HDTenEightyP/NetNews huggingface dataset:
From: steffen@fb3-s7.math.TU-Berlin.DE (Matthias Steffen)
Newsgroups: rec.games.netrek
Subject: New Server (or: old server now made public)
Date: 21 Jan 93 17:30:00
Organization: FB3, TU-Berlin, Germany.
Distribution: rec
NNTP-Posting-Host: fb3-s4.math.tu-berlin.de


Hey, I finally decided to make our Server public (well, some of you will 
know it already). Unfortunately net-connection is bad (remember my last 
posting) but we can at least try. 
So would the one in charge please add the following to the server-list:

fb3-s1.math.tu-berlin.de 	130.149.11.2	2592	Berlin, Germany


fb3-s1.math.tu-berlin.de
Server Source: Bronco.
UDP: version 1.0.
Hours: open 24 hours (might change)
Cyborgs: allowed, but unwanted!
Ping time: hmm, I guess ages
Maintainer: steffen@fb3-s7.math.tu-berlin.de


Matthias


--
<Matthias Steffen                  | Technical University of Berlin     > 
<steffen@fb3-s7.math.tu-berlin.de  | Department of Mathematics          >
From: jimmyhua@aludra.usc.edu (Jimmy Huang)
Newsgroups: rec.games.netrek
Subject: Re: Abusive Misuse of Tedd Hadley's Server
Date: 24 Jan 1993 00:06:10 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu
Keywords: request

srt@aero.org (Scott Turner) writes:

>But I do think an all-out game on the ogg server would be a wild
>thing.  Unfortunately, no one showed up at the 4PM PST time yesterday.
>Maybe today?  We'll see...

Wait till sb's can nuke planets, then e-mail me. and set a time up.
I free saturdays, and late firdays only though...

(bad grammar, i know)

Jimmy
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Pop Timer
Date: 26 Jan 1993 21:09:27 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <QfN=O0K00VpNM3P1kp@andrew.cmu.edu> ss72+@andrew.cmu.edu (Sean Christopher Simmons) writes:
)
)  Mods that others have
)suggested that detect cloakers, show phaser circles, etc are NOT client
)independant.  This seems like an important distinction to me.  Am I
)completely off base?

It's very possible to make an X application that detects cloakers and
shows phaser circles, independent of the client.  It should not be
legal, but it is possible.

)If we go to scattered pops, it won't mattern anyway.

Which is why we should.
 -Tom
From: bharat@shadow.Eng.Sun.COM (Bharat Mediratta)
Newsgroups: rec.games.netrek
Subject: Re: ROBOT SB
Date: 21 Jan 1993 23:37:42 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: bharat@shadow.Eng.Sun.COM
NNTP-Posting-Host: shadow

In article 8878@news.duke.edu, jhammond@acpub.duke.edu (John Kirk Hammond) writes:
> A robot base can only target and dodge the torps of one ship, right?
> Given unlimited weapon temp, I would think any decent INL team could
> kill a robot base first time if it knew anything about timing...
> 
> -kirk / Lance
> 
> -- 
> Kirk Hammond
>  jhammond@acpub.duke.edu


Untrue.  EXISTING robots only dodge the torps of one ship.  However, it is
certainly possible to write a robot that can dodge more effectively.

	-Bharat


---
    /\        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: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: Impact of 40 second pops
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Tue, 26 Jan 1993 07:04:28 GMT

In article <C1Fvy1.11p.2@cs.cmu.edu> hill@norman.vi.ri.cmu.edu writes:
>Leonard Dickens writes
>> Seems to me that with a continuous pop clock, any time you manage to
>> get the enemy flat is the time to scum or ogg... there is the same
>
>with a 10 second clock you get all of 10 seconds to do something.  I don't  
>know about you, but it takes me several seconds just to get to the front.   
>With a 10 second clock there is no time for any auxillary activity.
>
>> mean time to next pop no matter what.  This seems to me to be MORE of
>> a challenge for the scout bomber, exactly because he or she cannot
>> predict the amount of time free.  Furthermore, if pop appears as a
>> scout goes to ogg someone, should the scout abort to go bomb?  Ogg
>> anyway?  One can totally avoid such dilemmas in the long pop clock
>> case by using a pop timer.
>
>Not really.  Other teams carriers frequently are carrying during times of  
>the pop clock.  Scouts need to be in enemy space at that time.  The point  
>is with a 40 second clock there *is* time for auxillary activity.  With a  
>10 second clock, there is not.

