HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.netrek
Date: Tue, 26 Jan 1993 11:18:21 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: DD's need improvement!
	<106461@netnews.upenn.edu>

bellew@pixmap.seas.upenn.edu (Douglas V Bellew) writes:
> In article <1993Jan24.123142.63112@cc.usu.edu> sl7sg@cc.usu.edu writes:
> 
> :>      Uhhh, no.  Let me show you some stats:
> :>
> :>Scout;      Torp Damage: 30    Torp Speed: 16
> :>Destroyer;  Torp Damage: 30    Torp Speed: 14
> :>Cruiser;    Torp Damage: 40    Torp Speed: 12
> :>Battleship; Torp Damage: 40    Torp Speed: 12
> :>Assault;    Torp Damage: 30    Torp Speed: 16
> :>Starbase:   Torp Damage: 30    Torp Speed: 14
> 
> Ah... is this some server that I was unaware of?
> I was under the impression that the stats are as follows:
> 
> Scout;      Torp Damage: 25    Torp Speed: 16
> Destroyer;  Torp Damage: 30    Torp Speed: 14
> Cruiser;    Torp Damage: 40    Torp Speed: 12
> Battleship; Torp Damage: 40    Torp Speed: 12
> Assault;    Torp Damage: 30    Torp Speed: 16
> Starbase:   Torp Damage: 40    Torp Speed: 14

You're both wrong (god I love saying that :-)

SC damage is 25, and SB damage is 30.

	joe
	Lamb, Leg Of
Organization: Senior, Chemical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 27 Jan 1993 15:53:21 -0500 
From: Kevin Michael Bernatz <kb32+@andrew.cmu.edu>
Subject: Re: From the CounCILboY: Your news reps are... [drum roll]
	<1993Jan26.182610.2015@coe.montana.edu>

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: From the
CounCILboY: Y.. Jaye Mathisen@cs.montana (2431)

> a)  I'm not your mother, you guys are all adults.  You could've mailed me
> and asked me what it was.  The fact that nobody responded on RGN is not
a factor.

Then why didn't you respond to the request on RGN?  Or can't you read
RGN everyday.. or do you have selective reading..which could explain the
results.

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: From the
CounCILboY: Y.. Jaye Mathisen@cs.montana (2431)

>  and it was more than a day before the end of
> voting.  

Ohhh, more than *A* day!  Oh, humblest of mortals! How can we ever be
worthy of such efficient notification!  Please, please, please forgive
our poor unworthy souls.  We grovel in your shadow oh Great One.

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: From the
CounCILboY: Y.. Jaye Mathisen@cs.montana (2431)

> d)  As to the pathetic # of votes... Who cares.  Obviously not enough
> people thought it was important enough.  Hell,  i thought CMU would turn
> in 50 on their own in support of Mergatroid, but that  didn't happen.
> Even the CMU crowd was split up. (nothing against CMU here, I was just
surprised). 

Not nearly as surprized as we were.  As far as I know, more than 6
people have said they voted for Scott.  Yet you only show 6.  You also
fail to realize that the CMU net died AND CMU mail messages were running
2 days behind.  Yet when I posted this no-one said anything about
extending the deadline to counter this problem. 


The point is that the INL council is supposed to represent the INL
community.  CMU is fielding 3 INL teams, all of which figure to have a
chance to win (with TWNN and GB being the most noteworthy competition),
yet they have no member.  I find this totally illogical and is one of
the main reason why I think the INL should be scrapped in favor of a
simple free for all with a rank based system.  This would allow anyone
to form a team and play anyone they wanted.  We have an acceptable
server now and, frankly, I really don't think we need the council
anymore. 

-KB
From: josh@cqs.washington.edu (Josh Hayes)
Newsgroups: rec.games.netrek
Subject: Announcing my retirement
Date: 27 Jan 93 18:21:58 GMT
Organization: University of Washington
NNTP-Posting-Host: pogo.cqs.washington.edu

Not that it matters, really, since I'm not one of the high
muckety-mucks, but I have decided to stop playing for a
while, maybe forever. The game is cutting into my work,
cutting into my free time....not to sound too portentous,
but it's about as close to an addiction as I've experienced.
And the only way to deal with an addiction is to quit, so...

