HDTenEightyP/NetNews huggingface dataset:
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: clue imbalance
Organization: School of Computer Science, Carnegie Mellon
Date: Tue, 15 Sep 1992 02:05:04 GMT

hoswell@rintintin.Colorado.EDU (Old Nick) writes
> Heck, we've all done this *once*, though haven't we?  ...the days of
> foghorn...  I remember having 86.81 kills once - what a bore.

Bye bye foghorn, hello sturgeon.  Maxkill of 1101.00 (took out 1000
hosers in a DD_ATT whilst waiting for a supposed "clue game" to turn
up, then refitted to a cruiser, went over to a wall and plasma'd
myself.  Wheee.  Amused god, too :->). 

The only thing challenging about this is how many hosers you can kill
in a row before you screw up your first phaser shot, and one of them
gets a torp off.  Waiting between hosers is considered cheating -- you
should be bringing in another hoser as soon as the first one starts
exploding.  Extra style points are awarded for shooting off a torp
along with the phaser, and having it hit a hoser who comes in
immediately beyond the first.  Oh yes, remap '*' to something easier
to hit.  Like the space bar.

Yes, I was bored.

Jonathan H.
Newsgroups: rec.games.netrek
From: jasonp@cunix4.Prime.COM (Jason R. Pascucci)
Subject: Re: Rwd4 database 
Organization: Prime Computer, Inc.
Date: Sat, 5 Sep 1992 08:47:00 GMT

In article <1992Sep5.021639.8727@doug.cae.wisc.edu>, chris@inconel.engr.wisc.edu (Christian Rohrmeier) writes:
> In article <1992Sep4.122538.6757@newshost.unh.edu> aew@spitfire.unh.edu (Allan E. Wright Jr.) writes:
> >Chris (chris@inconel.engr.wisc.edu) writes:
> >How come I'm not a commsnder on Rwd4 then??
> >
> >Well I have a related question - how come everyone's defense rating is Very 
> >log (less than .2) but there are many people who have commander or higher 
> >rank there with defenses so low? The las few times I've played there I've
> >had the highest defense rating (.12) and plenty of hours but stay at Lt. 
> >Commander. What gives? How do new players get rank with the defense ratings 
> >so messed up?
> >
> >Fezek.
> 
> So what the hell is that supposed to mean? I don't deserve commander?
> I'm new, yes, (if I'd been playing for years like some I'd be a wondefull
> god-admiral), but I'm clued, so who gives a shit?
> 
> -Chris


G'z guy, chill. I think he was asking how people could have made 
rank with defense that low...if you look at the little
window, it says you need a defense of .8 +. 

In my incarnation as OggMe, I strive to have a VERY low defense.
I'm well into commander in a few places, but my defense is .5-.6, 
so no promotion. I knew about it going in, I use my 'Steele' 
character to scum rank on a server...about all it's useful for is 
getting an SB. I've gone on one-man ogging sprees against 
SBs. (Only suceeds against truely clueless SB's) This too is part 
of the game...keep the SB back, damaged, and pissed off...it's 
inglorious, it gets you killed alot, but, it will 
sometimes help the team, and is usually fun as all 
getout. :) All you have to do is be careful you give
you kill to the SB...after all, the only thing he can do with
them is look at them. I love the wonderful messages I get...
like...'Good Timing: I was just back to full'...<boom>...
or...'You know, this is getting annoying....'...<boom>...
or my favorite...'Go away.'....<boom>.... :)

Really, Chris, buddy, you've got to realize rank is nothing
to get worked up over. Really. Really-really. Anybody can scum
to whatever rank they want, with only a little clue, and 
(a small to fair bit of) time. 

I guess the other part of the question, in general, is...if
ogging and LPS-cracking are integral parts of the game,
why do you penalize those if us who do it well? I'd
kind of be interested in seeing some incentive for near-full
time oggers... like some defense rating each time you kill someone 
will kills...etc...I'd give up a point of offense for
a quarter point of defense....

-- 
Jason R. Pascucci
jasonp@primerd.prime.com
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: trouble with .xtrekrc
Keywords: fucked
Date: 5 Sep 92 22:00:50 GMT
Distribution: usa
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Sep5.204622.26058@leland.Stanford.EDU> stanford@leland.Stanford.EDU (Scott Stanford) writes:
>Initially, it doesn't like the ")".  When I source .xtrekrc, it
>replies "Too many )'s."

Problem: whenever I bang my head against the wall, it hurts.

Solution: stop banging your head.