I think I sense the problem here.  Those who have been using pop clocks are
addicted to them.  Scout bombing has become something that needs to be done
only every 40 seconds, the rest of the time is looked on as "free time".
A ten second (or less) clock is *meant* to get rid of this attitude, you're not
supposed to be able to get things done in such a short time.

I'm not saying that SC bombers should forever be locked into that role - they
just have to be more awake, make tougher choices.  Decide what is more
important, try to do it, take risks, maximize gain, etc.  Foreknowledge of when
they'll have to be ready to vulture the agris is a cheap out.

A netrek analogy -what if oggers only had to worry about potential carriers
once every 40 seconds?

In summary, having pops only occur once every 40 seconds really limits the
strategic choices, by providing a free ride for some fixed, well known and
calculable time period.  There should be no such thing as a free lunch.

	Alec
	(Entropy)
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 25 Jan 1993 18:27:29 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <gfMyJG_00awQE216Qa@andrew.cmu.edu> jb8n+@andrew.cmu.edu (Joseph E. Beck) writes:
)
)tom@soda.berkeley.edu (Tom Holub) writes:
)> In article <IfM87sa00VpNMKbVo0@andrew.cmu.edu> Sean Christopher Simmons <ss72+\
)> @andrew.cmu.edu> writes:
)> )       If there is a halftime, I think that it would be best to make it
)> )optional.  I would STRONGLY prefer that the default be no halftime. 
)> )Certainly, there is no reason for it to be manditory.
)> 
)> This is not an option.  Either all games will have it or none will have
)> it; we are dedicated to every game setup being identical.
)
)This is stupid.  If halftime is instituted, and neither team wants it
)for that game, why are you forcing it down their throats?  And has the
)council discussed this already or are you just deciding ahead of time?
)Will the council be discussing halftime again (and not telling us
)again?)  We want to know.

Why do so many posts out of CMU start with 'this is stupid'?  Can't you
guys accept that you are not necessarily the repository of all netrek
wisdom?

The Council in the past has unanimously agreed that all games should be
played on identical servers; it is very unlikely that this will change.
Your argument is spurious; if both captains want to play a 15 minute
game, can they do that?

The Council will be discussing halftime again.  I intend to push
strongly for a halftime, a shorter game, or both.  

)> )       If there is to be a halftime, there is no reason for it to be a *poof*
)> )halftime.  It should just be a freeze.  The *poof* completely upsets the
)> )game, destroying kills, killing armies, and possibly making it
)> )impossible to regain a base.  Personally, I'd like to see overtime done
)> )with a freeze instead of a *poof*, but I think that I can bring that up
)> )later.
)> 
)> This would be a possible worthwhile comprimise, if other halftime opponents
)> feel the same way.
)Compromise?  A lot opponents think the freeze is better, but certainly
)don't support it (based on the reponse last time).  

Yes, this is the definition of 'compromise.'
Here's a plan suggested by Chris Siebenmann (Gadfly) which may be more
acceptable to you guys.

At the halfway point, if all ships are in green alert, the game is
paused.  If, at any time in the next 5 minutes, all ships are in 
green alert, the game is paused.  From 5-10 minutes from the halfway
point, if there is any time when no ships are in red alert, the game
is paused.  At 10 minutes from the halfway point, the game is paused
regardless.  No ships are blown up.

This would allow the benefits of halftime without overly disturbing
the flow of the game.  Comments?
 -Tom
From: ss72+@andrew.cmu.edu (Sean Christopher Simmons)
Newsgroups: rec.games.netrek
Subject: Re: DD's need improvement!
Date: 25 Jan 93 17:46:42 GMT
Article-I.D.: andrew.IfN=EWO00VpN83P1Im
	<1jps2fINNrko@geraldo.cc.utexas.edu>
Distribution: rec
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 22-Jan-93 Re: DD's need
improvement! Jim McCoy@ccwf.cc.utexas (1468)

> > So what can be done about DD's?  I like ZZ's idea of reducing max
> > armies DD's can carry to 2 and give it warp 11.  This would turn it
> > into a fast penetrator.  It might also become a good ogger (perhaps
> > too good?).

> Why drop the army limit?  This seems to make it a heavy scout (or perhaps
> you could equal it out by eliminating the scout's ability to carry armies
> :) and the extra point of warp is not really worth the loss of the ability
> to take any planet on a single trip.


