HDTenEightyP/NetNews huggingface dataset:
From: M22367@mwvm.mitre.org
Subject: Re: Galaxy help
Organization: The MITRE Corporation, McLean VA 22102
Date: Thu, 21 Jan 1993 17:38:38 GMT

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)
 
If you set a ROUTE to the target, the ships will load, jump and unload in the
same turn (as far as I understand it) if the planets are within reach.
 
>How do I work out the group numbers for unloading at destination systems?
 
Is not neccessary when using ROUTEs.
 
Remember, you *can* establish a route to a planet you don't own.  You just
can't set up a route *from* a planet you don't own.
 
>Brevan
 
 - Mike (Tintin)
Newsgroups: rec.games.pbm
From: M22367@mwvm.mitre.org
Subject: Re: Stupid Newbie (again)
Organization: The MITRE Corporation, McLean VA 22102
Date: Thu, 21 Jan 1993 17:52:22 GMT

In article <1993Jan20.193948.4462@ibr.cs.tu-bs.de>
gottscha@ibr.cs.tu-bs.de (Thomas Gottschalk) writes:
 
>
>In article <1993Jan19.050600.2195@fuug.fi> an4871@anon.penet.fi writes:
>>I have just become involved in my first Galaxy game.  I'm a newbie
>>in a new land and I could really use some advice from all of you
>>net.galaxy.gurus.  Once I get the hang of it, I'll not need you
>>help as much, but right now I am confused on where I should start.
>>
>Welcome, aehmm, what was your name?
>
Yah, this anonymity is really pointless.
 
 
Unless you have a bloodthirsty maniac with his homeworld within 10ly of yours,
(or you choose to be the bloodthirsty maniac), the following works for the
first few turns:
 
1) Produce CAP
2) Build light freighters.  1/0/0/0/1 is a good design, unless that leaves the
   nearest planets more than 2 turns away.  If so, beef up the drive.
3) Load half your cargo ships with COL and half with CAP and send pairs to all
   the uninhabited worlds you can reach.
   Also on turn 3, build some medium-weight warships like 16/1/7/10/0 (3xturn).
4) Now you can build some weenie escort ships with stats like 3/1/1/1/0.
   These three ship designs all move at the same speed (10ly/jump), ensuring
   your escorts arrive in a battle at the same time as your bigger guns.
5) By now you should have made friends with at least one neighbor and (things
   being what they are) discovered at least one uncooperative person.  For some
   reason they are always off to your southeast, I don't know why, they just
   are ;-)
 
   You will also have a defended homeworld, colonies, light warships to send to
   clear off unprotected enemy colonies and medium warships to deal with
   lightly defended enemy worlds.
 
   From here on it's your call.  Big home defenses?  If you've got neighbors
   you don't trust.  Drive Research? Hey, if you've got the time, this is the
   place to put it.
 
   Build up your colonies, build more warships to defend them, DRIVE research,
   static defenses at your planets...
 
   I hope you remove your mask and tell us how it goes for you in your game.
 
  - Mike (Tintin, Game 4)
From: curt@oasys.dt.navy.mil (Curt Welch)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy plot!
Date: 22 Jan 93 22:24:39 GMT
Reply-To: curt@oasys.dt.navy.mil (Curt Welch)
Organization: Carderock Division, NSWC, Bethesda, MD

In rec.games.pbm, zlg1409@uxa.cso.uiuc.edu (Zhenhai Li ) writes:
>Well, in my first game of galaxy it was no big deal. only 80
>planets so it was not to tough to find the planet near you.
>Now, however, I'm in a game that has 400 planets.
>Anyone have a working version of plot? 386, 286, 86, or modified
>so it can be compiled under UNIX. or OS/2 or mac for that matter.
>does anyone use a different utility to help them?

I have a Galaxy viewing program for my NeXT that I'd be happy to
give out if you have access to a NeXT.  It shows you all the planets
and color codes them so you can tell which are yours, which are
free, etc.  It also allows you to calculate the distance between
any two planets by clicking on them etc.

