, less active foes
>      has learned the finer points of parrying
>      has turned avoiding blows into an art form
>      conserves her endurance well

I don't know who knows what this means, but what it doesn't necessarily
mean that your Pl parries, dodges, or concerves endurance well!

And what it doesn't mean is that you'll beat slow, inactive foes!

>  has GOOD ENDURANCE

This is very cool, though.  I would go for the 11 strength and con,
then go skills all the way.

>It also says that she may fight with the rookies at the next
>  tournament. From what I've seen here, the rookies are full of scum.
>  She, however, due to her unusual fighting style, seems to be idealy
>  suited to fighting against scum. Am I mistaken here, or might she
>  actually do well in the rookies tournament?

You're mistaken, though you can still fight in the rookies.

That is, as long as he doesn't fight in the regular arena before the
tourney.  If he does, you'll fight in the Novices, which isn't as bad.

John
Newsgroups: rec.games.pbm
From: 900667c@ace.acadiau.ca (GERALD RICHARD CAMERON)
Subject: Re: DM - My first Roll-up in ages and a few comments
Organization: Acadia University
Date: Thu, 21 Jan 1993 21:04:40 GMT

In article <1jktfsINNlsv@darkstar.UCSC.EDU> rlebeau@cats.ucsc.edu (Robert Charles Lebeau) writes:

>        Well after having my first warrior in a long while killed,
>(a Waste, 11(+2)-13-12-21-15-3-11 that started with Exp Attack,why
>does it always have to be the 21 wit warriors of mine that die?)

Ain't it the truth.  You have my great condolences.

>I've got a new roll-up and here it is

>        9-8-13-11-9-10-10 

>        Right now I'm leaning towards 9-8-13-17-15-11-11 Lu

It's pretty formulaic, but that's probably best.  Maybe use the last point 
on ST instead of SP to let you be within one train of using all heavier LU 
weapons.

>        Also, I could use some advice on a slasher I have, his set up is,
>13(+1)-9-13-15-11-13-11  and started with an expert Init.  After 3 turns he
>is 0-3.  I lost to a P-R , a slasher, and a lunger.  I'm running 10-10-8 
>RA-AM-D-N in the first minute (lost to the slasher and lunger in 1 minute,
>although I had the slasher desperate and then he riposte and took me out with
>one hit) 8-6-6 no tactics in the second minute (that's when I lost to the P-R
>although I was already losing at that point).  Any advice will be appreciated.

First of all, lower his AL in minute 1.  Try between 4 and 6, with extremes 
being 2 and 8.  Also, Deciseiveness against offensives is a good idea early 
in you career, when you don't have the defense to go toe to toe without it.  
Even with this advice, this guy probably isn't any better than Home Guard 
potential (says he of the luckiest slasher ever...).

----------------------------------------------------------------------
|   Gerald Cameron        |     "What God wants, God Gets.           |
|   aka Demon             |         God help us all."                |
|   (in certain circles)  |                    -Roger Waters         |
|   900667c@axe.acadiau.ca|                        Amused to Death.  |
----------------------------------------------------------------------
Newsgroups: rec.games.pbm