	Important to note that I also suggested lowering the SC's capacity to 1
army.  Otherwise, the 2 army DD would be pretty redundant, even at warp
11.

ZZnew guy
From: jwest@weevil.frc.ri.cmu.edu (Jay West)
Newsgroups: rec.games.netrek
Subject: Re: How many +'s to use for carriers
Date: 25 Jan 93 21:06:55 GMT
Article-I.D.: weevil.JWEST.93Jan25160655
Reply-To: jwest@frc2.frc.ri.cmu.edu (Jay West)
Distribution: rec
Organization: Field Robotics Center, CMU


There is no set convention on using +'s to indicate the number of
armies someone is carrying.

What I see most often:

F3->FED e++

indicate e carries - that's it.  Not e carries 2, e carries 2 more,
just plain e carries.  e+ e+++ e++++ are all equivalent.  e++ probalby
arose because of all the C programmers and because it's faster than
typeing 'e carries'.

The number of armies isn't all that important - the fact that he is
carrying, regardless of number, makes him a high priority target.  Who
cares if he has 2 or 3 or 4 or 5 or 6 or 7.  He's about to take a
planet, or at least drop on one.

If you want to know how many armies he is likely carrying, look at the
number of kills he has and the type of ship he's in.

When I see:

F3->FED e+++++++++++++++++++++++++++++++++++++++++++

my interpretation is someone wanting to catch my attention on the
message board.


West
HARM
Newsgroups: rec.games.netrek
From: edsall@dxcern.cern.ch (David Edsall)
Subject: NEEDED: Server for a machine in Europe
Summary: I'd like to install a server
Keywords: netrek
Organization: CERN European Lab for Particle Physics
Date: Mon, 25 Jan 1993 19:20:27 GMT



   I'm starting a netrek players group at CERN ( Centre European pour
Recherche Nucleaire ) in Geneva, Switzerland. I have succesfully installed a
client on a DECstation 5000 and the lag between here and the US isn't bad.
However, I'd like to install/find a server here in Europe so that more users
can play. Can someone point me to a binary or source code for a server and/or
other sites here in Europe with a server that I can play on?


    Thanks,


     Dave  ( Lesbian on Bronco, doorstop, netrek.iastate )



-- 
   ***    ----         +--------------------------+---------------------------+
  '0   *`  e+          |David M. Edsall           |         INTERNET:         |
< _*/  *`          \   |Research Assistant        |      edsall@cern.ch       |
    `*  *`             |CERN DELPHI Collaboration |  BITNET: edsall@cernvm    |
      `* *`     /      |Ames Group               \|/ HEPNET: vxcrna::edsall   |
  |    `*-*-****|    | +--------------------------+---------------------------+
                \      |PPE Division  CERN       /|\    "Gravity is not       |
                       |CH-1211 Geneve 23         |  responsible for people   |
    \              /   |Switzerland               |      falling in love"     |
           e-          |Voice: 767-2933           |   - "Big Al" Einstein -   |
          ---          +--------------------------+---------------------------+
-- 
   ***    ----         +--------------------------+---------------------------+
  '0   *`  e+          |David M. Edsall           |         INTERNET:         |
< _*/  *`          \   |Research Assistant        |      edsall@cern.ch       |
    `*  *`             |CERN DELPHI Collaboration |  BITNET: edsall@cernvm    |
From: noah@cad.gatech.edu (Noah White)
Newsgroups: rec.games.netrek
Subject: Strange Server problem
Date: 21 Jan 1993 21:23:18 -0500
Organization: Georgia Institute of Technology
Distribution: usa
NNTP-Posting-Host: cae.cad.gatech.edu


  Hi all I am having a wierd problem with my server. It seems that players
DI have been reset and Offense and Defense numbers are way screwed up. For
instance one player has a 0 offence and a 2779.86 Defense. Any ideas. Oh I did
change tmode in the middle of a game, (ie: from 4-4 to 3-3) might this be
the cause?

