HDTenEightyP/NetNews huggingface dataset:
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Newsgroups: rec.games.netrek
Subject: Re: Some defs, please
Date: 14 Oct 92 22:52:15 GMT
Article-I.D.: wixer.1992Oct14.225215.276
Followup-To: rec.games.netrek
Organization: Information Inc.

zanetti@ghost.dsi.unimi.it (Alessandro Zanetti) writes:
>
>Hello,
>may someone give me the definition of OGGING and DOGFIGHTING?

Most certainly!  In these days of information-at-one's-fingertips,
it's refreshing to see someone cast aside such traditional measures
as Frequently Asked Questions postings and dictionaries and just
cry out for help in the bleak wilderness that is the Usenet.

So, for your edification:

Ogging is the act of attaching one or more hounds to your sleigh
in order to improve its speed at the cost of turning radius.  This
used to be called "dogging", but the "d" was lost when netrek made
the journey from Manchester, England to the United States (Cockney
accents, you see).  The advantage of 'ogging is that your runners
don't sink into the galactic snow so deeply, and blizzards can be
shot through with relative ease.  The Berkeley side (that's
Berkeley, Antarctica) is made up of relatively tall, thin albinos
who don't really care whether or not they can get speed, because
their sleds have a very low center of gravity and offset tracks
which assist their dogs in pulling.  The Canadian Methodist University
folks (CMU) are all short, fat, round Eskimo types who unbalance their
rickety wooden sleds so badly that they very often get mired down 
in the deep snow between Alp and Den.  Of course, if you're using
the BIG sleds, like the icebreaking battleships or the glacial
assault ships, none of this really applies, as adding more dogs --
even huskies! -- won't help you out much.  There are simply too many
rifts and fissures for them to overcome, not to mention the polar bears.

Dogfighting is, of course, cruel to your animals, and should under
no circumstances be practiced by any reasonable netrek player.  Frankly,
I'm surprised that it hasn't been outlawed.  Basically, it's when another
sled releases its dogs so that they might pursue your sled and possibly
do damage to your supplies or furs.  Needless to say, wolf crossbreeds
and pit bulls are popular here, despite the latter's aversion to snow.

If you have any other questions, please, be sure to ask in this newsgroup
rather than reading the frequently asked questions post or consulting an
English dictionary.  You're doing everyone a great service.

>Thank you, Alessandro

and the name's Felix.

rear ensign sunscreamer
minister of truth, hell's bagels
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
From: bharat@shadow.Eng.Sun.COM (Bharat Mediratta)
Newsgroups: rec.games.netrek
Subject: Re: Bigdog maxwarp
Date: 14 Oct 1992 01:59:25 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: bharat@shadow.Eng.Sun.COM
NNTP-Posting-Host: shadow

In article asdg0hj32hgjwa8hawhoI@xcf, blojo@xcf.berkeley.edu (Jon Blow) writes:
> ZZnewguy writes:
> A ship's MAXWARP represents the maximum speed at which its engines will
> propel it.  Implementing transwarp by changing MAXWARP is just idealistically
> the Wrong Thing and almost inevitably leads to problems like The Gift, which
> are difficult and kludgy to solve.

Agreed.

>  Probably the best way to do it would be
> for starbases to maintain a list of who they're transwarping, and to set
> their warpspeed to 60 (or whatever) every tick.  Or something.

Even easier, create a PFTRANSWARP flag for the player.  Then in the daemonII
you simply ignore the maximums when the guy is transwarping.  On my server
I have made this mod and it's very easy...and there is no Gift.  My server
sources (including game-recorder mod, oggbots, transwarp) will be put on
an archive available for all soon.