Netrek reads the .xtrekrc itself; it's not a shell thing.  Just put it in
your home directory and leave it alone.

>P.S.  Anyone know offhand the size of the screen I'm using (XxY) for
>putting the various windows on the screen?

Somebody else want to respond to this?  Felix?  My undertow directional pull
is a little weak today (problems with the fo'c's'tle).

>Scott Stanford                 (;@~)  (`@<)   
>stanford@leland.stanford.edu |  \/  \/  \/  | 

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Newsgroups: rec.games.netrek
Subject: Re: Clued games?
From: timuszyn@jupiter.cse.utoledo.edu (tim muszynski)
Date: 13 Sep 92 20:04:09 EST

bathurst@noaapmel.gov (Bill Bathurst) writes:
: 
: All of those totally rockin scums average about 5 ish (total) on their 
: bombing/planet/offense stats and play with 80-120 ms average lagg (west 
: coast to CMU).   They laugh at lagg.  They say doosh when they ogg you.
: They chuckle at your fear to face them at bronco.  They get all the babes.


Wow!  Those are some pretty low ping times... must be nice...
  
The fastest servers I tend to use average 70-100, most average 150-200,
won't play on >220 or 250...   I must be doing a HECK of a lot better 
than I thought I was....
 
 
 
                                            .Xrosk.

Newsgroups: rec.games.netrek
From: jiangwu@sickdog.CS.Berkeley.EDU (Jiang Wu)
Subject: Re: Possible LPS solution
Organization: University of California, Berkeley
Date: Fri, 11 Sep 1992 20:29:40 GMT

In article <1992Sep11.175148.14778@dsd.es.com> rjones@dsd.es.com writes:
>In article <books.73.0@fsunuc.physics.fsu.edu>, books@fsunuc.physics.fsu.edu (Roger Books) writes:
>> [LPSes suck... How about:]
>>[...]
>>[...]
>>Game affects: If your down to 1 world you've basically lost anyway.  The 
>>only way I ever see anyone come back is if many people leave and new players 
>>come in.  This would speed things up at the end.
>
>Not true... I've been in 3 or 4 games in the last few weeks that, when I
>entered, were at a last planet stand, and we came back from them to create
>an LPS on the other side, and there wasn't a sudden influx or outflux of
>[...]
>
>-- 
>                                          rjones@dsd.es.com

I agree, a LPS side doesn't mean that you are going to lose. With
careful coordination and team work, you can make a come back.  I don't
like the last planet timer because it doesn't give the LPS side a fair
chance.  
	The only good (compare to others) solution that I have seen so
far is the "transwarp to starbase" that is implemented on bigdog
server because of the following reasons.  First, there is no timer, so
the LPS side gets a fair chance at making a come back.  Second, the
thing that is usually frustrating in a LPS situation is that the
non-LPS team members has to travel a long way to the battle front.
But with "transwarp", you can situate a SB near the enermy last planet
and get to the battle front much faster using "transwarp".  You don't
have to wait long for escorts while being ogged because your escorts
can get there quickly. You can also shuttle armies to the SB quickly
using "transwarp" (also easier to avoid oggers because you can just
lock on your SB and whoosh!.. you are gone!.. safely docked on the
SB).  Third, this is a balanced solution because even though it gives
the winning side some advantage, the losing side is not being effected
by much.  The last planet defenders are just getting busier (instead
of sitting around waiting for enermy to come up) because enermy ships
can get to them quicker and more frequent than before.

-- Jiang Wu (R. Daneel)
Newsgroups: rec.games.netrek
From: osyjm@cs.montana.edu (Jaye Mathisen)
Subject: Re: Clued games?
Organization: CS
Date: Fri, 11 Sep 1992 22:48:55 GMT

In article <BATHURST.92Sep11110027@felix.noaapmel.gov> bathurst@noaapmel.gov (Bill Bathurst) writes:
>
>> I don't mind being trashed by a better player than I am, which is just about
>> anyone, but I do hate being trashed by someone with no lag when I am lagged.
>
>Heh, lag is no excuse.  I know of three players that do very well with a high 
>amount of lagg:
>
>mildly alarmed  
>delbaeth
>pac-man
>
>All of those totally rockin scums average about 5 ish (total) on their 
>bombing/planet/offense stats and play with 80-120 ms average lagg (west 
>coast to CMU).   They laugh at lagg.  They say doosh when they ogg you.
>They chuckle at your fear to face them at bronco.  They get all the babes.

You call 80-120 ms lag?  Shoot, that's like being there...

You want man's lag, play from montana, where during the day it's variable 
250-2000ms lag...  I scoff at people who call anything under 250 lag... 
-- 
 Jaye Mathisen, COE Systems Manager                (406) 994-4780
 410 Roberts Hall,Dept. of Computer Science
 Montana State University,Bozeman MT 59717	osyjm@cs.montana.edu
Newsgroups: rec.games.netrek
From: ramid@nyx.cs.du.edu (Rudy Amid)
Subject: Re: Clued games?
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sat, 12 Sep 92 01:22:21 GMT

hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:

>Recently, there has been alot of play at calvin.usc.  Calvin is a poor  
>choice of servers, because it has the worst lag in the country, IMHO.   

   Yup, packet loss is horrible on this server.  I played on
bayes.ibr.cs.tu-bs.de and the packet loss were very minimal.  Imagine that.

>Discovery is good, but people from the east probably don't get better ping  
>times to discovery than bronco.  Also, west coasters MAY not...i'm not  

   Surprisingly, discovery is pretty good to Toronto (which is on the East)
and the players there are clueful.

>Rob
>aka Spaceace! aka Baconbits Boy


--
!Rudy Amid               ///
                        ///
amid@r-node.gts.org    ///
Netrek/IRC: Radix   \\X//
From: aproskur@aludra.usc.edu (Olek Proskurowski)
Newsgroups: rec.games.netrek
Subject: Re: New Server
Date: 10 Sep 92 21:34:59 GMT
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <18oelgINNn65@news.aero.org> srt@aerospace.aero.org writes:
>Server Name: orbit.cs.ucla.edu
>Administrators: srt@aerospace.aero.org,matthew@cs.ucla.edu
>Hours: All, No borgs, Comets on Thursdays
>

skat-olek{166}: X/games/netrek -h orbit.cs.ucla.edu
Calling orbit.cs.ucla.edu on port 2592.
Who is orbit.cs.ucla.edu?

skat-olek{167}: host orbit.cs.ucla.edu
Host not found.
skat-olek{168}: host -a orbit.cs.ucla.edu
Trying domain "usc.edu"
rcode = 3 (Non-existent domain), ancount=0
Trying null domain
rcode = 3 (Non-existent domain), ancount=0
Host not found.



-- 
Olek Proskurowski		Internet : aproskur@usc.edu
                                           olek@usc.edu
                                Bitnet :   olek@uscvm (if you REALLY have to)
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: MetaServerII update
Date: 11 Sep 92 00:15:27 GMT
Reply-To: fadden@amdahl.uts.amdahl.com (Andy McFadden)
Organization: Amdahl Corporation, Sunnyvale CA

Finally got around to generalizing the port mechanism.  Now it looks like
this in the metarc:

# ports to listen on for user connections
#
# ----- num --- kind -- "Description" ------------------------- extra-stuff ---
port:   3520    old     "Original METASERVER format"
port:   3521    new     "New & improved format"
port:   3522    verbose "Verbose format, with player lists"
port:   3523    info    "News & information"                    metaII_info
port:   3524    info    "Server FAQ posting (long)"             server_faq


The new and verbose output formats have changed slightly because of this,
but not in any significant way.  The cool thing about this is that if I
want to display another file, all I have to do is add a line to the metarc
(and restart the process :-( ).

If you notice any weirdness, don't hesitate to call.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: beginner UN-luck
Organization: FSU Physics Dept.
Date: Mon, 14 Sep 92 18:30:23 GMT

In article <8ehAUsS00VpNNO9FAg@andrew.cmu.edu> Kevin Michael Bernatz <kb32+@andrew.cmu.edu> writes:

>Excerpts from netnews.rec.games.netrek: 14-Sep-92 beginner UN-luck Jason
>D Bowles@IASTATE.E (803)

>> I'm getting higher and
>> higher kills/game ratios every time I uplink. 

>Ok everybody, repeat after me...
>        "Dogfighting is useless... dogfighting is useless....dogfighting is useless"
>        As any good player knows, dogfighting ability means squat!  All you
>need to be able to do is suicide.. if you can do that, then you can be a
>good player.  Dogfighting skill used to be something that everyone
>thought was mondo, until that great guro of netrek, terence "God" chang
>taught us CMU *veterns* about ogging. 