				-Noah


-- 
Noah White                                 Internet: noah@cad.gatech.edu
CAE/CAD Lab Staff & USENET Administrator
Georgia Institute of Technology
"Wheel in the sky keeps on turin. Oh I don't know where I'll be tomarrow."
From: spot@CS.CMU.EDU (Scott Draves)
Newsgroups: rec.games.netrek
Subject: Re: Scattered Pops in INL- I vote NO!
Date: 22 Jan 93 07:27:02 GMT
Article-I.D.: cs.C18vDJ.FI6.1
	<1jka2b$n1v@agate.berkeley.edu> <63585@mimsy.umd.edu>
	<srt.727642099@aerospace.aero.org>
Organization: School of Computer Science, Carnegie Mellon University
Originator: spot@FORTRAN.FOX.CS.CMU.EDU



wreck> The whole issue boils down to this: do people think that it is
wreck> interesting and valuable to be able to mentally track pop times
wreck> and have an idea of when the next pop will be?  I don't.  That
wreck> is bogus.


is it interesting and valuable to be able to aim torps? it's a far
more mechanical decision, but is also an important part of the game --
you would never suggest allowing auto-aim, would you?

the interesting part of keeping the 40 second pop isn't knowing how
long it is to the next pop, it's judging what to do with that
information.  sometimes the decision is simple (eg if there are *no*
armies to be bombed and lots of time on the clock), but usually it one
faces situations like

there are 2 armies on their homeworld.  there is a carrier with 4
armies headed for your front line. 20 seconds remain on the clock.
what do you do?  10 seconds?

you have a kill, and there are spare armies on your front line.  you
*might* get to the armies first if you tried, but you would have to
pause to refuel before going for a planet.  there are 4 armies on an
enemy agri, but they are defended by a DD.  30 seconds remain on the
clock.  what do you do?  20 seconds?  10?

Mergatroid
-- 
				orgasm
Scott Draves			nitrous
spot@cs.cmu.edu			death
From: books@fsunuc.physics.fsu.edu (Roger Books)
Newsgroups: rec.games.netrek
Subject: Re: Pop Timer
Date: 26 Jan 93 14:30:15 GMT
Organization: FSU nuclear physics

In article <QfN=O0K00VpNM3P1kp@andrew.cmu.edu> ss72+@andrew.cmu.edu (Sean Christopher Simmons) writes:
>	I think that an important point when declairing or not declairing the
>Pop timer illegle is that it is independant of the client.  It doesn't
>get info from the client, nor does it provide info to the client.  If I
>wanted to put a clock down next to my monitor, would this be illegle? 
>What if I modified the clock for 2/3 RPM?  Mods that others have
>suggested that detect cloakers, show phaser circles, etc are NOT client
                                 ^^^^^^^^^^^^^^^^^^^
>independant.  This seems like an important distinction to me.  Am I
>completely off base?
>
>ZZnew guy
>

Showing phaser circles can be independant.  I could write a program
that put circles with a + at the center and no border, then just place 
it on my ship.  Or I could print a proper size transparancy and attach
it to the screen. (Static from the screen would actually be enough to
hold it up.)  I haven't played with it but I think I could write a program
that would show where I needed to shoot for torps to hit by being a "pass 
through" to the real client.

If someone wants to cheat there's not a thing you can do about it.

Cirdan

Roger
books@fsunuc.physics.fsu.edu
From: paulsen@eniac.seas.upenn.edu (Brian Paulsen)
Newsgroups: rec.games.netrek
Subject: Re: cloaking after gettin tractored (strange)
Date: 21 Jan 93 20:27:38 GMT
Distribution: usa
Organization: University of Pennsylvania

In article <1jkua5INN33e@sal-sun122.usc.edu> takekosh@sal-sun122.usc.edu (Tetsu Takekoshi) writes:

>the other day on calvin, i was screaming into an ear LPS (ear@1 veg@0) at a
>rather opportune moment, when i ran out of fuel right next to Jack Straw (Ben
>Polk) who popped in with a brand new ship.  "oh *^%&*%$ !" i crawled the
>remaining 2 millimeters to ear while getting my butt phasored, and gained enough
>fuel to recloak.  i did so, locked on, and then held the x key down (drop
>armies).  instant genocide.  the strange thing is that Ben tractored me the
>instant he saw me.  he was in range with a brand new ship.  we tried it again
>afterwards on a neutral planet and i discovered it is possible to orbit for a
>fraction of a second even while being tractored.  we were both in CAs.  is it
>really possible to drop armies this way, or did Ben screw up the tractor
>accidentally?  i tried reconstructing the situation CA tractoring a
>cloaked-carrying CA but dropping didn't work.

Geez, another secret of the game given away.  This is what truly seperates
the clued from the unclued.  At one time, people didn't know that you could
phaser on the galactic - now, many know (but few actually do - we planet
scums love those that don't!)