I quit.

Hope you all have good lives.

the doctor  is     OUT
--
  Josh Hayes, Quantitative Sciences HR-20 U of Washington
  josh@mowgli.cqs.washington.edu             206 543-5004
      Old man, how is it that you hear these things?
          Young man, how is it that you do not?
From: steffen@fb3-s7.math.TU-Berlin.DE (Matthias Steffen)
Newsgroups: rec.games.netrek
Subject: Re: New version of metaserver-II client for emacs
Date: 26 Jan 93 11:07:03
Organization: FB3, TU-Berlin, Germany.
NNTP-Posting-Host: fb3-s1.math.tu-berlin.de
In-reply-to: wmperry@ugly.ucs.indiana.edu's message of Fri, 22 Jan 1993 23:28:39 GMT


Might there be a bug in the new metaserver elisp code ? Most of the times I
start it my emacs hangs up in endless Garbage collection...Done, Garbage
collection...Done and the only chance to stop it is killing the whole emacs.
I'm not very fit in elisp programming so I can't find the reason for it
myself. Has anybody else had similar problems and a solution for it ?

Matthias


--
<Matthias Steffen                  | Technical University of Berlin     > 
<steffen@fb3-s7.math.tu-berlin.de  | Department of Mathematics          >
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
From: kumara2@barh1a.its.rpi.edu (Anuj Kumar)
Newsgroups: rec.games.netrek
Subject: Re: Another scum wannabe
Date: 24 Jan 93 19:01:42 GMT
Article-I.D.: rpi.c5m3xj-
Reply-To: kumara2@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.

In article <C1DAoI.Ar7@cs.bham.ac.uk>, jwh@cs.bham.ac.uk (James Hawtin) writes:
|> Hmmm correct me if I am wrong but does not Lynx run it? If he is the server god he can
|> do what it bloody well wants anyway.....
|> 
|> 				James
|> 
|> Commodore wibble


    He's right, Lynx is the server god of the paradise server. He was probably
testing one thing or another, and may have needed t-mode to do it, next time
you guys catch someone, make sure it isn't the server god.

                                                              -slut
                                                               Anuj
From: mlee@soda.berkeley.edu (Michael Lee)
Newsgroups: rec.games.netrek
Subject: Re: A new change suggestion! (I kept it short)
Date: 27 Jan 93 10:35:38 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <C1HE69.IFM@acsu.buffalo.edu> v119matc@ubvmsb.cc.buffalo.edu (Claus Schwinge) writes:
>Something no-one has suggested since UDP came along is changing the speeds
>of all things in the game.  UDP makes it possible to have much more 
>continuity in the game, with less gaps and freezing. So, why not speed up 
>the whole game.  Raise the speed of all things that move (torps, ships,
>plasma's) by 10-25%.  Since people are getting better information now 
>that UDP is along, I think it is time to try speeding up the pace of the

NOT!!!  Sorry, but as a berkeley player, I'd have to totally disagree with 
this idea, which would put most of the berkeley players at a MUCH larger 
disadvantage.  I know everybody jokes about this, but berkeley does have a 
horrid net connection, not to mention it's horrid routers, etc.  Maybe a single
server, but I hope this does not become a tendency towards all netrek servers.
I still get times where my shields don't go up, or where I don't get to see
what killed me.  I hear people playing with the comfortable 5 updates/sec, and
I even heard of the unheard of 10 updates/second, no way for me!
3 updates/second here.

mlee
One
From: jhammond@acpub.duke.edu (John Kirk Hammond)
Newsgroups: rec.games.netrek
Subject: Re: ROBOT SB
Keywords: request
Date: 21 Jan 93 06:04:44 GMT
Organization: Duke University; Durham, N.C.

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
Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: From the CounCILboY: Your news reps are... [drum roll]
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon
Date: Thu, 28 Jan 1993 19:53:47 GMT

exodus@IASTATE.EDU writes
> 
> 
> 
>   Dammit, something better be done about that farce of an
> election! That rinky-f*cking-dink joke of an election really
> irked me off, as I posted previously. You just can't suddenly
> post "these are the cantidates, you have one week to vote for
> one", even though a quarter of them are NOT cantidates! What
> kind of lame sh*t is this? Are you people at INL too goddamn
> lazy to even check back with the cantidates before starting
> the damn voting? Ooooo, I'm mad. You better do that election
> over. You don't post an incorrect list of cantidates, give
> people a week to choose one, and then call it final. You
> are really dooshing the repuation of INL! Grrrrrrrr. Don't
> you think it was a little f*cking obvious something was
> wrong when not a single CMU'er got elected to the council?
> Do it over, and do it right dammit. Sorry to have to b*tch
> like this, but I can't believe you people are passing that
> crap off on us and expecting us to swallow it.
> 
> 
> 
> 					S Charles Sprock
> 					    (Exodus)
]

You have to understand.  Time is very important here.  The INL council has  
to decide about things related to this season *right* now.  It wasn't  
handled in the best possible way, but they didn't really have a choice.   
To call for a revote now would be pretty silly...if you want this INL  
season to work.  I'd like to see the entire council up for re-election  
about the middle of this semester, and this will give the new reps time to  
make decisions on next INL season.

CMU didn't get a rep on the council due to 2 reasons:  1)  the  
andrew.cmu.edu mailing system was 3 days behind at the time. The  
councilboy stated some votes were late...i'd bet they were votes from  
andrew.cmu.edu. 2)  people didn't remeber the voting specifics (like  
address) and the original post probably had scrolled off their newsreader.  

The funny thing is, there are enough players on just MY cmu-inl team to  
have voted in a CMU rep, but, alas, andrew blows-and-rots.

Rob
aka Spaceace!
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: Impact of 40 second pops
Date: 26 Jan 93 18:41:46 GMT
Article-I.D.: cs.C1H59n.4GJ.2
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon

Alec Habig writes
> 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.

Um...I've only used a bomb timer twice...over a year ago, and never while  
I was scout bombing(or in a tournament game, for that matter).  I'm no  
scout bomber.  40 seconds isn't that hard to estimate.  The exact time  
isn't as important as knowing that you *have* time.  I guess I clouded the  
issue by making a statement about the use of a bombtimer, but it *is* a  
completely different issue.  A 10 second bombtimer works nearly as well,  
from my perspective, anyway, since i'm usually taking planets.

> 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.

There is no risk to take.  Imagine this:  you have a taker which carries  
two armies.  Do you ogg him or go to bomb?  (I'm assuming this is an  
example of the choice you have to make, right?)  There is no choice...you  
bomb.  You can simply destroy more armies than killing the 2 on the  
carrier...AND you are more likely to do so.  I think most good scout  
bombers/oggers who know the game would agree.  On a 40 second clock, you  
can make a guess about how much time you have since the last pop and then  
ogg the carrier if you think its best.

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

This is mostly true...and I like this as well.  This way, an ogger doesn't  
need to have a dedicated role as well.  

> 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.

I think a 40 second clock expands the choices of solid team players who  
don't like to do 3 straight hours of a particular netrek-related task.

> 	Alec

Rob
aka Spaceace!
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 26 Jan 1993 11:50:38 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Another scum wannabe
	<cfMaCHK00Vox813Fgi@andrew.cmu.edu>
	<wfN=unG00VpNI3P3Fy@andrew.cmu.edu>


Sean Christopher Simmons <ss72+@andrew.cmu.edu> writes:
>         I've seen this Robot@Nowhere guy scumming on a LOT of servers.  He
> seems to use a 'borg that can get into the g,h,i,j slots -- very
> annoying.  Furthermore, he sends obnoxious messages.  I suggest that he
> be banned from the game.
No!!!!!!!  Don't take away the great Guardian, granter of fuel of
infinite torp streams.  And if you even *think* of messing with the
juice...

	joe
	Lamb, Leg Of
From: sfd@soda.berkeley.edu (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: Re: Pop code compromise?   Plague code?
Date: 28 Jan 1993 22:25:23 GMT
Organization: Metaphor Computer Systems
NNTP-Posting-Host: soda.berkeley.edu

In article <C1JFI4.65s@fs7.ece.cmu.edu> george@ece.cmu.edu (George Cebulka) writes:
)
)In article <1k4gje$rbv@agate.berkeley.edu>, beorn@elk.Berkeley.EDU (Beorn Johnson) writes:
)|>From: beorn@elk.Berkeley.EDU (Beorn Johnson)
)|>	A pop check that runs at less than 40 seconds is bad because:
)|>		3)  Taking an Agri is much harder because they will always
)|>			pop unless you can take it with one ship, or get
)|>			really lucky.
)|>			[ To me this is the strongest argument.  I notice
)|>			a huge difference taking agris on brono. ]
)
)When is the last time you played on bronco?