Curt
Newsgroups: rec.games.pbm
From: esx070@cck.coventry.ac.uk (Brevan Miles (esx070))
Subject: Galaxy help
Followup-To: esx070@uk.ac.cov.cck
Summary: PC, Groups
Organization: Coventry University
Distribution: uk
Date: Thu, 21 Jan 1993 09:07:55 GMT

Hi there,

1) Compiling galaxy on a PC.
Has anyone done this? what mods were required?
I have compiled under C++ but it won't find files properly. 
If you have any advice or even better, modified source code
let me know.

2) Loading, moving and unloading.
I have built my first ships and now want to transport colonists to uninhabited
systems.
Can I load, Jump and unload in the same turn (If the systems are within reach)
What orders do I have to give? 
How do I work out the group numbers for unloading at destination systems?

Brevan
From: khearn@pyrps5.eng.pyramid.com (Keith Hearn)
Newsgroups: rec.games.pbm
Subject: DM: More Mayhem
Date: 27 Jan 93 23:21:35 GMT
Distribution: world
Organization: Pyramid Technology Corporation, Mountain View


Well, just got my latest turn's results back from RSI. Mayhem, Inc.
  did alright, considering my inexperience. We went 2-2-1 this time, 
  bringing us up to 6-8-1 total. I also got the overview back for that
  rollup I was asking about.

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. Of course, he was matched against a brand new basher with no
  fights under her belt. I don't expect such luck against more
  experienced fighters. I'm expecting the bloodfeud to come from a
  4-7-1 (33) warrior of unknown style. That stable's other warriors are
  1-3-0 or 1-0-0. Maybe they'll send one of the one time winners at
  me. That'd be nice.

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

  has GOOD ENDURANCE


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?

  Arlon
-- 
Arlon Greyfletch, Manager of Mayhem, Inc. / After three turns of fights,
Vithicar Arena (game #49) since turn 98  / We're 6-8-1, and moving up.
khearn@pyramid.com                      / Got our first kill. Bracing
(408) 428-7304 or (510) 263-2701       / to receive a bloodfeud.
From: picasso@csa.bu.edu (David Ondzes)
Newsgroups: rec.games.pbm
Subject: Re: DM - Fav. Weapons
Date: 26 Jan 93 13:22:28 GMT
	<0fM5rma00WBO86QW4z@andrew.cmu.edu> <21785@ucdavis.ucdavis.edu>
Organization: Boston University Computer Science Department
In-reply-to: itlm013@dale.ucdavis.edu's message of 25 Jan 93 21:09:31 GMT

> Always adjust weapons to armor type, until you reach AD and know your fav
> weapon (I still do, but most managers don't).  There's no point wielding a
> Maul against every opponent if you never get to swing it.  Use lighter
> weapons vs. lighter armors, because you don't need to hit as hard to get
> through leather, padded, etc.  Use the big, heavy weapons (Halbard, Great
> Sword, etc.) vs. the APM and APA because you need to.
> 
> If you find a good middlin' weapon, you can try to use it all the time.
> Great Axe is pretty good against all armor types, as is Longsword and
> War Hammer.
> 
> Trump

I think the Battle Axe is one on the best weapons, it almost always
does extra damage, has really cool crits, and works well vs any armor.

------------------------------------------------------------------------
|       ***      ***       | My Pride and Joy:                         |
|      ***      ***        |    Max 5-148 of Skull Smasher in Kaltos   |
|     ***      ***         |    record: 120-52-2  (1 of my original 5) |
|    ***  **  ***          |                                           |
|   ***  **  ***           | Motto:          Perfect Warrior:          |
|  ***  **  ***            |   Slash 'Em Up    9-3-4-17-17-17-17 SL    |
| ************             |                                           | 
|************ izard of Oz  | picasso@acs.bu.edu                        |
------------------------------------------------------------------------
| Active Arenas: 33,43,100,102                                         |
| coming soon to arena near you !                                      | 
------------------------------------------------------------------------
From: wbruvold@weber.ucsd.edu (William Bruvold)
Newsgroups: rec.games.pbm
Subject: Questions about connecting to a BBS via-telnet program
Date: 23 Jan 93 01:45:35 GMT
Organization: University of California, San Diego
NNTP-Posting-Host: weber.ucsd.edu

Do any of you out there how to get telnet to try to connect to
another system repeatedly until it gets though?  (Anyone playing the
Trade Wars World) may understand the importance of such a posting

