HDTenEightyP/NetNews huggingface dataset:
From: dani@netcom.com (Dani Zweig)
Subject: Re: legends
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Date: Fri, 8 Jan 1993 03:54:40 GMT

tonyd@lclark.edu (Anthony Davis):
>if i started a position in legends, what campaign and character option would 
>you recomend?

This is too big and too general a question to answer with specifics.
I'd suggest starting with a Hero position -- the cheapest way to get
some experience and a feel for the game -- and not worry too much
about making mistakes -- You'll know for next time.  When you've picked
up a general understanding of what works and what doesn't, you can drop
your position (or keep it, if you're having fun) and start a new one,
without what you perceive to have been your mistakes.  

For a good general Hero character, put 20-24 points into personal
combat, put 30 points into an arcane skill (a priest of the religion
that seems to have the best spells or a member of the school of magic
that seems best to you), and the rest as you see fit.

The bottom line is, no matter how much good advice you get, you're
going to mess up the first time you try to play, simply because it's
complicated.  So start with a just-for-practice position and see how
you like the game.

I don't think it matters much whether you go into a regular "North
Island Campaign" game or a regular "Realm of the Immortals" game.
Call MG's accounting number (503-772-6301) and ask what option would
be fastest.  Setups generally take a long time.

>also... if anyone could explain statuses to me, i would be most grateful.

You can improve your character's abilities dramatically by acquiring a
status.  For example, you can become 'enchanted' by casting an 'enchant'
character spell on yourself (or having someone else cast it), you can
become 'blessed' with a 'bestow divine blessing' spell, etc.  (The better
statuses are harder to get.  For example, for netherworld status you
need a fourth-level spell, which isn't that easy to get, and it takes
a fifth-level spell to become a vampire.)  Some statuses can also be
acquired by affliction (eg, getting a higher-level vampire to bite you)
or through magic items or divine intercession.

Once you have a status, you have a chance of 'morphing' into a higher
level of that status every time you go into combat and at the end of
every month.  There are five levels, and the top levels (which are
almost impossible to reach) are very very powerful.

There are no bad statuses, in my opinion.  Vampire is one of the
most powerful, but a lot of people have anti-undead spells.  Blessed
is weak, but it seems to come with a better chance of morphing.
Netherworld is most useful for combat types (good bonuses and it's
easy to spread) but until recently morphing has been a problem.
If you can't get a status then eventually you will spontaneously
acquire 'local hero' status -- which doesn't seem to be very good.

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

   Aphorism is better than none.
From: amead@s.psych.uiuc.edu (Alan Mead)
Subject: Re: Galaxy Playing (was Re: Galaxy Turn Format)
Organization: UIUC Department of Psychology
Date: Thu, 7 Jan 1993 06:01:24 GMT

M22367@mwvm.mitre.org writes:

>An automated Galaxy playing program might lose quite quickly if it did not
> 
>The Tintin (Russel's Game #4) have fought all their wars with at least one
>ally seperating them from their opponent.  Had I taken my neighbors out earlier

Er, I think Photons bordered you, no?  Anyway, YES the concept of an
automated player is facinating, but I never thought about diplomacy.
Certainly you could have it spit out pre-prepared messages ["Tinin, I
intend to attack Party Monsters.  Stop.  I still intend to attack
Photons.  Stop.  Hope you will support your ally.  Stop.  -Jagdein"].

But I don't see how it could process a natural language message (even
for the limited domain of a game of Galaxy) unless you have a long,
long rainy weekend to devote to that part of the program.

In my conceptualization, the galaxy computer player could be of one of
two models.  Model 1 is like an expert system.  Each planet and group
makes decisions based upon a number of if..then.. rules.  There may a
certain amount of ambiguity possible (or not) in the rules which may
complicate programming.  How do you tell if your neighbor is
"threatening" etc...

Model 2 uses uses, say, three agents.  Agent zero is a "super-ego" that
regulates all other (usually competeing) agents.  Agent zero may be
constructed from model 1 or not.  Agent 1 is entirely occupied with
development of owned worlds.  Agent 2 is entirely occupied with
developing an effective navy and aquireing new worlds.  In the simplest
senario, agent zero just rolls a die to decide which subordinate agent
makes the production decision for a particular world.  The
agressiveness or peacefullness of a race could be manipulated by
changing  the probability of agent 1 winning decisions.