Anyways, the truth is that whenever you orbit a planet or dock on to a base,
*all* T/P's that were on you are turned off.  This is supposed to make it
easier to tow a person who needs help.  It also makes it possible to drop
armies after you've been T/P'd.  So, the thing to do if you get tractored
off a planet is to relock on it and start dropping again.

Brian
From: aqw@cs.bham.ac.uk (Andy Williams)
Newsgroups: rec.games.netrek
Subject: Re: European MetaServer?
Keywords: Metaservers
Date: 20 Jan 93 12:27:48 GMT
Organization: The Istari Council

In article <37Sn03fmc9X.00@amdahl.uts.amdahl.com>, fadden@uts.amdahl.com (Andy McFadden) writes:
> So far I have refused to give out the MetaServerII sources because I didn't
> want to have several different sites constantly bombarding the servers.
Good reason.

> However, trans-continent + trans-Atlantic + trans-Europe is unreliable at
> best, and it doesn't make much sense for players in the U.S. to see servers
> which they can't really play on anyway.
True, but most sites in Europe have better connections to the U.S. than
each other!

> 
> So, it might be a good idea to have a copy of MS-II running in Europe, with
> just the European servers.  It won't be one-stop shopping anymore, but at
> least it will be accurate.
I am under the impression that most European players play on their
nearest/local servers and in the U.S. The accuracy gained would be a
big plus though.

> 
> Servers which *are* played on regularly by U.S. players (e.g. legend and bham)
> could be listed on both.  I could also try to rig up something which would
> periodically connect to the other server; maybe it would keep track of when
> it last looked, and when somebody requests the information it would go and
> get it if it hadn't requested an update for a while.  (This is to avoid having
> to use the listen program.)
Why not have a full listing on both? Each MS only checks servers it is
responsible for and gets the rest of the info. from the other MS. e.g.
the European MS would only check European servers and get other server
info. from charon. If one of the MS's is down, then there could be an
option for the other MS to get the info directly from the servers.

> 
> Anyway.  This is for the benefit of the European players, so they're the ones
> who ought to decide.  I'm not going to tally votes; I just want to know what
> you think.  If you have strong opinions either way, post a message.
Comment's anyone?

P.S. I would be willing to run a MS here @bham.

> 
> -- 
> fadden@uts.amdahl.com (Andy McFadden)
> [ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]


Andy.
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 25 Jan 1993 19:54:11 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1993Jan25.190243.23729@pasteur.Berkeley.EDU> von@cory.Berkeley.EDU (Steve Von Worley) writes:
)>
)>Why do so many posts out of CMU start with 'this is stupid'?  Can't you
)>guys accept that you are not necessarily the repository of all netrek
)>wisdom?
)
)Maybe so many responses to your posts start out with 'this is stupid'
)because they think your ideas are stupid?

Halftime was not my idea.  There are a lot of people who like it.

)>The Council in the past has unanimously agreed that all games should be
)>played on identical servers; it is very unlikely that this will change.
)>Your argument is spurious; if both captains want to play a 15 minute
)>game, can they do that?
)
)Please remove the pause feature, then.  A pause inserts a random, 
)disturbing inhomogeneity (is that a word?) into the flow of the game.
)Especially when people use it for conveniences like going to the
)bathroom.

Oh, God forbid that anyone actually have to go to the bathroom some
time in a 2.5 hour period.  If you think netrek is more important
than going to the bathroom you need some perspective.

)>The Council will be discussing halftime again.  I intend to push
)>strongly for a halftime, a shorter game, or both.  
)
)Shorter game?  Why?

Because--get ready for a bulletin here--some people think the games
last too long.  They are grueling and they don't really give an underdog
a chance for an upset.

)One of the attributes of a great netrek team is the ability to stay
)cohesive under pressure.  This means the ability to maintain roles,
)follow orders, etc., even when things look hopeless.  Another
)quality is that the team can communicate well, either verbally or
)via messages, even in the face of seemingly negative odds.
)
)One might say that the two attributes above distinguish a good team
)from a mediocre one.
)
)Unfortunately, halftime reduces the importance of the two attributes
)mentioned above, since there is a period recuperate from loss-induced
)spazzing.

One of the attributes of a good basketball team is the ability
to stay cohesive under pressure.  This means the ability to maintain
foles, execute plays, etc., even when things look hopeless.  Another
quality is that the team communicates well on the court, even in the
face of seemingly negative odds.

One might say that the two attributes above distinguish a good team
from a mediocre one, all else being equal.

So should the NBA go to one 48-minute period?
 -Tom
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA