HDTenEightyP/NetNews huggingface dataset:
From: jpesonen@viikki.Helsinki.FI (JORMA JUHANI PESONEN (EKT))
Newsgroups: rec.games.pbm
Subject: Re: Quest Talk
Date: 29 Sep 92 07:05:26 GMT
Organization: University of Helsinki, Fac.Agric.For.

wellwellwellwellwell...

Nice to know that there are other Questers here.

I play game #6 (have been plying for about ?? I'm on the week 45 or so), but 
I'm still quite novice Quester.

Have any good advice how to raise Cleric's SK?

	Jozma   :-)
	Quest #6, Group Totuuden Etsijat (1023)
	Baldor Is The Lord And Master Of All Living.

    JPESONEN@viikki.helsinki.fi  ///
                                ///   "Is all that we see or seem,
    There are realities        ///     But a Dream within a Dream?"
    Within realities, but     ///      Edgar Allan Poe
                     THERE ARE NO ABSOLUTES
Newsgroups: rec.games.pbm
From: ben@abby.chem.ucla.edu
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Various Comments and Questions
Date: 28 Sep 92 11:43:15 GMT
Reply-To: ben@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

Yeesh! Sounds like you fought a bad slasher!

Ben Hitz
"The Duck of DEath"
Newsgroups: rec.games.pbm
From: sjs28257@uxa.cso.uiuc.edu (Steve Stelter)
Subject: Programming a PBM game: What language is best?
Organization: University of Illinois at Urbana
Date: Mon, 28 Sep 1992 01:14:45 GMT


I guess the subject line says it all, really.  A friend and I have gone
completely insane and have decided to write our own PBM game, and we're
wondering if there are any computing languages out there that are ideally
suited to this sort of thing.


                             --Steve Stelter
                               sjs28257@uxa.cso.uiuc.edu
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Need some help!
Date: 6 Oct 1992 05:17:05 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: christopher.caltech.edu
Originator: johnjohn@christopher

In article <00961A1C.14D7ECA0@abby.chem.ucla.edu> ben@abby.chem.ucla.edu  
writes:
>I have a Warrior in Aman-Tae (63)
>PR -- 10-13-5-17-17-5-17 w./ 6 Wit comments.  He's 0-4.  (love that long
>term potential...)

Of the four warriors that I've gotten with a 17 wit/will/deft, only one is  
still alive.  And he's 28 fights in the champs with a 14-14-1 record.  Good  
luck with your guy.

BTW, one of mine was a 7(1)-10-14-17-17-3-17 PR who died on her 20th fight.

Good luck!  You'll need it!

On the other hand, DON'T EVER THINK about DA'ing this warrior!
--
John White
johnjohn@cco.caltech.edu
|===============================================================|
|                          What the HELL?!                      |
|                   Did I come BACK to Caltech?!                |
|===============================================================|
-- 
John White
johnjohn@cco.caltech.edu
|===============================================================|
|                          What the HELL?!                      |
From: ben@abby.chem.ucla.edu
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Various Comments and Questions
Date: 30 Sep 92 12:02:30 GMT
Reply-To: ben@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

>
>	Okay, okay, here you go.  The TP in question was 
>
>	9-17-10-17-13-13-5
>
>	The DF is probably the killer, here, but I didn;t know what to 
>do with such a low DF warrior.  Since I was given the 17 CN, I thought I'd
>go the TP route.  I asked here, but the only other suggestion I got was a 
>PL or PS, but since I'd played a total of about four turns then, I wasn't
>up for such a non-intuitive (to me anyway) style.

	This is an ugly roll-up. Nice WT, O.K. Wl but with that DF, you're
screwed.  You did the right think in DA.  Switch the CN and DF and you have
a pretty darn good striker.  At DF 5 this could make a half-decent  speed
basher.  You'd lack the ST and DF for the WH, but ability to take damage could
make up for it.  But probably not. DF gives you no sort of Attack OR Parry
skills, leaving you with a "Tackling Dummy."

