HDTenEightyP/NetNews huggingface dataset:
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: Changing the alignment of an altar???
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Mon, 11 Jan 1993 22:08:37 GMT


markiel@callisto.pas.rochester.edu (Andrew Markiel) writes:
>You forgot to mention that to get a Helm of Change Alignment, you have
>to get 5 kills and then refit at your home planet (or your starbase).
>You can activate it either by using the options menu (only the newer
>clients have this option) or by sending yourself the message
>#use helm
>note that the effects are not reversible, except by getting 5 more
>kills and refitting to get a new Helm.

Well, there's always the possibility of having one of your opponents cast 
a Polymorph ogg on you (or casting one of your own team's remaining Polymorphs)
and changing sex from that...

To try this, send to yourself:

Z (for cast spell), then
"polymorph".  Make sure your ratio is high enough to cast the spell (requires
a ratio of 5).

If you've beamed up a Shield of Polymorph Control, it will ask you what you want
to polymorph into; otherwise, you have to get lucky.

>Hope this helps,
>-Grey Elf
>markiel@callisto.pas.rochester.edu

This reminds me...  why hasn't anyone been complaining about people scumming
to Admiral on bronco via the kicking-the-sink trick?  Those Black Pudding 'bots
just aren't powerful enough to prevent third-space sink-scumming, IMHO.

				--Commodore Video Sex Pope, NCSU
				--"Ensign WizardOfYendor joining as R4..."

--
     jecoleb@eos.ncsu.edu      \\              To KLH:
 "I don't know where you took   --=--      Love ya, Katya!
 me, but I didn't want to leave."   \\  have clue, will travel.
       ---------------------------------------------------
Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: Apologies to doorstop users
Organization: Indiana University Astrophysics, Bloomington, IN
Distribution: rec
Date: Fri, 8 Jan 1993 09:35:32 GMT

In article <HUCKA.93Jan8012734@squint.engin.umich.edu> hucka@engin.umich.edu writes:
...
>Upon logging in on doorstop, I followed the instructions about sending myself
>the clue message, but it wasn't until just now when catching up on news
>postings in rec.games.netrek that I realized out the *real* purpose of that.
>
>I'm sure it's annoying for experienced players to have clueless people play
>in like I did.  An egg on my face.
>
>I'm still learning about "clue"ness :-(.

No, the purpose of that mod is to enforce reading of messages.  If you're
reading messages, it's only a matter of time before clue starts to seep in
around the edges.  Why?  Because you can ask the more experienced people in the
game for suggestions.

Anyone who would get annoyed at someone making an honest effort to learn the
game in a pickup game is an elitist goober.

	Alec
	(Entropy)
From: bharat@shadow.Eng.Sun.COM (Bharat Mediratta)
Newsgroups: rec.games.netrek
Subject: Re: Netrek 358: Starbase Theory & Concept
Date: 12 Jan 1993 23:30:15 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: bharat@shadow.Eng.Sun.COM
NNTP-Posting-Host: shadow

	When we started up our server here at Sun, one of the things
that we noticed was that the starbase has serious deficiencies.  All
the enemies have to do is take planets that the SB is not guarding
(the SB can only guard 1 at a time effectively).  So, to make the SB
more useful, we added Transwarp to our server.  
	Transwarp makes a big difference in the usefulness of the SB.


	1) It can be used to aggressively take planets, ie the SB picks
up armies, and moves to the planet that needs taking.  It clears the
planets, and then signals a teammate who TW's in, picks up armies off
of the SB and takes the planet without any trouble.  
	
	2) It's an escape hatch.  Our transwarp works only if you have < 50%
damage and are stationary.  It uncloaks you when you start flying.  This means
that you can cloak, stop, and TW to the SB.  You'll uncloak immediately, but
you accelerate so fast, the enemy has very little opportunity to kill you.

	3) It provides very quick transportation to the front-line.  If your
SB can stay up on the front-line, then you can get back into the action very
quickly after you get smoked, speeding up the flow of the game.

	Perhaps if you're finding that the SB is outliving it's usefulness,
you should try experimenting with TW.

	-Bharat		(aka Shade)

---
    /\        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
From: dtabb@ecst.csuchico.edu (Don Tabb)
Newsgroups: rec.games.netrek
Subject: CLUE GAME time
Date: 11 Jan 93 22:29:56 GMT
Organization: California State University, Chico
NNTP-Posting-Host: flambe.ecst.csuchico.edu



well, I got a few answers to my clue game add.

Wreck
Red shirt
Spaceace!
pteroductyl
PhaserPractice
One
delbaeth
Gaia
duck
Ginger
Pac-man
Warsong
Skud the great
Snidly
Vampyre
woof
Lynx   "and probably get my ass kiked" but would like to play
shark
Mergatroid
xor
Vlad
exodus
bloodwing
joe.  (lamb, leg of)
Helix  "and most of TWNN probably"
Gunner
Justin
Azusa

that's 30 people.   I think  that's enought to play at leas one game.
maybe 2. who knows.  If you want to be added to the list, let me know.


TIME:  6:00 West coast time.  

WHERE: I can have 1 here.  but I have to wait and ask which computer
I can uses. I'll post again tomorrow around noon when I have all the 
answers.

don
Scorn
dtabb@cscihp.ecst.csuchico.edu
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: misconceptions
Date: 11 Jan 93 03:14:00 GMT
Article-I.D.: cs.C0o6BG.7wv.2
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon

Herbert Enderton writes
> In article <1993Jan10.230814.28042@ncsu.edu> jecoleb@eos.ncsu.edu 
> > 4a)  Running away while carrying armies is better than going for the
> > planet, trying to drop and dying.       FALSE
> 
> As written I'd mark this as TRUE.  In the followup paragraph you
> say something about dropping an army before dying or having a
> chance at success, but those are different questions.

It is honestly unclear which is better.  Depends on how important your  
armies are (how many you have and their locations), and how much good can  
you be doing somewhere else.

[..]

> > 5)  You can be productive and effective without reading messages and 
> > acting on them.     FALSE
> 
> Wrong, this is TRUE, at least for me.  In fact I think I play slightly
> better with my message window turned off, and I've tried this on

This really is untrue.  I'd rather have a player with good instincts than  
one who reads.  Of course to get good instincts, you have to have read at  
one time or another.  It certainly is untrue that a person can't be  
productive and effective while not reading messages.

Rob
aka Spaceace!

ps  welcome back all you trekkers from break!
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Cluechecking on servers - get the twinks!
Organization: FSU nuclear physics
Date: Fri, 8 Jan 93 13:54:11 GMT

In article <1993Jan7.155555.62539@cc.usu.edu> sl7sg@cc.usu.edu writes:

// Bogus post deleted

>
>
>			-Lynx

It's is an interesting idea, but still bogus.  On doorstop the clueless
are kicked off and will go looking to find out what is wrong.  On this
server they are going to think this is normal play.  If this is the first
machine they have played on they might drop the whole netrek thing entirely.
"Yeah, I played, the game sucks.  After you die a few times it sticks you
in this really sucky ship.  You have to quit and get back on to get a decent
ship."


Sherlock
Cirdan

Roger
books@fsunuc.physics.fsu.edu
From: camelsho@magna.ksu.ksu.edu (   James A Seymour)
Newsgroups: rec.games.netrek
Subject: Was that the real PIG BOY?
Date: 8 Jan 1993 03:34:29 -0600
Organization: Kansas State University
NNTP-Posting-Host: magna.ksu.ksu.edu

There was a Mucus Pig on bronco this evening.
I am just curious if he was the real Pig Boy.
At one point, he told me he was Lord Bug Ass,
or some such.

Was he real, or just memorex?

camel
From: delbaeth@cqs.washington.edu (Robert Christ)
Newsgroups: rec.games.netrek
Subject: bronco clue
Date: 12 Jan 93 03:42:34 GMT
Article-I.D.: buck.delbaeth.726810154
Organization: University of Washington
NNTP-Posting-Host: buck.cqs.washington.edu

Has anyone else noticed a revival of bronco clue level?
I've seen some really nice games over the past week.  Is it
the end of break or anticipation of the upcoming INL season (I
know I am itching to get in a real game).
  rob
Newsgroups: rec.games.netrek
From: qarl@wuecl.wustl.edu (Karl Stiefvater)
Subject: Re: Multiple players from same machine, outlawed on Bronco?
Organization: Washington University, St. Louis MO
Date: Tue, 5 Jan 1993 19:10:47 GMT

>>Bronco does not appear to allow more than one player from a single machine.
>>I assume this policy is meant to discourage tmode scumming... BUT...

A reasonable compromise might be: raise the number of players per machine
from 1 to 3.  This would still discourage tmode scums (they'd need three
machines.) but allow us to play.  Even 2 players/machine is a big
improvement.

- Karl

Newsgroups: rec.games.netrek
From: explorer@iastate.edu (Michael Graff)
Subject: Re: Cluechecking on servers - get the twinks!
Organization: Iowa State University, Ames IA
Date: Fri, 8 Jan 1993 16:07:36 GMT


In <1993Jan7.155555.62539@cc.usu.edu> sl7sg@cc.usu.edu writes:

>	Well, another idea popped up in my muddled brain and I thought I would
>see what some people have to say.  To start out, Some freinds of mine, and I,
>are working on a new server, with nifty mods.  Along with this, we are making
>a patch, for the client (this patch primarily contains ship bitmaps, which are
>re-designed to be more on par with next generation)...(actually, that was my
>excuse, I just cannot stand how some of the ships look, like the clothesclip
>ori scout, the tie fighter rom scout...etc).  It will also have a few more
>things, so it can work with our server, with galactic servers, as well as a
>normal server.

Along those lines, I and a friend here at ISU have designed a full-color 
client.  No more icky single-color bitmaps.

The bitmaps are XPM format.  The code works well, but suffers from a
bit of flicker when there are a lot of shots/people/planets onscreen.
I plan on working in double buffering soon.

-- 
--
Michael Graff    Iowa State University Computation Center      Project Vincent
215 Durham                voice: (515) 294-4994           explorer@iastate.edu
Ames, IA  50010           fax:   (515) 294-1717           gg.mlg@isumvs.bitnet
From: sn@plato.chemietechnik.uni-dortmund.de (sn)
Newsgroups: rec.games.netrek
Subject: NetrekBiff
Keywords: xbiff, Netrek, server
Date: 8 Jan 93 15:50:47 GMT

Couple days ago someone posted server mods so whenever someone
was logged in, the server would create a file ("on").
This is unnecesary. Just use
xbiff -file <netrek-dir>/logfile
instead. Works great! 
It has the drawback however, that you can only use it if you are 
on the server.
For all the others, I have this neat little shell script called trekbiff:
;-----------------------CUT HERE---------------------
#!/bin/sh
line_count=`ck_players $3 port $4 | wc -l`
if test $line_count -gt $1
then
        ck_players $3 port $4 | mail $LOGNAME
else
        sleep $2
        exec $0 $*
fi
;-----------------------CUT HERE----------------------

BUT HOW DO I USE IT?

Simple:

   trekbiff <minimum-players+2> <delay> <server> <port>

where delay is the timespan that the script pauses before restarting.

Example:

   trekbiff 7 60 plato.chemietechnik.uni-dortmund.de 592 &

This will mail you the player list if 5 or more players are on the
server (i.e. Tmode is coming...)

Have fun and come on our local server (plato)... :-()

--Sven
-AKA Courier
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sun, 10 Jan 1993 16:08:16 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: Netrek 358: Starbase Theory & Concept

Exodus writes:


> The more I play netrek, the more come to believe
>that the starbase's usefulness is vastly overrated.

I agree

>In my estimate, the only effective use of a base in
>a clue (or INL) game is to protect armies in the core
>or defend in an LPS. They are usually a big waste of

I disagree.  When they run out of armies, they can be very agressive and
try to clear an agri, and probably draw an ogg wave.

>time in trying to maintain any sort of space control
>on the front lines. Bases (even Baltons & Wrecks) don't
>stand more than a couple front line oggs (from clue)
>before having to fall back. This, in turn, usually

Fall back?  I think they can get ogged till they die!  If the bases are
not so useful, why bother living, why not help your team by drawing
oggers?

>ties up a good number of ships trying to defend it. I

Those ships are not to bright.  If you do not need a base, don't waste
so much time defending it.

>really think bases only use is to sit back, defend
>the rear, and organize the team via the message window.
>They are a drain on the team usually if they try to
>accomplish anything more than that. Of course in the
>typical pickup game where half the team is playing
>with an "every man for himself" mentality, bases can
>function much for effectively. But in "real" games, the
>usefulness of a starbase is usually minimal at best, in
>my estimate. I know even in pick up games when I'm
>playing with Balton or Wreck, I always find myself
>wishing they were in a ship....

Depends.  At the start I don't mind.  If we are near lps, Balton can
really help.  If the base crashes the final planet, in a pick up game,
it can be very helpful.  It is extra helpful if the base realises its
job, and does not kill the oggers while you are dropping.

>  Ummm, what does everyone else think? Am I way off
>on this one?

I don't think so.  I think you are assuming the "I must live to be
useful" mentality.

>					Exodus


Erik
---=
From: hadley@cad.ics.uci.edu (Tedd Hadley)
Subject: Re: INL pop code
Newsgroups: rec.games.netrek
Organization: UC Irvine Department of ICS
Date: 11 Jan 93 21:18:33 GMT

In <104313@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (Brian Paulsen) writes:

>People must really have my name in a kill file :)

>I posted a fix to this problem in the middle of last week.  If you want
>the fix, either look up old news, or send me mail.

   Oh, right -- sorry (overlooked it during post-vacation catch-up)

++
   Tedd Hadley (hadley@uci.edu)
Newsgroups: rec.games.netrek
From: mgb@sgi.elec.uq.oz.au (Michael Barlow)
Subject: Re: Multiple players from same machine, outlawed on Bronco?
Organization: Prentice Centre, University of Queensland
Date: Tue, 5 Jan 1993 07:52:34 GMT

qarl@wuecl.wustl.edu (Karl Stiefvater) writes:

>Just tonight, I made a startling discovery...

>Bronco does not appear to allow more than one player from a single machine.
>I assume this policy is meant to discourage tmode scumming... BUT...

>At our site, we do not have workstations at our disposal.  We use Xterminals...
>and typically, we all use the same machine.  (Typically, we only have access
>to a single machine...)


>It seems like a Bad Thing.

>- Karl

We have the same problem...no more than 1 connection to bronco.
Any "fixes"?

						Spike (Clown)
						Bun Bu RyoDo
From: noah@cad.gatech.edu (Noah White)
Newsgroups: rec.games.netrek
Subject: Re: New INL season
Date: 12 Jan 1993 12:12:49 -0500
Organization: Georgia Institute of Technology
Distribution: world
NNTP-Posting-Host: cae.cad.gatech.edu

In <104401@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (Brian Paulsen) writes:

>Couple questions...
>A) When does it start?
>B) Do most people have their team rosters figured out?
>C) Is scheduling going to be more ladder-based, or swiss-based, or
>	Tom-based?

  In regards to INL. I have a team put together and would like to be
and INL member. How do I register my team et. al. ?