Arrogant CMU attitude?  What arrogant CMU attitude?

)|>	It seems to me that a scattered pop which checks _one_ planet 
)|>	(selected pseudo-randomly) _each_ second has the following advantages:
)|>		4) Coding is easy.
)
)Good come up with the code then. Also make sure it is bug free.

Shall I post daemonII.c from bezier?  I'll leave it up to you rocket
scientists to decide whether it's bug free.  I have to warn you,
though, it was *really* hard to divide 40 by 40.
-- 
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|                "Spumco ... the Danes call it quality."                   |
\--------------------------------------------------------------------------/
Newsgroups: rec.games.netrek
From: palane@iastate.edu (Paul A. Lane)
Subject: Re: T-MODE scumming
Organization: Iowa State University, Ames IA
Distribution: usa
Date: Fri, 22 Jan 1993 21:40:32 GMT

I wouldn't always assume that someone logged on more than once is
scumming. Occasionally, when I have a friend vist (when noone is
about), I might let him borrow my account on another machine so
that we can both play. Of course, eight might be a bit much!

Newsgroups: rec.games.netrek
From: tsang@cs.washington.edu (Donald Tsang)
Subject: Re: just another t-mode scummer
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Mon, 25 Jan 93 20:19:07 GMT

In article <1993Jan25.102506@IASTATE.EDU> exodus@IASTATE.EDU writes:
>
>Server: netrek.icaen.uiowa.edu, port 2592 (Sturgeon-type server.)
>Last checked at 08:17:16 (6 minutes ago).
>There are 11 people playing here.
>  Type Rank       Name              Login
>F0 BB  Ensign     guest             Bozo@hardy.u.washing     (x 9)
>O1 AS  Ensign     Alexander         schnoebe@l_cae06.icaen.u
>O6 AS  Ensign     dogmaps           spamgod@hardy.u.washing
>
> What is it with these Univeristy of Washington players? What
>can this mean? Are these young pups HUSKYDOGS-in-training?

It's one person, with a stupid sitting-duck borg.  I had to ban the
entire .u domain here (shelley.u, hardy.u, milton.u, stein.u, carson.u),
and I'm thinking about making Sturgeon RSA-only...

This isn't fair to the Lagg-U players.  Think what would happen if this
"spamgod" got ahold of a blessed borg?

Go RSA.


-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 21 Jan 1993 19:14:44 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: Indying AGRIs

Excerpts from netnews.rec.games.netrek: 20-Jan-93 Indying AGRIs "Joseph
E. Beck"@andrew. (811)

> Under what conditions is it ok to neutralize an enemy AGRI?  Sometimes
> (front line planets, or when ahead by a lot), Always, or Never?


	It should be a question of how much armies are worth to you (Is 4-1 a
good trade?) and the odds that your team can take the planet vs the odds
that thier team can.  There is also the question of what else you could
do with those armies.  Naturally, if there are 4 indi non-agris arround,
you are probably better off to just take them and leave the agri for
later.  If it's a question of attacking an agri or a non-agri, I'd
normally say to attack the agri.

ZZnew guy
From: wk5w@brain.med.virginia.edu (William Katz)
Newsgroups: rec.games.netrek
Subject: Re: Proposal for Clue Check
Date: 26 Jan 93 20:52:40 GMT
Organization: Medical Scientist Training Program, Univ. of Virginia

In article <106458@netnews.upenn.edu> bellew@pixmap.seas.upenn.edu (Douglas V Bellew) writes:
>In article <1993Jan23.182932.3475@murdoch.acc.Virginia.EDU> wk5w@brain.med.virginia.edu (William Katz) writes:
>:>My criteria for ejection would be the following SESSION stats:
>:>
>:>(Bombing < 0.1 * # enemy planets) &&
>:>(Offense < 1.0) && 
>:>(Planets < 0.1 * # enemy planets)
>:>where # enemy planets = # planets CURRENTLY held by enemy.
>
>All I have to say to this is...
>Insert enemy planets = 29.
>Ouch.
>
>Doug
>Vampyre
>