>
>	Oh, by the way in the DA I sent him out Polish Florentine (two shields)
>(which he also didn't have the DF to handle) (another big surprise), which 
>didn't seem any more effective, but who could tell in the DA.  Anyway, I was
>wondering if anyone else used that tactic: a shield on each hand, that is.
>Seems like it might work well for scum.
>
	SCUM! SCUM! SCUM! SCUM! SCUM! It is considered impolite (to say the
least) in some (i.e. honorable) circles to take out an opponent with out
actully hitting them.  This 'honor' question doesn't stop many, but if you
don't mind bad reputations...  It is pretty common to send out scum TPs in
APA/F w. anywhere from 2-6 shields, depending on their carring capacity.  With
the right roll-up (big on CN,WL,ST,DF; in that order) you can go 20-5.  You
will only lose to AB's, or offensives  (esp. BAs; NOT LUs )  who do ALOT (Great
plus) with decent endurance and attack abilites.  But I urge you not to try.

 	Hunt scum, dont' run them.
(TP-styled warriors are O.K., but try to run them as offensively as possible. 
It's difficult , but fun if it works.)

	Enough preaching for now,
	Abbadon (arena 53)
	Ben Hitz
	hitz@cuhhca.hhmi.columbia.edu

>--
>gharris@jade.tufts.edu          "She had ever chance for happiness, ever 
>George W. Harris                chance in the world, and stomped ever one 
>Dept. of Mathematics            of them chances down in the dirt like a 
>Tufts University                bug."   _The Devil's Dream_
Newsgroups: rec.games.pbm
From: cinnibar@netcom.com (Jeff Wood)
Subject: Re: Programming a PBM game: What language is best?
Date: Mon, 28 Sep 92 02:48:35 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

In article <88#p0rn.dani@netcom.com> dani@netcom.com (Dani Zweig) writes:
>sjs28257@uxa.cso.uiuc.edu (Steve Stelter):
>>I guess the subject line says it all, really.  A friend and I have gone
>>completely insane and have decided to write our own PBM game, and we're
>>wondering if there are any computing languages out there that are ideally
>>suited to this sort of thing.
>
>It depends on the game, of course.  If your game is like most of the pbm
>games I've played, I'd strongly recommend an object-oriented language,
>possibly C++.  The nature of these games -- very data-intensive, with a
>great deal of semantic and procedural information associated with the
>'pieces' -- makes them a dream application for object-oriented design
>and implementation.  As a second choice, especially if your game is
>*very* data-intensive, with relatively simple computations and procedures,
>consider using a database language such as Dbase.  What you should avoid
>is a standard 3GL of the Fortran/Basic/C/Pascal sort:  There is no chance
>that you'll get it right the first time, and you'll find it incredibly
>hard to make fundamental corrections.
>

I've always wondered about using ICON for the parser for the program, it's
a language unqiuely suited to handling text.  After the parsing, the
program can 'normalize' the data for the database program.  Opinions?

Jeff Wood
cinnibar@netcom.netcom.com
"We know about the red button, what about the blue and white ones?"
.
Newsgroups: rec.games.pbm
From: skrenta@casbah.acns.nwu.edu (Rich Skrenta)
Subject: Re: Programming a PBM game: What language is best?
Organization: Northwestern University, Evanston, Illinois
Date: Mon, 28 Sep 1992 14:21:14 GMT

C++ does seem ideal for this sort of project.  I'd stay as far away
from Icon/Snobol as you can, which shouldn't be too hard since
interpreters for them seem to be fading away.

rwallace@unix1.tcd.ie (russell wallace) writes:
> I would recommend C as the language for this, as it is easy to program
> in, easy to maintain the program once written, excellent for handling
> complex data structures like linked lists that will probably be needed,
> produces efficient code and last but not least is portable.

Portability is good, but you'll have that with C++.  C is truly awful
for this sort of code, although it's a good language to know.  Efficiency
is not a concern at all.  The one thing PBM programming gives you is the
right to use inefficient algorithms.  Who cares if it takes one minute or
two, when the turnaround is measured in days?  Program for simplicity,
not speed.  Optimize later if you must.