Further, you could expand the second conceputalizaion so that there are
multiple agents within the "peace" side of things and multiple agents
within the "fleet" side of things.  Maybe one "fleet" agent wants to
place a COL route, another wants a CAP route and a third wants to
change the production type to Drone (to gather information) while the
last wants to produce warships.

And so on.

I've even thought about running a computer tournament where only
programs could play.  How many people would be interested in submitting
code?  Not too many, I suppose :(  Potentially, a good computer player
could revolutionize the present game.  It would allow you to play an
entire game in a weekend for practice...

-alan mead
Newsgroups: rec.games.pbm
Subject: *** Galaxy - Solar ***
From: cctr128@cantua.canterbury.ac.nz (Mr K Osborn)
Date: Tue, 5 Jan 1993 02:03:04 GMT
Organization: University of Canterbury, Christchurch, New Zealand.
X-Newsreader: TIN [version 1.1 PL8]


Howdy all,

this is to let you all know that Rob McNeur's mailer is down.  It appears
that it will be down for the next TWO WEEKS, so don't panic if you don't
hear from him for the next wee while. 

Please DON'T mail me galaxy turns or request as I get charged for incoming
mail an I'll get pissed B^) .

See ya,
Kelwyn
Newsgroups: rec.games.pbm
From: rgv9488@ritvax.isc.rit.edu
Subject: Corporate Takeover 2030
Reply-To: rgv9488@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Wed, 6 Jan 1993 23:46:46 GMT

For those of you who've sent replies expressing interest in the game,
thanks, your startup info will be sent out soon. Sorry for the delay, 
my computer malfunctioned recently, causing a large amount of my info 
to get scrambled. I'm almost done fixing it. Thanks for the support,
and good luck, you'll need it!
Newsgroups: rec.games.pbm
From: dani@netcom.com (Dani Zweig)
Subject: Legends: Spirit of the Dead
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Date: Thu, 7 Jan 1993 00:42:11 GMT

Does anyone know what status "Spirit of the Dead" can afflict?

(I'm under the impression that SotD is the status above Vampire
Lord on the Vampire status tree.  Is this true?  Can SotD afflict
a character with the status of Vampire Lord?  If so, does anyone
know the status id of Vampire Lord?)

advTHANKSance.

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

"The best lack all conviction, while the worst
 Are full of passionate intensity." -- W.B. Yeats
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: rec.games.pbm
Subject: Re: DM beginner questions
Date: 7 Jan 1993 17:24:09 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: milhouse.caltech.edu
Originator: johnjohn@milhouse

In article <184812@pyramid.pyramid.com> khearn@pyrps5.eng.pyramid.com (Keith  
Hearn) writes:
>In article <1ie5v7INNjmb@gap.caltech.edu> johnjohn@cco.caltech.edu (John  
White) writes:
>>In article <184792@pyramid.pyramid.com> khearn@pyrps5.eng.pyramid.com  
(Keith  
>>Hearn) writes:

>>>I have a Parry-Riposte that I
>>>made up before I knew anything, and now that I've got the Red Book, I
>>>realize that his stats are quite unsuited for a PR, at least according
>>>to the info about PRs in the Red Book. Should/can I DA him right away
>>>and avoid wasting time and money fighting a warrior who is likely to
>>>have little chance of developing into anything of value?
>>
>>Depends on the stats.  What are they?
>
> 19-10-8-8-10-19-10

I agree that these stats are probably not well suited to a PR.  I personally  
look for high wit/deft, with a reasonably high will.  And some speed, if I  
can get it...

>Like I said, I didn't know what I was doing. I think I'll try some
>really aggessive lunging with him (10-10-10 L), for a few fights and
>see if he can do anything, but I'll prolly end up DAing him before
>long, unless someone can convince me that he is worth anything.

_I_ wouldn't keep him that long, DA'ing right away, but that's up to you.   
_I_ don't think he's worth anything, but that, again, is up to you.

>I gave him a longsword for his first fight, not realizing that he
>didn't have the wit or deftness to use it. Needless to say, he didn't
>do well at all. He lasted into the second minute, but never even
>managed to take a swing. 

Just because you don't have the stats for a weapon doesn't mean that you  
_can't_ use it.  It just means that you use it with some penalties, is all.   
LO is a fine PR weapon.  However, I would be suprised if anyone made a PR  
that wasn't well suited to the EP.  Those would be the bare minimum wit/deft  
for me.

>I sent in strategy for his second turn a few days ago. I decided to
>try two shortswords. Looking at the weapons charts that just got
>posted, I see he doesn't have the wit to use them, either. Oh well.
>Next time I'll know better. Looking at the weapons charts, it looks
>like the only weapons well suited to a PR that he can use are the
>short and long spears. I'll give them a try, I guess. 

:-)  You "need" size 9 for LS, but again, you'd just use it with some  
penalty.  Again, I would DA almost instantly, though.

Just my opinion.

John White
Newsgroups: rec.games.pbm
From: ewalents@magnus.acs.ohio-state.edu (Erich Walentschak)
Subject: DM
Organization: The Ohio State University
Date: Tue, 5 Jan 1993 05:42:11 GMT

Just a few Duelmaster things I'd like to ask the world.

1.  I just got my first invite to ADM (after way too many deaths in the 
Champions).   He's a Basher going to Free Blades.  My 1st question on him, is 
regarding his favorite weapon.  Its a Medium Shield!!  Talk about bummer luck.
Has anyone tried using it much with a basher.  I have done it, but only with 
those basher that are 18CN 20SZ.  This guys got a 4 CN.  For laughs I sent 
him out on his 1st turn there 10-10-10 D N with 2 MEs.  Why not!  Im immortal!

2.  Anyone out there willing to trade info on Free Blades or at least drop me a
somewhat current list of styles?

3.  I have a stat/skill chart, but from what Ive been reading, its out of date.
Could I get an updated one from someone?

4.  Finally, at first I thought I was making the trek to Arizona, but it looks 
like the pocketbook isnt going to allow it.  Is anyone going that would be 
willing to proxy a few warrios? (No more than 10)  If someone does, I can 
upload a fairly decent list of warriors styles from various arena  I and 
otheres have compiled over the past few tourneys. (Assuming I can  figure this 
blasted software out!  :> )

Ok, thats it.  I dont ask for too much huh?
Good luck to all in the upcoming tourney.

Erich
The Wizard
Arenas 5, 11, 17, 28, 65, 73, 103
Newsgroups: rec.games.pbm
From: M22367@mwvm.mitre.org
Subject: Re: Galaxy: A modified battle algorithm
Organization: The MITRE Corporation, McLean VA 22102
Date: Wed, 6 Jan 1993 18:38:27 GMT

 
I think implementing the concept of retreat (variously called several other
things in this thread) is reasonable.  Probably the simplest way would be:
 
   1) Fleets fight until one side is reduced to x% of its original size
   2) An additional round of combat occurs, but if a fleeing ship comes up as
      firing, the shot is ignored.
   3) Surviving fleeing ships return to their origin or head for the
      nearest friendly planet
 
Users could set the "Flight" percentage for their race (flee after 10% lost,
flee after 60% lost, etc.) to give some style to their fighting.  The percentag
could be tonnage or number of ships (whichever makes most sense).
 
One could potentially add the bit about non-combatants on the losing side
immediately trying to flee if all combatant vessels on the losing side are
destroyed.
 
Does that sound workable?  Nothing too weird would happen - enemy ships would
not be allowed to remain in the same system, combat interaction would remain
the same, players would be responsible for the suicide missions of their
crews.
From: sutin@ra.UCSC.EDU (Brian Sutin)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Playing (was Re: Galaxy Turn Format)
Date: 8 Jan 93 04:05:33 GMT
Organization: Lick Observatory UCSC
NNTP-Posting-Host: ra.ucsc.edu

In article <1831@idacrd.UUCP> desj@ccr-p.ida.org (David desJardins) writes:
-Brian Sutin <sutin@ra.UCSC.EDU> writes:
-> What would be more useful would be a dumb program to make orders for
-> dropouts and hopeless positions.  Right now, entire empires just grind
-> to a halt at finals week.  Not very realistic.  The program would not
-> have to be very smart, just make up things for ships and planets to do.
-
-Hmm.  On the contrary, I think this might be harder than an automated
-program.  I have had the experience from time to time of missing a turn,
-and finding out that what my routes did automatically (since I missed
-the chance to change them) was worse than nothing at all.
-
-If you are doing a lot of planning and scheduling, having your
-transports go off half empty to a faraway destination where they really
-don't belong might well be worse than having them just sit around for a
-turn.
-
-                                        David desJardins

No, that is not what I meant.  The program is not supposed to save your
butt if you miss a turn.  The program makes your position do something
after you have quit.  This way, empires look alive, even if there is no
brain behind the movement.