-Bharat
aka Shade

> 
> It probably doesn't matter since (I don't think) the code is available for
> people to hack on anyway.
> 
>   -Jon (Hell Peacock / The Rug Doctor / Spatula City)



---
    /\        Bharat Mediratta
   \\ \       Graphics Continuation Group
  \ \\ /      
 / \/ / /     
/ /   \//\    SUN Microsystems, Inc.	
\//\   / /    Mailstop: MTV18-218
 / / /\ /     2550 Garcia Avenue, Building 18
  / \\ \      Mountain View, CA 94043
   \ \\       Phone:  (415)336-4347, FAX:(415)336-5471
    \/        Email:  bharat.mediratta@eng.sun.com



Newsgroups: rec.games.netrek
From: wyvern@iastate.edu (Nuno Bettencourt)
Subject: Re: More dogfighting foo
Organization: Iowa State University, Ames, IA
Date: Wed, 14 Oct 1992 08:48:07 GMT

In article <Mequcwu00Vp08BZ10z@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:

	Couldn't resist doing a followup...
	
>	I keep hearing the same flame-war over and over again, and I jsut want
>to see whether people are really arging or just not understanding
>eachother.
>
>	Is there anyone who thinks that dogfighting is a useful tactic if not
>used to defend a planet?

	I don't get it, how would anyone ever get any kills if there was
no dogfighting? You really can't Ogg to get kills, that's usually only
valuable for killing carriers. (heavy on the usually - no flames!) I guess I'm
just pure dogfighter (being a tbird kinda guy) to question why everyone
belittles dogfighting like they have been....
	I'd never say I waste my time dogfighting. I do it when I'm escorting,
I do it when I guard planets, I do it when I see the nearest joe! (even do
it with angry men starbases ;) I'd say that on the average, a dogfight might
last a maximum of ten seconds - unless the other guy is a mega runnerscum.

>	Is there anyone who feels that dogfighting is NOT a useful skill for
>many different aspects of the game?

	As I said, a strange person it is indeed that does not dogfight.

>ZZnew guy
Admiral Wyvern (if he spent as much time as all you guys do playing xtrek)
From: meattle@usc.edu (Saumya Meattle)
Newsgroups: rec.games.netrek
Subject: Base
Date: 14 Oct 92 19:24:53 GMT
Article-I.D.: koh-sun1.1bjdd5INN5be
Distribution: usa
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: koh-sun1.usc.edu


An idea to save armies from bombing would be to get a base to pile 99 armies
on the home planet as soon as the game starts. the base could further carry 
25. After that the base could just sit on the home planet protecting the
armies.  

The base I guess would be pretty safe from ogging as it would have teammates
popping up constantly beside him ( at least while the home team has lots of 
planets and the main battle is far away. )

Thus u could be sitting pretty with 125 armies for sometime.. The other armies
could be bombed.. u wouln't care.


-----> Is this idea feasible.
  
       Is this ever done.

                                      ... meattle

meattle@aludra.usc.edu
From: regius@cs.utexas.edu (Regius S. Gunawan)
Newsgroups: rec.games.netrek
Subject: Re: LaggU beat HB (snif) <-- Another Evil Stiletto plot!
Date: 11 Oct 1992 00:46:31 -0500
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: grit.cs.utexas.edu

In article <seputF200VoxM3l1Vn@andrew.cmu.edu> tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
>	LU had really good SC-bombing.  Armies that poped for HB were more
>likely to be bombed than to be noticed by HB.  HB needed an anti-bomber.
Agreed.  I'm having difficulty screaming which planets got armies,
only to have them bombed the next second.  We also need carrier
that can actually live to deliver ^_^

>	HB needs to invest in a SC-bomber.
We usually do.  The assigned sc bomber was a newbie at sc bombing.
(I know I should've insisted on not letting him play :)

>	A number of HB players need to cloak while taking planets.  This
>includes their stars.
One of our biggest problems.  Yes, this really hurts.