There are two possible choices:  either program in a language you know,
or one you want to learn.

> I would say, go for getting a relatively simple
> design working, and then plan on doing a rewrite at some stage when you
> have a better idea of what you want, rather than trying to do a huge
> monolithic specification, a huge monolithic design, a huge monolithic
> program, that you will spend a huge amount of time getting to work.

Good advice.  Go straight for a working system as fast as possible.
An actual working game, even if it is not complete, will keep your
interest up and allow you to get playtesters in.  Don't sit around
designing the ultimate monster which will never be coded.

--
Rich Skrenta
From: v058kb3k@ubvmsb.cc.buffalo.edu (Michael H Cole)
Newsgroups: rec.games.pbm
Subject: TACTICUS RETURNS!!!
Keywords: Ack!
Date: 6 Oct 92 15:06:00 GMT
Article-I.D.: acsu.BvpGMF.D4p
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Well kiddies! When last we left our dear Imperator he was in a bit of legal
trouble. 

The case was thrown out of court as one of my more loyal players predicted
and I am happy to say that I am back on the scene.

TACTICUS has been revised and redone and is ready to move.

Rather then do the five theatre system this time (and get crushed under tons
of mail) I'm going to play one theatre at a time and pay more attention to
individual players.

First Theatre to be played is: 

                      GREEK AND PERSIAN WARS

OK kids, who wants in?

I can only take 4 players, first come first serve, let me know which army you'd
prefer. Choices are:            
                        GREEK ALIANCE
                        PERSIAN EMPIRE
                        SPARTAN POLIS
                        THEBAN POLIS

Hope to hear from ya soon (this means you Russel)

Mike (Imperator)
Organization: Freshman, H&SS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.pbm
Date: Mon,  5 Oct 1992 20:53:06 -0400 
From: "Marybeth A. Griffin" <mg4h+@andrew.cmu.edu>
Subject: Help! Mail server dead!

I am writing on behalf of esmorodi@ishara.poly.edu. He is in two games
from this net, a Diplomacy game and an AD&D campaign. His mail server is
dead, and he can only receive, not send. If you had him on your
campaign, please mail me so I can tell you what is going on.

Thanks.

Marybeth
From: picasso@bass.bu.edu (David Ondzes)
Newsgroups: rec.games.pbm
Subject: Re: DM ??
Date: 1 Oct 92 01:08:51 GMT
Organization: /usr2/graduate/picasso/.organization
In-reply-to: sms35849@uxa.cso.uiuc.edu's message of 30 Sep 92 23:37:11 GMT


Can we expect to see Sir Backbreaker in the champions class in the
next mail-in ?


Wizard of Oz
From: jozborne@ersys.edmonton.ab.ca (John Osborne)
Newsgroups: rec.games.pbm
Subject: Legends-North Island
Date: Thu, 01 Oct 92 23:23:37 MDT
Organization: Edmonton Remote Systems #1, Edmonton, AB, Canada

For any would be North Island players out there I talk to MG today and 
guess what?  They are still having some trouble, "printing the maps".  I 
heard the same story when they came out with the new rule books.  The old 
blame it on the printer story.  Anyway the latest claim is 2 weeks before 
they mail out the module books.  Translated this means yet another 4 to 6 
weeks.

How many people will be joining the North Island campaign anyway?  There 
was talk earilier of creating a Usenet faction.

John Osborne              jozborne@ersys.edmonton.ab.ca
From: rwallace@unix1.tcd.ie (russell wallace)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy rule suggestions...
Date: 28 Sep 92 18:13:03 GMT
Organization: Trinity College, Dublin

[Suggestion for a command to upgrade old ships]

You'll be pleased to know that an upgrade command has indeed been
implemented in the latest version.

--
"To summarize the summary of the summary: people are a problem"
Russell Wallace, Trinity College, Dublin
rwallace@unix1.tcd.ie
Newsgroups: rec.games.pbm
From: dani@netcom.com (Dani Zweig)
Subject: Re: Programming a PBM game: What language is best?
Date: Mon, 28 Sep 92 02:25:50 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

sjs28257@uxa.cso.uiuc.edu (Steve Stelter):
>I guess the subject line says it all, really.  A friend and I have gone
>completely insane and have decided to write our own PBM game, and we're
>wondering if there are any computing languages out there that are ideally
>suited to this sort of thing.

It depends on the game, of course.  If your game is like most of the pbm
games I've played, I'd strongly recommend an object-oriented language,
possibly C++.  The nature of these games -- very data-intensive, with a
great deal of semantic and procedural information associated with the
'pieces' -- makes them a dream application for object-oriented design
and implementation.  As a second choice, especially if your game is
*very* data-intensive, with relatively simple computations and procedures,
consider using a database language such as Dbase.  What you should avoid
is a standard 3GL of the Fortran/Basic/C/Pascal sort:  There is no chance
that you'll get it right the first time, and you'll find it incredibly
hard to make fundamental corrections.

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

"One of my favorite games when I was a kid was 'murder/suicide.'
 Dad would show us a photo and ask us, "Is it a murder or a suicide?"
	  --  Colleen Doran

Newsgroups: rec.games.pbm
From: adler@hal.gnu.ai.mit.edu (Philip Adler)
Subject: DM: FTF results
Summary: AAARRRGGGHH
Organization: BattleAxe Inc.
Distribution: usa
Date: Mon, 5 Oct 1992 06:15:21 GMT

I just found out that my striker (whom I sent in as a single
strategy proxy at the last minute) was the eliminated in the final
fight of the FTF (initiates I believe). Damn, Damn Damn, so close.
Oh, well. The slasher whom I had expected to TV couldn't hack it,
and the P-R I had in the champs didn't do so hot either (but still
got his invite on his twentieth fight.) With the new tourney
eligibility rules, he'll be fighting Champs again at the Mail-in, so
you'se guys better watch out.
I think I'll be sending everybody I have active to the FTF (except
maybe a Dixie Basher I'm thinking of Da'ing) But that depends on
what kind of replacement I get for the P-R. I will also be sending
an old Aimed blow of mine to the TOD, probably the only one,
although I'm thinking of running some of the guys I da'd in the
rashness of my youth.

Erias Talon
BattleAxe Inc (53)

PS, Ben, I'll write you as soon as I find a machine I'm on that
isn't having mailer trouble and knows that your machine exists.
From: simons@plains.NoDak.edu (C. Patrick Simons)
Newsgroups: rec.games.pbm
Subject: Galaxy: anything new starting up?
Date: 5 Oct 92 23:59:55 GMT
Organization: North Dakota Higher Education Computing Network

Now that I've gotten my feet wet in my first game, and found out some
of the problems/concerns, am looking for another game to get into.

anyone starting one up soon?

Tanx..

-=CPS
Organization: Johannes Kepler University Linz - Computing Center
Date: Sunday, 27 Sep 1992 20:03:24 CET
From: <K331280@ALIJKU11.BITNET>
Newsgroups: rec.games.pbm
Subject: re: SUPERNATURAL STATES

Hi Dani|

Yes you are right with that spell against the Undead, and there is also
a very cruel Necro Duel Spell-30% Wounds to an Undead, but my characters
nearly always fight with the Emphatic Self Cure and its not funny for the
oponent to get transferd 30% of my wounds-over 200 hp, many characters will
simply die due to this attack. The other spell-Remove Undead State-yes it
is dangerous, but I have got a very high magic resistance and we already
have got other Vampires-more then 10-and other Vampirelords. And try to
remove the State from over 10 characters(every turn they are more) within
one or two turns.
Now another thing: You one time asked about Petrification: I fought about
40-50 monsters in all the games already some with special attack of
petrification. One time a sidekick-character of mine got spunned for the
combat time-that means he could not defend himself, but the effect wore
off after the combat.
Artifacts: The Seers Orb ID 1005: You can cast some seer-spells with
large bonuses of SP, and a seer also gets 5 extra levels if he has it
in use, but there is another restriction for the bonus levels-a drakke
does not get them. There is also a similar artifact for each profecion
in the game(you get 5 levels+some extra bonuses).