Thanks in advance

W. Erik Bruvold
From: wbruvold@weber.ucsd.edu (William Bruvold)
Newsgroups: rec.games.pbm
Subject: Newbie QUestions about Tradewars
Date: 22 Jan 93 06:38:56 GMT
Organization: University of California, San Diego
NNTP-Posting-Host: weber.ucsd.edu

I logged onto the world telnet Tradwars site and I had some
questions about what I should do as  brand new player.  I read the
manula which was some help but I am kinda confused.  For instance,
were does one get a genesis torpedo?  Why would you want one?  Can
you buy goods in secot 1 that you can sell anywehre else and, if so,
how.  Guess what I am looking for is some free advice of how to
start out with some basid strategies for what otherwise looks like a
good game (I played one turn and moved into a secotr taht was
unoccupied figuring that being far away was not a bad thing.)

Thanks in advance
Erik
From: bc@lnec.pt (Luis Miguel Sequeira)
Newsgroups: rec.games.pbm
Subject: High tax rates in SimCity
Date: 22 Jan 1993 09:15:45 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

weasel@merle.acns.nwu.edu (Mike Rosenberg) writes:
>Actually it's quite east to use a 100% tax rate in sim-city.  Set the rate to
>100% at the beginning of the year, everyone will get very unhappy and
>production, etc... will go down...but if you reset it to 0% in Nov or Dec,
>then the people are 'happy' again by the time evaluations come about at the
>end of the year, and you still get most of the money for the high tax rate.  I
>don't know if this works in every version, but it worked the one time I played
>on a Mac.

In SimCity,  if you change the taxes on Nov or Dec, this has an effect
on the total taxes collected; ie.  the taxes are set PER MONTH and not
per year!   So,  if you tax 100% 10 months  of the year, and 0%  Nov &
Dec, this amounts to about 83% taxes, on the AVERAGE...

It's true that you get MOST of the money, but not ALL of it... :-)


	- Luis Sequeira

  _________________________________________________________________________
 /
/				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,alt.games.vga-planets
From: eebonar@sn01.sncc.lsu.edu (Dave Bonar)
Subject: Re: High tax rates in Vga Planets
Nntp-Posting-Host-[nntpd-3258]: sn01.sncc.lsu.edu
News-Software: VAX/VMS VNEWS 1.3-4   
Reply-To: eebonar@sn01.sncc.lsu.edu
Organization: News and Views from LSU
Date: Fri, 22 Jan 1993 14:11:30 GMT

In article <1993Jan22.034801.4625@news.acns.nwu.edu>, skrenta@casbah.acns.nwu.edu (Rich Skrenta) writes...
>el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>> I'm always surprised when I set the tax rate to about 20% in these type
>> of games and everyone revolts.

	I always looked on tax rates in games as being basically additions
to some base rate.  This base rate is just enough to support the most
basic buerocracy.  You can't change this.  However, what you can do is
add taxes that take from 0 to 100% of the remaining money from the people.
Thus, in SimCity you are taxing above and beyond all state and federal taxes;
in the acient China game mentioned you're taking from 0% to 100% of the
peoples measly amount of goods left after the huge built in tax is taken.

Dave
__________
Dave Bonar
eebonar@lsuvax.sncc.lsu.edu
__________

Newsgroups: rec.games.pbm,alt.games.vga-planets
From: simons@plains.NoDak.edu (C. Patrick Simons)
Subject: Re: High tax rates in Vga Planets
Date: Thu, 21 Jan 1993 19:30:50 GMT
Organization: North Dakota Higher Education Computing Network

In article <C17rxu.GKt@news.cso.uiuc.edu> ptm57791@uxa.cso.uiuc.edu (Patrick T. Murzyn) writes:
>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?) 
>
>Well, if you only lowered it 7%, then they won't quit for quite awhile.
>To get them back to calm as quickly as possible, I lower my tax rate to
>0% after a few turns at 100%.  It takes about 3 or 4 turns for them to
>return to calm after they had been rioting, and at least twice that 
>amount of time (depending on how long you've had it at 100%) to get them
>back to normal after civil war had broken out.  Another factor is the
>amount of colonists you have there to keep the natives in line (should
>you have chosen to opress the natives).  So, you have to make the decision:
>do you want the cash quick, or do you want to keep the people on your
>planet alive...
>
>Patrick
>

An alternate method of regaining the home planet is to have some colonists in
orbit.  when it rebells, transport them back down(i.e. colonize you home
base).  You'll regain it, at norm state (I believe.  the one time I tried
this, it worked, but I haven't explored this further).