>	The lag and ghostbusts hurt HB.  I think that HB was a somewhat
>stronger team, but it would have been a close game even without the lag.
Thank you for the praise. ^_^

>	I have trouble watching a tourney game without wanting to play.
Imagine volunteering to sit out, just to see that the one
you let play doesn't suit his assigned job. (yes, I'm
whining :)
>
>ZZnew guy

^_^ no clue ^_^ - I've been very noisy lately :( -
ps. smiley[tm] as usual.  maybe I should ask somewhere else
    for directions on copyright owner :)
From: spot@CS.CMU.EDU (Scott Draves)
Newsgroups: rec.games.netrek
Subject: Re: Iron Man Netrekkers
Date: 10 Oct 92 02:43:31 GMT
Organization: School of Computer Science, Carnegie Mellon University
Originator: spot@FORTRAN.FOX.CS.CMU.EDU

>>>>> On 9 Oct 92 18:02:31 GMT, thalerj@cps.msu.edu (Jay C Thaler) said:

Jay> ... Plus when you have sc bombed for hours upon hours, you learn
Jay> the best ways to defend against it.


please enlighten.

-- 
			organize
Scott Draves		enumerate
spot@cs.cmu.edu		file
Newsgroups: rec.games.netrek
From: jonathan@author.ecn.purdue.edu (Jonathan L Neuenschwander)
Subject: Plasma Tactic
Summary: Simultaneous fire can take out even clued opponents
Keywords: Double-team, victim, BOOM!
Organization: Purdue University Engineering Computer Network
Date: 12 Oct 92 08:03:29 GMT

I've seen debates on fife and discovery over the usefulness of plasmas.  I
maintain that used correctly they're golden.

Here's a tactic that Xymox and I invented awhile back:

It's really very simple, you and a teammate arm with plasmas, approach within a reasonable distance of your victim and fire simultaneously.  That's all there
is to it.  Unless you fire from too far out, your victim's phasers won't have
time to recharge and he's plasma toast.  Even if you screw up and fire from too
far out, half the time the victim is so flustered by the sight of TWO plasmas
heading for him that he'll miss the second one.  On a couple occasions I've    
seen them miss BOTH.  ouch.  :-)

It's a good idea to approach the target from opposite directions if possible,
makes it more difficult for the target to dodge the shots.

We originally came up with it one night when we both happened to refit with 
plasmas at the same time.  We each picked up and planned to take neighboring
planets.  We ended flying superimposed while discussing what to do about a
Flt. Captain who was orbiting one of the intended planets, and that's when it
occured to me that he probably wouldn't be able to get off TWO shots before 
taking the hit.  So, while still flying superimposed, we fired together.  It 
worked even better than I had hoped -- the plasmas came out superimposed.
Sure enough, he phasered one, but I don't think he even saw the second one
before it impacted on his hull.  That's right, *hull*.  He hadn't seen any
need to raise his shields.  :-}

It was a thing of exceeding beauty, a regular Kodak moment.

Jonathan
El Kabong

HELP!  Distress Call from .sig file, 0% Shields, 98% Damage, 0 Armies.


Newsgroups: rec.games.netrek
Newsgroups: rec.games.netrek
Date: Wed, 14 Oct 1992 01:28:38 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: nice folks on netrek

Excerpts from netnews.rec.games.netrek: 13-Oct-92 nice folks on netrek
Daniel Hua@fusion.Berkel (1382)

> Candy coated compliment drivel :-) deleted >

> 	Now to some strategic questions:  how many armies can you save
> during the initial bombing run?  what is the maximum?  which planet
> should the sb go to pick up?  should one ship stay behind to protect the
> home world armies?  It seems from my experience that for the feds: the 
> sb goes to alt.  kli: pol or cas and ori: (??).  The roms seem to have a
> very nice  thick grouping of tau/dra/rom  where the sb could go to pick up
> on tau while a ship stays behind rom/dra to protect. So the roms could
> usually save about 80+ armies.  Is this feasible?  What does the genius
> of strategy say?  what planet should the sb go to pick up for each race?
> how many armies can a team save from bombers (maximum)?


	Everything depends on everything else.  Against a weaker team, a SB may
try to pick up off of Hyd if Rom or Alt if Fed.  She should make sure
that any enemies are in Assault ships before trying this, as a sudden
ogg wave can really mess up your day.  Even an AS Ogg can be painful if
you don't have enough escorts or the base players is not good enough. If
the enemy is strong, picking up off of Tau or Den is probably the way to
go.
	Normally, against a team with any clue, I think that defending 2
planets + the base is doing well for army protection.  I considder it
standard to have one or two players stay back to defend the home world,
and possibly the nearest world.  These should be your team's best planet
defenders.  If it appears that a base Ogg is one the way, these
defenders must protect the base.
	One moderately common plan is to send the initial planet defenders to
the front in scouts to bomb, die, and return to defend.  This plan is
somewhat risky, of course.  I used to like it a lot, but the payoffs
don't seem to match the risks.
	Ogging the enemy base on the opening run is the biggest gamble I've
seen in an opening.  If it fails, you are REALLY hosed, and even if it
succedes, you are often down so many armies that you can never recover. 
On the other hand, if the base is killed and followup waves get the
armies, it can be a huge win.

ZZnew guy
From: botelle@eniac.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: New entry for Irony award
Date: 11 Oct 92 20:28:44 GMT
Organization: University of Pennsylvania

In article <UepudcS00Vox83l15j@andrew.cmu.edu) tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
)Excerpts from netnews.rec.games.netrek: 10-Oct-92 Re: Iron Man
)Netrekkers Justin Botelle@eniac.sea (1025)
)
)) Justin
)) (Cuisinart)
)
)) P.S.  HELP!! I've been shot in the leg by Mike
)
)
)	I figure that Justin Botelle and Mike Juster deserve some kind of irony
)award.  Mike is spending the weekend in Philly for a an Ultimate Frisbee
)competition, and was invited to stay with Justin.  Mike accepted.*
)	Sorry, but I think that CrackPot leading 12AM is going to have to take
)a back seat.
)
)ZZnew guy
)
)*  For those who don't know, the last time Mike had an Ultimate
)competition in Philly, he threatened to take advantage of being there to
)shoot Justin.

He genocided the INL team I was playing for (NOTE:  NOT *MY* INL TEAM)
instead.  He took about 13 planets.  He telnetted to his account to show
me the stats (at least I had mega armies ogged).  I showed him my work
against AA :)


Twelve Angry Men     kills   losses   offense   bombed  ogged  planets   DI
----------------------------------------------------------------------------
Hector               147      128       1.83      44      56       4    9.06

Living in the past :)

Note:  I've had the most kills of anyone on either team in the 5 (S)INL
games/scrimmages dating back to that SINL game against AA.

No, Rob, this does not mean that I play to kill rather than play to win...
the offense is the side effect.  I'm just the most offensive player :)

Justin
(the rather modest Hector :)
From: blojo@xcf.berkeley.edu (Jon Blow)
Newsgroups: rec.games.netrek
Subject: Nuke Bombs
Date: 16 Oct 1992 21:15:35 GMT
Organization: Experimental Computing Facility
NNTP-Posting-Host: graft.berkeley.edu

Gaia writes:

> o  Nuke bombs (experimental). Like in xtrek III, this horrifying weapon
>    wipes out entire planets. To use it, you need 10 kills and  then refit
>    to DD, CA, or BB. Press 'f' 2x, and watch the planet blow up in spectacular
>    pieces! (unfortunately, some of the pieces belong to you).

I dunno, I think I liked the xtrek III conception of nukes better.

In xtrek III, you had an additional flag on planets, NUKE, which meant that
they were nuke-producing.  You could pick up a nuke for every n kills you
had (I think n was something like 2.)  When you dropped a nuke on a planet,
_permanent_ damage would be done to it.  When enough damage was done to the
planet, it would explode.

This led to really interesting arms races where each team would try to clobber
the other team's nuke-producing planets and otherwise basically blow them to
teeny bits.  You didn't have to commit suicide to do it, either.

  -Jon (Hell Peacock / Spatula City / The Rug Doctor / MUCUS PEACOCK /
        HamburgerHelper / EAC!!! / ZZnew peacock / Destructo Peacock /
        Allenmania / hellzka / archpeacock / Helletto / HellInTheBlank /
        Peacker / Crunchy Peacock / Peacock Dodgers / whateverelse)
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: INL Strategy: Is Ori and Kli playable?
Date: 10 Oct 92 23:07:16 GMT
Organization: School of Computer Science, Carnegie Mellon

> If Sun Tzu played netrek, he'd have somebody grab an agri while he took
> unguarded planets with a bunch of SCs.  Your interpretation may be  
>different.
>> fadden@uts.amdahl.com (Andy McFadden)
> [ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. 

Sun Tzu DOES play netrek.  He is one of the best players in the game.

Rob
Newsgroups: rec.games.netrek
From: barbares@ghost.dsi.unimi.it (Luca Barbaresi)
Subject: ENL : An European Netrek League
Organization: Computer Science Dep. - Milan University
Date: Thu, 15 Oct 1992 17:40:31 GMT

Hello everybody,
		since there are many problems for any european
player to play netrek games in the U.S. (laaaaaaaaaaag !!), we
are trying to create an European Netrek League (very similar to
INL). There a few minor changes from the INL rulebook (games are
5 vs 5 , teams must have at least 7 players , only two agris per
race ) , but the real problem is the ping time between all the 
european servers. I have already received rosters from 6 teams
(2 germans, 1 austrian, 1 swedish, 1 dutch, 1 italian) and I'm
posting this article to invite anyone who wants it to join us!
I've tried to contact people in Great Britain (from what I read
they should be good players), but nobody knows the exact e-mail
addresses. Closing date was today, but we decided to change it
to the 19.10.92, but it is not impossible to change it again if 
necessary.
I hope to receive a prompt reply from anyone interested in ENL.

Luca "Belgarath" Barbaresi

P.S. At the end of the season we could organize a match between
     the ENL and INL winners (somewhere acceptable to both).

---------------------------------------------------------------
barbares@ghost.sm.dsi.unimi.it

"Once you've known me, you'll never forget me!"
---------------------------------------------------------------
From: sk58+@andrew.cmu.edu (Shigehiro Kanaya)
Newsgroups: rec.games.netrek
Subject: grow some balls!
Date: 7 Oct 92 18:15:24 GMT
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

Studies show that four out of five netrekkers have no testicles.  The
ratio here is 3.5 to 1.  Even though most of you are from places with
even ratios the only females you've ever come into contact with are
klingons.

Warp 9 out of the closet Scottie!!!!!

You need testicles Number One.  Make it so.

In case any of you have the 'balls' to write back, my address is
sk58+@andrew.cmu.edu.  Too bad none of you seem to.
Newsgroups: rec.games.netrek
From: jrichard@cs.ulowell.edu (John 'MacGyver' Richardson)
Subject: big new release?
Organization: University of Massachusetts at Lowell Computer Science
Distribution: usa
Date: Mon, 12 Oct 1992 22:43:15 GMT


Hi netrek-ies,

        I don't read this group anymore, but I was wondering about the
status of the Big New Release that was talked about over the summer.
Is it still in the works?

        BTW: I'm still working on a netrek-like game in C++, but I'm a grad
student now, so it's going slow. :)

John Richardson            |"sun dogs fire on the horizon        \ \   \
jrichard@cs.ulowell.edu    | meteor rain stars across the night   * *   \   /\
                           | ...the spark still flies                /\  * /  \
                           |           in another pair of eyes." /\ /  \/\/
                                                           ------  \   / /
From: stimpy+@cmu.edu (Tomato Boy)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 11 Oct 92 23:29:29 GMT
	<92509@netnews.upenn.edu> <1ba8e7INNpch@agate.berkeley.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

Drellishak writes:
#
# Out of curiosity, is there anyone out there who thinks I have a point?
#

Yes, I think you have a point. Right on the top of your head.


--Rick
Well, if my team captain is gonna be insulting you,
I better do it, too. :)
From: bav@hobbes.ksu.ksu.edu (Brick Verser)
Newsgroups: rec.games.netrek
Subject: Re: Who is the best?
Date: 15 Oct 1992 10:49:36 GMT
Organization: Kansas State University
NNTP-Posting-Host: hobbes.ksu.ksu.edu

archmage@hardy.u.washington.edu (Michael Bakkemo) writes:
>
>Not bav, definitely not bav :)

Excuse me a moment while I allow my Greek-god muscles to ripple a little...

"I'm gonna pound you in gym class, Twinky."

--Brick
Newsgroups: rec.games.netrek
From: dsaraned@eos.ncsu.edu (DORIAN SERGIO ARANEDA)
Subject: Re: grow some balls!
Originator: dsaraned@c00091-100lez.eos.ncsu.edu
Reply-To: dsaraned@eos.ncsu.edu (DORIAN SERGIO ARANEDA)
Organization: North Carolina State University, Project Eos
Date: Thu, 8 Oct 1992 14:34:28 GMT


In article <0eomYw200UzxA3DWoh@andrew.cmu.edu>, Shigehiro Kanaya <sk58+@andrew.cmu.edu> writes:
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed,  7 Oct 1992 14:15:24 -0400 
From: Shigehiro Kanaya <sk58+@andrew.cmu.edu>
Subject: grow some balls!

Warp 9 out of the closet Scottie!!!!!
You need testicles Number One.  Make it so.

In case any of you have the 'balls' to write back, my address is
sk58+@andrew.cmu.edu.  Too bad none of you seem to.
------------------------------------------------------------------------------

IF THIS IS AN AD REQUESTING BALLS, I THINK YOU ARE IN THE WRONG PLACE.
SUSCRIBE TO EITHER THE PESONALS OR THE BIZZARE NEWSGROUPS.        
PERVERT        ):P

                                     MR MONSTER 



Newsgroups: rec.games.netrek
From: lectro@stein.u.washington.edu (Jonathan Maier)
Subject: u.washington network bandwidth (or lack thereof)
Organization: University of Washington, Seattle
Date: Mon, 12 Oct 1992 02:54:13 GMT

God, u.washington seriously needs to increase it's bandwidth.  Got nothing
but lag everywhere tonight.  Even on it's own server!!!!

lectro@u.washington.edu := Power Monger
Newsgroups: rec.games.netrek
From: ramid@nyx.cs.du.edu (Rudy Amid)
Subject: Re: Hell Peacock
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Fri, 9 Oct 92 19:46:44 GMT

mdm@stegosaur.cis.ohio-state.edu (Michael Moore) writes:

>	The only mods I recall were that when you died with armies on 
>bezier it did not print it out to the all board.  This, it seems to
>me, would only discourage those oggers who were interested in gloating.

   Actually this is not a mod.  The original xtrek/Netrek source does not
print the armies if you kill a carrier.  The mods that does the printing
were actually done by Terence on bronco.  Seemed like a good idea so
it became standard.

>	There were other, more exotic mods proposed (ship explosions
>proportionate to fuel, etc...) which would discourage ogging, but I
>don't recall them being instituted as a regular part of the server (though
>I could be wrong).

   I would hate this too.. But we have one anyways called "sturgeon". :-)

>	-Michael
>-- 
> ---------------------------------------------------------------------
>|Michael Delbert Moore              \  "Men live by their desires, but|
>|OSU Student Programmer              \  it is possible for us to      |
>|Undergraduate CIS Major             /  choose whether we will desire |

--
!Rudy Amid              ///
a434amid@cdf.toronto.edu//
amid@r-node.gts.org   ///
Netrek/IRC: Radix  \\X//
Organization: Carnegie Mellon, Pittsburgh, PA