I am waiting to hear from you,
   Yours Mike.
Newsgroups: rec.games.pbm
From: rwallace@unix1.tcd.ie (russell wallace)
Subject: Re: Programming a PBM game: What language is best?
Organization: Trinity College, Dublin
Date: Mon, 28 Sep 1992 10:34:58 GMT

I would recommend C as the language for this, as it is easy to program
in, easy to maintain the program once written, excellent for handling
complex data structures like linked lists that will probably be needed,
produces efficient code and last but not least is portable. (There's no
reason why a PBM game shouldn't run on anything from an Atari to a Cray
so you might as well choose a portable language to take advantage of
that.)

One thing I would agree with a previous poster on is that you will not
get it right the first time (Galaxy has been rewritten twice since its
initial conception). I would say, go for getting a relatively simple
design working, and then plan on doing a rewrite at some stage when you
have a better idea of what you want, rather than trying to do a huge
monolithic specification, a huge monolithic design, a huge monolithic
program, that you will spend a huge amount of time getting to work.

--
"To summarize the summary of the summary: people are a problem"
Russell Wallace, Trinity College, Dublin
rwallace@unix1.tcd.ie
From: mcsdc1ts@dct.ac.uk
Newsgroups: rec.games.pbm
Subject: Re: Quest TalkII
Date: 30 Sep 92 11:00:04 GMT
Organization: Dundee Institute of Technology



	
	Sorry about previous post, mucked up in middle!!


	As I was saying to increase priests skill try :


		Regular and continuous prayer with maybe
		one or two P 0s.

	Or 

		Buy a religious book and use it regularily.


Tim
Newsgroups: rec.games.pbm
From: sms35849@uxa.cso.uiuc.edu (Scott M. Stortzum)
Subject: DM ??
Organization: University of Illinois at Urbana
Date: Thu, 1 Oct 1992 01:54:27 GMT

Yes, you will have the pleasure of seeing Sir Backbreaker in the fall tourney.
He (as most of you know) went 9-1 at the F-t-F, and learned 10 skills.  The
only skills he has left to learn are 7 or 8 riposte, and about 11 defense.

I hope he doesn't match up with Sampson  :-).

Scott
From: mcsdc1ts@dct.ac.uk
Newsgroups: rec.games.pbm
Subject: Re: Quest Talk
Date: 30 Sep 92 09:25:19 GMT
Organization: Dundee Institute of Technology



	I take it you mean Priests SK


		The easiest way to do this is to constantly

		and regularily.


Tim (Raistlin Majere)
From: sms35849@uxa.cso.uiuc.edu (Scott M. Stortzum)
Newsgroups: rec.games.pbm
Subject: DM ??
Date: 30 Sep 92 23:37:11 GMT
Article-I.D.: news.BvF09z.5IC
Organization: University of Illinois at Urbana

Try 8-10-7 Responsiveness vrs. strikers, bashers and slashers.  It does work
really well.  Can't figure out why more people use it.

Scott

Sir Backbreaker is 15-4-3 with 100 skills, 3 masters and 2 A/e's.  :-)
From: uplink@cwis.unomaha.edu (John M. Scheibeler)
Subject: Re: Programming a PBM game: What language is best?
Keywords: Programming, BASIC
Organization: University of Nebraska at Omaha
Date: Wed, 30 Sep 1992 21:18:56 GMT

dani@netcom.com (Dani Zweig) writes:

>saschreu@cs.vu.nl (Schreuder SA):
>>Beleave it or not, a friend of mine wrote a kind of PBM program
>>(it uses floppy disks and a client program) totally in BASIC!
>>And not in one structered kind of BASIC, but GWBASIC!
>>...
>>I think this is a prove that in every language a PBM program can be written.

>It proves that GWBASIC is Turing-equivalent and that your friend
>is a masochist.  We already knew the former...