-=Chuck

Newsgroups: rec.games.pbm,alt.games.vga-planets
From: weasel@merle.acns.nwu.edu (Mike Rosenberg)
Subject: Re: High tax rates in Vga Planets
Organization: Northwestern University, Evanston Illinois.
Date: Fri, 22 Jan 1993 14:13:14 GMT

In article <C18Irs.87x@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>I get taxed about 20% of my income, and my parents get taxed 30%.  If this
>happened on VGA Planets or Sim City, the citizens would revolt.  In addition
>to that, we have to pay certain other taxes, like sales tax 5-10%, and taxes
>on items we may purchase such as cigarettes and alcohol, not to mention
>taxes on many imported items.

Actually it's quite east to use a 100% tax rate in sim-city.  Set the rate to
100% at the beginning of the year, everyone will get very unhappy and
production, etc... will go down...but if you reset it to 0% in Nov or Dec,
then the people are 'happy' again by the time evaluations come about at the
end of the year, and you still get most of the money for the high tax rate.  I
don't know if this works in every version, but it worked the one time I played
on a Mac.

	--Mike

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
*  Mike Rosenberg                   |   msr@casbah.acns.nwu.edu              *
*                                   |   jth@isp.nwu.edu                      *
*  "Weasel is not a nickname --     |   weasel@merle.acns.nwu.edu            * 
*   it's a state of mind."          |   weasel@nwu.edu                       *
*                                   |                                        *
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
"Ordinarily he was insane, but he had lucid moments when he was merely stupid"
	Heinrich Heine
From: picasso@acs.nntp-read.bu.edu (David Ondzes)
Newsgroups: rec.games.pbm
Subject: DM: Rollup suggestions .... (not again)
Date: 21 Jan 93 11:52:10 GMT
Distribution: rec.games.pbm
Organization: Boston University Information Technology Boston, MA USA


Since we are on a rollup thing what you you guys do with these. I am
looking for off-the-wall ideas. I am not really interested in a dixie or
DAing them. I am looking for a warrior that could win around half his fights
and someday (about 30-40 fights) make it to ADM.

3-12-18-7-7-16-7
16-5-15-13-10-5-6
3-16-19-10-6-3-13


------------------------------------------------------------------------
|       ***      ***       | My Pride and Joy:                         |
|      ***      ***        | 	Max 5-148 of Skull Smasher in Kaltos   |
|     ***      ***         |    record: 114-52-2  (1 of my original 5) |
|    ***  **  ***          |                                           |
|   ***  **  ***           | Motto:          Perfect Warrior:          |
|  ***  **  ***            |   Slash 'Em Up    9-3-4-17-17-17-17 SL    |
| ************             |                                           | 
|************ izard of Oz  | picasso@acs.bu.edu                        |
------------------------------------------------------------------------
| Active Arenas: 33,43,100,102                                         |
| coming soon to arena near you !                                      | 
------------------------------------------------------------------------



Newsgroups: rec.games.pbm,alt.games.vga-planets
From: rmg53668@uxa.cso.uiuc.edu (Ryan M. Grant)
Subject: Re: High tax rates in Vga Planets
Organization: University of Illinois at Urbana
Date: Fri, 22 Jan 1993 23:57:18 GMT

eebonar@sn01.sncc.lsu.edu (Dave Bonar) writes:

>In article <1993Jan22.034801.4625@news.acns.nwu.edu>, skrenta@casbah.acns.nwu.edu (Rich Skrenta) writes...
>>el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:
>>> I'm always surprised when I set the tax rate to about 20% in these type
>>> of games and everyone revolts.

>	I always looked on tax rates in games as being basically additions
>to some base rate.  This base rate is just enough to support the most
>basic buerocracy.  You can't change this.  However, what you can do is
>add taxes that take from 0 to 100% of the remaining money from the people.
>Thus, in SimCity you are taxing above and beyond all state and federal taxes;
>in the acient China game mentioned you're taking from 0% to 100% of the
>peoples measly amount of goods left after the huge built in tax is taken.