Note: The conditions are connected by "&&".  If the enemy has 29 planets
      you had BETTER have an offense > 1.0.
From: pizzo@Sun.COM (David Pizzo - EDA (IC) District SE)
Newsgroups: rec.games.netrek
Subject: HELP PLEASE !!
Date: 23 Jan 1993 00:07:52 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: pizzo@Sun.COM (David Pizzo - EDA (IC) District SE)
NNTP-Posting-Host: brazil.west.sun.com

I want Netrek and need source code that will compile on a Sun4. I have been

Trying to get it for months. Can someone help?? I've played Netrek once and

loved it, but can't get it on my workstation as of yet.

		Thanks,

		Dave 

Email response to: david.pizzo@west.sun.com

Newsgroups: rec.games.netrek
From: colles@vccnw06.its.rpi.edu (Grey Knight (Shawn Collenburg))
Subject: Re: glossary
Date: Thu, 21 Jan 1993 19:03:48 GMT

jdb@beach.cis.ufl.edu (John Brothers) writes:

>Last note:  Hostility towards newbies: 
>  On muds, or other games where the people aren't divided up into groups 
>fighting against each other, and there isn't a maximum player limit, being
>a newbie is nothing bad.  But on Netrek, a newbie is possibly the one who
>is keeping the admiral from logging in and helping out your side.  You
>will experience a great deal of hostility from the people who don't want
>the average level of competence to drop because of your existence.  They will
>want you to go away, and they may even tell you to go away.  But, to be
>honest, it isn't your problem.  You are supposed to be having fun.  It is
>not your job to make other people have fun.   They are only embarrasing
>themselves, by placing some value on success or failure at this game

Make the best of your newbies. Some of the (a) read and (b) understand
that you know a damn more than they do. So be nice - it's amazing what
you can do at times.

>Damn, this is a lot longer than I wanted. 
Necesarily so, IMHO.

>Oh, by the way, some of the coders out there might want to think about 
>describing how to use the message window.   Hitting 'h' for help is pretty
>simple, but it still does not give anyone a clue as to how to send messages.

*DUH* Why, oh why, havn't we put this in motd's before? We have ship
instructions, but none on messages :(.

New feature perhaps: Being able to take a quick glance through the motd
before dying (Is this chaos day?)

Grey Knight
Newsgroups: rec.games.netrek
From: osyjm@cs.montana.edu (Jaye Mathisen)
Subject: From the CounCILboY:  Your news reps are... [drum roll]
Organization: CS
Date: Mon, 25 Jan 1993 20:33:12 GMT


Danny Yee (ICMP Redirect), and Doug Bellew (Vampyre).  

Following is the candidate list, and the number of votes received.


Danny Yee -- 12
Doug Bellew -- 8
Sam Shen -- 7
Scott Draves -- 6
Leonard Dickens -- 4
Brian Paulsen -- 4 
Felix Gallo -- 4
Andrew Markiel -- 1 (not himself :)
Eric Lauer -- 1 (not himself :)

Two votes were received late, after the deadline, for a candidate that would've
affected the outcome, but were discarded.  Sorry guys.
-- 
 Jaye Mathisen, COE Systems Manager                (406) 994-4780
 410 Roberts Hall,Dept. of Computer Science
 Montana State University,Bozeman MT 59717	osyjm@cs.montana.edu
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
From: g2chen@cdf.toronto.edu
Subject: Re: Yea, tho' I walk through the valley of
Followup-To: g2chen@cdf.toronto.edu 
Organization: Department of Computer Science, University of Toronto
Date: 22 Jan 93 14:44:16 GMT

In article <C19C2t.Huw@cs.bham.ac.uk> jwh@cs.bham.ac.uk writes:
>Ok so with have had the list of the best..... Now perhaps a list of the biggest known
>twinks then?
>

1. Paper Boy! (who always tell others what to do but kept on failing to do
               them himself. :))

Any others?

	-- Paper Boy!