I wrote a program which will do a good job running cargos around an empire.
I was using it in Galaxy 6 until I decided to commit suicide a few turns ago
to concentrate on Galaxy Beta.  The program does a better job than I can,
as long as the empire is not growing quickly (which is why I do transport
by hand in Galaxy Beta now).

Brian Sutin				sutin@lick.ucsc.edu
Lick Observatory, UCSC			Santa Cruz, CA 95064
    Fred:   "May I rescue you?"
    Ginger: "No, thank you.  I prefer being in distress."
Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: Gag game running?
Organization: Department of Astronomy, University of Virginia
Date: Wed, 6 Jan 1993 22:19:52 GMT

Has anyone heard anything from the GAG galaxy game since christmas? I
tried to submit my new turn but the server replies that game 'Omega'
is unknown. Perhaps I made a resolution to forget how to spell...

Newsgroups: rec.games.pbm
From: dani@netcom.com (Dani Zweig)
Subject: Legends: Change in Netherworld Status
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Date: Wed, 6 Jan 1993 23:20:45 GMT

Two of my characters morphed in combat from Netherworld to Netherworld this
turn, so I called MG to ask.  It seems that MG finally took note of the
fact that Netherworld never morphs, so you now have a choice between 373,
which can afflict but can't morph, and 1801, which can morph but not
afflict.  (I was told 1801 on the phone.  Could he have meant 1851?)

What I was told was that 373 characters can afflict themselves with
1801, and that they were automatically being combat-morphed to 1801, 
but that they could ask to be changed back.  

I suppose they'll get around to making an announcement...

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

Roses red and violets blew
  and all the sweetest flowres that in the forrest grew -- Edmund Spenser
From: ma_blase@csd.uwe.ac.uk (Fox)
Newsgroups: rec.games.pbm
Subject: New Galaxy Game
Date: 11 Jan 93 12:16:19 GMT
Organization: University of the West of England, Bristol
X-Newsreader: Tin 1.1 PL5

Very limited places

Mail immediately

Galaxy v3.31 running Unix

Fox
-- 
 |\_/| F 	'Merlin, are you a dream?'
 \O O/ O   	'A dream to some, A NIGHTMARE TO OTHERS!'
  \o/  X	       	 	         	    - Excalibur
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy: A modified battle algorithm
Date: 6 Jan 93 22:46:52 GMT
Organization: IDA Center for Communications Research, Princeton

M22367@mwvm.mitre.org writes:
> I think implementing the concept of retreat (variously called several other
> things in this thread) is reasonable.  Probably the simplest way would be:
 
> Does that sound workable?  Nothing too weird would happen - enemy ships would
> not be allowed to remain in the same system, combat interaction would remain
> the same, players would be responsible for the suicide missions of their
> crews.

Yes.  This seems like the first workable proposal I have seen along
these lines.  (I think any scheme which allows enemy ships to remain in
the same system is very likely to have a nasty potential to create
endless battles.)

> One could potentially add the bit about non-combatants on the losing side
> immediately trying to flee if all combatant vessels on the losing side are
> destroyed.

Indeed.  I doubt that this is too common though; I would think that the
unarmed ships would normally be destroyed first.

                                        David desJardins
From: ewalents@magnus.acs.ohio-state.edu (Erich Walentschak)
Newsgroups: rec.games.pbm
Subject: Re: DM rollup - request comments
Date: 12 Jan 93 06:06:28 GMT
Distribution: usa
Organization: The Ohio State University

With starting stats of 13-6-14-9-9-14-5, I would probably end up with something
like 13-6-14-15-11-14-11.