>Dave Bonar
>eebonar@lsuvax.sncc.lsu.edu

That's a possible explanation for VGAPL, at least, but not SimCity.
Proof of this is that in SimCity you have to fund Police, Fire and
Transportation out of the taxes.  In VGAPL it is a much better argument, but
you still have to build your own defenses and mines/factories.  If 
sustinance were taken care of,I would expect that to include the planets 
basic (at least) defences.

I support the higher tax rate argument.
- Ryan Grant
From: leeme@cnsvax.uwec.edu
Newsgroups: rec.games.pbm
Subject: Re: DM: Random character/endurance
Date: 22 Jan 93 11:54:29 -0600
Organization: University of Wisconsin Eau Claire

In article <9F3qXB5w165w@Micor.OCUnix.on.ca>, crip@Micor.OCUnix.on.ca (Garth Werner) writes:
>> >I always come accross anomalies.  For example the following lunger has 
>> >Normal Endurance :
>> >
>> >        7-3-17-15-17-10-15
>> >
>> 
>> Are you using the (st+con)*will formula?  That certainly is an anomaly.
>> From what I have seen from my warriors a high will seems to be the
>> stat that throws off the prediction.  Or are you using a non-linear
>> predictor?
> 
>         No math talk you babbling weeeeeen.
>

That's it, Garth! I'll have to come back to Primus and pound on King Key
again! Calling other players weeeeeens! Maybe you can post your column from
Primus from a year ago? The one with multiple choice answers....

I got the endurance formula for DM somewhere in my notes.  If I find it
I'll post it.

Mike Lee
From: Eric_S_Klien@cup.portal.com
Newsgroups: rec.games.pbm,rec.games.board,rec.games.diplomacy
Subject: Diplomacy GM standbys
Date: Thu, 28 Jan 93 02:10:54 PST
Organization: The Portal System (TM)
Distribution: world

**********************************************************************
  I NEED STANDBYS  I NEED STANDBYS  I NEED STANDBYS  I NEED STANDBYS 
**********************************************************************
 
I ran out of standby GMs, please volunteer to be a standby GM!  
 
I need help in getting all Diplomacy games on Usenet running 
smoothly.  Please volunteer if you can.  I especially need a 
gunboat GM.
 
                                                            Eric Klien
From: skrenta@rt.com (Rich Skrenta)
Newsgroups: rec.games.pbm
Subject: Strategic Reserve newsletter?
Date: 23 Jan 93 22:44:14 GMT

In the Legends interview in Flagship #37, Jim Landes mentions a publication
called the Strategic Reserve.  Has anyone heard of this?  Is it just a
Midnight Games mouthpiece, or is it independent?  How are the articles?
How can one subscribe?

Thanks.

--
Rich Skrenta <skrenta@rt.com>
Newsgroups: rec.games.pbm
From: ewalents@magnus.acs.ohio-state.edu (Erich Walentschak)
Subject: Re: Slasher Designs
Organization: The Ohio State University
Date: Wed, 27 Jan 1993 21:15:08 GMT

Slashers have taken a lot of bum rap in DM, but Im slowly leaning towards them 
as my favorite style lately, at least among offensives.  They start with decent
ratings, get the damage bonus, and dont seem to be as discriminatory in their 
skills.  Ive got a bunch of strikers with twice as many decise skills as all
other skills combined.  This is fine and all, if he can hit and win on the
first swing.  Isnt a whole helluva lot of good when i fight that 22-3 PR
duelmaster  :).  Ive been trying a few experiments with slashers, some may
work, some may not.  Here are my existing ones:

7-13-7-21-10-13-13  start Ex init

12-6-10-19-13-13-11  no ratings yet, but still only 0-1

11-4-14-17-8-9-21  start Ex init/att

my pride and joy, TV in rookies(!), 6-1-0, 98 pts, going for DM this turn :)

11-9-4-15-21-13-11 start 70 attack, 70 init, 75 decise


I figure there'll be alot of yelling that i should have made some of these this
style or that style, and I welcome it.  Always good to here different
opinions.  And if anyones interested, Ill print starting ratings for all of
these guys when I know them.

Erich
The Wizard
A5,11,17,28,65,73,103
Newsgroups: rec.games.pbm