Oh Great God of Netrek, I take it this means when my team is yelling about
someone with 6 kills that is taking our planets that person is a terrible 
player?  I believe you when you say this, but if we poor clueless scum 
don't ever learn to dogfight how are we ever going to get kills?  If we 
don't ever get kills (other then the one you get when you mutual someone) 
how do we take planets?  Would you please explain to me how you win if you 
can't take planets, Oh Great One.  I eagerly await your words of 
wisdom.  :) :O :) :O :) ;)

>-KB> Rear Admiral Akira> Commodore Sun 
Tzu> Flt. Captain Mo> Flt. Captain Redjac> Flt. Captain Ame Damnee
> Flt. Captain Fidei Defensor
> Flt. Captain Kill_The_Scums
> Flt. Captain Pallida Mors
> Captain Arbiter Bellum
> Commander Crippler
> Lt. Commander Plasma, Ogg of


		Roger
		books@fsunuc.physics.fsu.edu
Xref: sparky rec.games.netrek:6400 alt.tv.mst3k:2223
From: sjsmith@cs.umd.edu (Stephen Joseph Smith)
Newsgroups: rec.games.netrek,alt.tv.mst3k
Subject: MST3K'ed Challenge IASTATE! accept, or bow before your masters
Summary: Heh heh heh
Date: 15 Sep 92 22:14:07 GMT
Followup-To: rec.games.netrek
Organization: Dept. of Computer Science, University of Maryland at College Park

Now that the International Netrek League team DEEP HURTING! has formed, we're
going to start having to apply the MST3K treatment to your posts...

hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>
>I would like to challenge the IAState
"Iowa State.  The high school after high school." - _Home Economics_

>team to a match this thursday night,  
>10 PM EST.  We will play on any INL server of your choosing.  Email me by  
>wednesday if you accept.
>
>We want to introduce you to the INL, CMU style.
"Hot and spicy!" - _Home Economics_
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 12 Sep 1992 03:35:21 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Up Above over Down Under

	There is something missing in any game which one plays on an all CMU
team.  You never get to be the underdog.  You have to be the bully, and
everyone wants the bully to take a fall.
	So when, as a result of my suggestion to name the INL the International
Netrek League, we got a chance to play against Austrailia, in
Austrailia, I jumped at the chance.
	We put together a solid team of CMU clue to play, and called ourselves
Up Above so that we could have a nifty title on our game summary (Down
Under over Up Above sounds OK too, so it works either way.).
	Danny Yee set up a server, and we were ready to rock.  With small
packet ping times of over 600ms average, even worse large packet pings,
things looked rather bleak.  When we tested, we found that it took about
2 seconds to go from pressing a button to seeing the result.
	As we were setting up, packet loss topped out at over 30% average, but
it cleared up COMPLETELY a few minutes before the game, and didn't
really cause any more trouble.

	On Austrailian server, each team has two home-worlds.  We chose Rom
(Rom and Dra) while they took Kli (Kli and Pol).
	Our initial bombing went well.  The Austrailian stratagy was much more
defensive than ours, resulting in our gaining a big edge in armies,
while they gained an edge in kills.  We took their front line.  Then we
tried to ogg the base.  While we tried, they cleaned up our planets,
retook thier space, and started into ours.  To make matters worse, we
failed to kill thier base.  Then Balton dissapeared.  His armies were
not placed on Rom.  They were all our armies (25).  After some
discussion, we restarted.
	The start was almost exactly the same.  This time, however, it was the
Aussies who Tried the base Ogg.  It was a bad night for base Oggs.  Soon
we had them to as close a core as the Klingons have.  Pol as Home and
Agri, so we put most of our emphasis on taking it.  Once it fell, it was
only a matter of time.
	The end became a race to genocide before our alternates (Chi and Red
Shirt) could join in.  Chi joined, was ghostbusted, rejoined, and
couldn't do anything before the genocide.  He was livid.
	An interesting game.  It was fun, and I hope that there will be more.
	I still think it should be the International Netrek League :)

ZZnew guy
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: attack of the killer newbies
Date: 6 Sep 1992 11:01:15 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1992Sep5.230420.18587@mnemosyne.cs.du.edu> ramid@nyx.cs.du.edu (Rudy Amid) writes:
)
)   On that note, who can you call Netrek veterans?  ie. who are the first
)bunch of people who started playing netrek?

Most of 'em are gone.  Smith, Toxic Avenger, tengu, A/D Converter,
Pink Puppy; those were the real veterans.  ShadowSpawn was probably
in there, too.

The next wave (of 3-4 years ago) included most of the old Golden Bears
team; me, Undead, Whirlly Bird, Scum, Zach, etc.  Exxon Valdez also was 
from this era, and Gaiden (R.I.P.).  If you remember Xtrek III, you
belong here.