IMHO, you have to look at a warrior, and realistically ask yourself, 'Is this 
guy going to Primus?'  If you decide that he isnt, you save yourself alot of
worries and you can begin to work on winning with him right now rathar than
developing over time.  You cant get this guys WT/WL high enough, no matter what
you do, to give him enough potential to be a TC in the champions.  So, try and
get as many wins as you can while he's around.  The 11 DF is a real important
breakpoint and you always want to shoot for it except in extreme circumstances.
As to what style to make him depends on your arena.  Are there more offensives 
or defensives in your arena.  If its mostly defensive, make him basher.  
Offensive, make him striker or slasher (yes I said slasher).  I happen to like 
slashers for that type of warrior because they 'USUALLY' pick up a broader 
range of skills than strikers.  All my strikers seem to take one skill area and
have 15-20 skills in it before they pick up 5 in anything else.

Well, those are my opinions, take em or trash em.

Erich
'Wiz'
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Playing (was Re: Galaxy Turn Format)
Date: 8 Jan 93 02:31:16 GMT
Organization: IDA Center for Communications Research, Princeton

Brian Sutin <sutin@ra.UCSC.EDU> writes:
> What would be more useful would be a dumb program to make orders for
> dropouts and hopeless positions.  Right now, entire empires just grind
> to a halt at finals week.  Not very realistic.  The program would not
> have to be very smart, just make up things for ships and planets to do.

Hmm.  On the contrary, I think this might be harder than an automated
program.  I have had the experience from time to time of missing a turn,
and finding out that what my routes did automatically (since I missed
the chance to change them) was worse than nothing at all.

If you are doing a lot of planning and scheduling, having your
transports go off half empty to a faraway destination where they really
don't belong might well be worse than having them just sit around for a
turn.

                                        David desJardins
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: rec.games.pbm
Subject: Re: DM: Help Wanted With Roll-Up
Date: 7 Jan 1993 17:24:29 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: milhouse.caltech.edu
Originator: johnjohn@milhouse

In article <1993Jan6.215654.10100@news.tufts.edu> gharris@jade.tufts.edu  
(George W. Harris) writes:
>In article <1ie5v5INNjma@gap.caltech.edu> johnjohn@cco.caltech.edu (John  
White) writes:
>>In article <kF0wwB1w165w@Micor.OCUnix.on.ca> crip@Micor.OCUnix.on.ca  
(Garth  
>>Werner) writes:
>>>gharris@jade.tufts.edu (George W. Harris) writes:
>>
>>>> 	10-13-9-13-10-5-10.
>>>> 
>>>> Any suggestions?
>>
>>>        My personal suggestion is for trying 11-13-9-17-15-6-13 as a 
>>>Parry-Strike.  That's been one of my pet styles for the past few months.
>>
>>P-S?  On a size 9 with a 6 speed?  Really?  Hmmm...

To be more specific, I would think it more likely to see a size 6 speed 9  
PS, not the other way around...

>	Hmmm.  Well, I was leaning towards the waste, but I've never run a 
>Parry-Strike, and I'm always itching to try something new, so I think I may
>give that a go.  It certainly looks reasonable.  

I knoow of someone who ran a speed 3 PS, just so you know.  It didn't turn  
out to be a god, but he was decent.  I would take Garth's suggestion, due to  
the 15 will.

My ever-fluid opinion. :-)

John
From: mckinney@cs.utexas.edu (Durwood Y. McKinney)
Newsgroups: rec.games.pbm
Subject: Re: Hmmmmm, for those who play games... :)
Date: 4 Jan 1993 16:50:49 -0600
Organization: CS Dept, University of Texas at Austin
Distribution: na
NNTP-Posting-Host: cash.cs.utexas.edu
Keywords: newsgroup FBI

In article <1993Jan4.214206.11171@netcom.com> cinnibar@netcom.com (Jeff Wood) writes:
>it turns out that person is not in 'our' game number.  And I'm sure people
>dislike to have those types of inquiries posted here along with the discussions.

Well, this newsgroup doesn't get _that_ much traffic - the only way I
hear about these non-internet PBM games is by people talking about them.
I'd say go ahead and do your "call for allies" in this group and we can
worry about splitting if/when the volume of postings goes up too much.

Ken McKinney