	Once upon a time, I wrote a program to help me run a PBM game.
The game was a simple one, with fourteen players and no fees.  (I have
a lot of time on my hands.)  Anyways, to help me run it, I wrote a 
program for my Commodore 64 in BASIC.  Slow, clunky, but it worked.

	Then I realized that it took so long to load, I was better off doing
it longhand (no computer at all), because it actually saved time.

-------------uplink
.s

Newsgroups: rec.games.pbm
From: mep@phoenix (Marko Poutiainen)
Subject: Re: Quest Talk
Organization: University of Oulu, Finland
X-Newsreader: TIN [version 1.1 PL6]
Date: Mon, 5 Oct 1992 15:51:30 GMT

JORMA JUHANI PESONEN (EKT) (jpesonen@viikki.Helsinki.FI) wrote:
: 
: Have any good advice how to raise Cleric's SK?
: 
Use P 0. It should do it in the long run.
From: peiper@athena.cs.uga.edu (Garfield)
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Various Comments and Questions
Summary: Questions about Duelmasters
Date: 28 Sep 92 15:51:21 GMT
Organization: University of Georgia, Athens


	Hello, I have heard alot about this Duelmasters and I would like to
see the rules or whatever it is that they go with. It seems to be very
entertaining, and I think I would like to get in on it. If someone can
send me a copy or the rules, or post them that would be great.

				Thanks,

					Richard Peiper
From: ben@abby.chem.ucla.edu
Newsgroups: rec.games.pbm
Subject: Re: DM: A Hollow Ween?
Date: 5 Oct 92 14:01:54 GMT
Reply-To: ben@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

Elder DM players-

This will be my 1st tourney o' dead guys; Any advice on what type of warriors
to send?  I have a bunch of dead guys; but most of theym arn't worth bringing
back.  Is it worthwhile to send a good rollup, but one that has little chance
of TVing (The one in question is a PR that died with 3 fights...)

Thanks,
Ben
hitz@cuhhca.hhmi.columbia.edu
Founding Member: EnigmafiaEastCoast (well, only member...)
Newsgroups: rec.games.pbm
From: joverton@csws20.ic.sunysb.edu (Jeremiah Overton)
Subject: D&D, SR, Champs?
Keywords: Galaxy
Organization: State University of New York at Stony Brook
Date: Thu, 1 Oct 1992 23:11:24 GMT

Hiya...
Is anyone starting/ still accepting players into a AD&D, Shadowrun,
Champions, Robotech campaign?  If so, please email me :)

Jeremiah
From: Henri_Hayim_Farhi@cup.portal.com
Newsgroups: rec.games.pbm
Subject: Re: Silvercoat
Date: Mon,  5 Oct 92 07:45:53 PDT
Organization: The Portal System (TM)
  <1992Oct2.173316.24556@netcom.com>

I have never had any trouble converting characters in games of COA. Even 
though most of the time the message was of the seven hells variety, every
attempt to convert succeeded... (including town owners, litches etc etc
)
Henri
Newsgroups: rec.games.pbm
From: bas@phys.uva.nl (Bas de Bakker)
Subject: Galaxy: is there a FAQ list?
Organization: Institute for Theoretical Physics, Amsterdam, the Netherlands
Date: Thu, 1 Oct 1992 15:51:51 GMT

I've been reading this group for a while now and I've seen many
articles posted about Galaxy. It looks like an interesting game, but
I've no idea what it exactly is, what the rules are, how to get into a
game, etc. etc.

So: Is there a FAQ list? If not, can anybody help me getting a bit
less clueless?

Bas de Bakker.
From: dani@netcom.com (Dani Zweig)
Newsgroups: rec.games.pbm
Subject: Legends: Silvercoat
Date: 29 Sep 92 16:33:44 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

I've heard, third hand, that that Blood of the Silvercoat (I#984)
will grant its user Enchanted status.  Can anyone confirm this?

advTHANKSance.

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

Roses red and violets blew
  and all the sweetest flowres that in the forrest grew -- Edmund Spenser