Then Terence went to CMU, but nobody there can really be called
a veteran.
 -Mojo
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 12 Sep 1992 03:14:08 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Lags to servers + Other stuff ...

Excerpts from netnews.rec.games.netrek: 12-Sep-92 Lags to servers +
Other stu.. Huaiqing Wang@db.toronto (719)

> Is there any *NEW* CMU players after Purple Haze? Are the sophmores
> playing? I would hate to see CMU turn into another Berkeley in
> which no new players have come out in, ohhhhh, last 50 years? :)

	I think that netrek is diing here at CMU.  Last year, we had no trouble
gathering enough players for 6 teams.  This year, we have some left over
after 3, and a lot of those who have left are really good players.
	The only noteable player I've seen since Purple Haze is Woof.  
	While I expect CMU to be the top netrek school this year (perhaps not
the best team, however), I think this will be the last year.  Perhaps
the last semester.

ZZnew guy
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 11 Sep 1992 21:46:37 -0400 
From: David Reeve Sward <dsa3+@andrew.cmu.edu>
Subject: Re: Possible LPS solution

Excerpts from netnews.rec.games.netrek: 11-Sep-92 Possible LPS solution
by Roger Books@fsunuc.physi 
> It could require a minimum of 5 worlds to build a Starbase.
> Then you could only build ships up to BattleShips if you have at least 4 
> worlds, Cruisers for 3, Destroyers for 2, and Scouts if you only have one 
> world.

FOS!
From: rone@phakt.usc.edu (Ron Echeverri)
Newsgroups: rec.games.netrek
Subject: Re: Clued games?
Date: 12 Sep 1992 14:53:08 -0700
Organization: University of Southern California, Los Angeles, CA
Distribution: na
NNTP-Posting-Host: phakt.usc.edu

In article <2AB0FBC0.20035@ics.uci.edu> hadley@thoth.ics.uci.edu (Tedd Hadley) writes:
>In <books.74.0@fsunuc.physics.fsu.edu> books@fsunuc.physics.fsu.edu (Roger Books) writes what is almost a FAQ:
>>Why is calvin so slow?...
>   * some kind of ftp backups occur from around 10pm to early morning most
>     nights that may be congesting the local net.
>   * local gateway problems?  (Lots of local people seem to affected at
>   the same time outsiders experience problems)
>   * server code problems?  At the moment, I'm skeptical since the relevant
>   code hasn't changed in the last several months.

Nay, nay, nay. oh, if it were only that simple.

>   I don't think southern california subnets are the main problem since I
>   usually have pretty good response times to all midwest and eastern sites
>   (although I'm sure upgrades would help).  Times to Washington are usually
>   quite good.
>   Lag to Berkeley uniformly sucks.  Response with UDP seems worse then TCP
>   was 3-4 months ago.  Not suprisingly most of the voiced complaints on
>   calvin come from there.  What's the deal up there?  I once saw > 50ms
>   average ping times from a site within Berkeley to bezier.

the way it was explained to me by one of our operators (and it was an educated
guess) was that, somewhere between USC and Berkeley, there is a gateway which
is horrendous, which also happens to be one of the machines that connects USC
to the outer world.

People have told me that they only get core dumps when they play at calvin.
I get coredumps when i play elsewhere than calvin... Does anyone get high
amounts of unknown packet types and/or coredumps playing somewhere else than
calvin?  It's really frustrating because i want to play 'real' games (ie, not
on calvin) but the friggin' client chokes and dies 5 minutes into the game...

5150
Newsgroups: rec.games.netrek
From: tedebear@leland.Stanford.EDU (Theodore Chen)
Subject: Re: beginner UN-luck
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 15 Sep 92 03:30:11 GMT

In article <books.76.0@fsunuc.physics.fsu.edu> books@fsunuc.physics.fsu.edu (Roger Books) writes:
>Oh Great God of Netrek, I take it this means when my team is yelling about
>someone with 6 kills that is taking our planets that person is a terrible 
>player?  I believe you when you say this, but if we poor clueless scum 
>don't ever learn to dogfight how are we ever going to get kills?  If we 
>don't ever get kills (other then the one you get when you mutual someone) 
>how do we take planets?  Would you please explain to me how you win if you 
>can't take planets, Oh Great One.  I eagerly await your words of 
>wisdom.  :) :O :) :O :) ;)

scum kills.  it doesn't take much dogfighting skill to hang on the
fringes of a massive battle and fly in and pick off the survivors.