-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."
Newsgroups: rec.games.netrek
From: sunruh@nfsgate.austin.ibm.com ()
Subject: sorry about confusion, MOO client uploaded.
Date: Mon, 11 Jan 1993 14:44:46 GMT
Distribution: usa
Organization: IBM Austin


sorry about all of the confusion on the AIX32 RSA client on pittslug.
Yes it does not work.  Rony and I have spent a good deal of effort in trying
to get it to work, but (i think due to byte swapping) it does not work.
i have asked Tod to remove it from pittslug.

i have compile the Rony's MOO client with the blessed binary (old style)
and ftp'ed it to pittslug and asked Tod to move it to /pub/netrek.
it is called "moo_client.aix32.Z"

i use this client when i play on doorstop.

i can assure you that there are no "backdoors" in this.  i have uploaded 
the source to Rony for his approval.

thanks and sorry for the confusion,
Steve Unruh
-- 
******************************************************************************
To be the Man, you have to beat THE MAN!
Wielder of the Infinity Gauntlet and keeper of the 5 cosmic cubes
flames > /dev/null&void
From: paulsen@eniac.seas.upenn.edu (Brian Paulsen)
Newsgroups: rec.games.netrek
Subject: Re: INL pop code
Date: 8 Jan 93 14:41:50 GMT
Organization: University of Pennsylvania

)))	very interesting point. while most people are still trying to
)))	learn how to fly a ship or bomb a planet, joe (while SC bombing)
)))	KNOWS he has 30 seconds to OGG and get back into position to
)))	bomb any possible popping armies. it's refreshing to see some
)))	careful analysis of the game shared in the newsgroup rather
)))	than worthless flame wars.

Joe plays almost exclusively in INL games, then.  It's been about 9 months
since the popping code has been changed.  I think only the INL server has
the original popping code left.

))Doesn't everyone who knows about this use clocks?  Don't takers care
))when then planets pop (theirs to grab armies, and better to take soon
))after the opposing pop)?  Don't oggers want to know if they should die
))and get a new ship or stay in position with the current weakened ship?

Yeah, they used to when pops occurred once every 40 seconds.  Now, people
don't really seem to care because pops occur once every 10 seconds.  In
INL games, people use clocks quite a bit.

)	Sure, I have a system clock(with seconds hand) in the upper right
)	corner of my CRT, but I find it not always handy to keep watching
)	it. Within 5 min of a game I know which planets pop more than others
)	and about when they pop. when SC bombing, I'll usually drift between
)	the 2 aggies and the 2 planets that pop most often.

From the server code I saw only lets agri's and planets under 4 armies pop
more often than other planets.  You must be very psychic to know which other
planets pop more often...  Repeat after me, past random events do not affect
future random events.


)	The point I was
)	MOST concerned with was the clueful analysis of the game being
)	discussed in this forum. Now, (hopefully) there will be alot
)	of people getting clocks,watching planet pops more carefully,
)	and playing better because someone decided to share something
)	usefull. The only problem is that there is no standard, most every
)	server is running a different version.

Most servers run the bronco final release version.  The standard then is that
planet pops are staggered.

Brian
Newsgroups: rec.games.netrek
From: markiel@callisto.pas.rochester.edu (Andrew Markiel)
Subject: Re: manual for newbies
Organization: U(r) AstroTheory Group
Distribution: usa
Date: Fri, 8 Jan 93 10:47:28 GMT

In article <1ifl9vINNn8@aludra.usc.edu> takekosh@aludra.usc.edu (Tetsu Takekoshi) writes:
>has anyone written a basic "how to play" manual for newbies?
>i'd be willing to crank one out if it'll help clue at all.
>
>Crunchy Frog

A number of people (including yours truly) have tried, all discovering
that they didn't really have as much time as they thought :) Feel free
to work on it if you like: much of the material in the archive came
out of people trying to do just that. Maybe someday someone will
actually put it all together. Maybe.

-Grey Elf
markiel@callisto.pas.rochester.edu
From: markiel@callisto.pas.rochester.edu (Andrew Markiel)
Newsgroups: rec.games.netrek
Subject: Re: CLUE GAME site
Date: 12 Jan 93 19:56:07 GMT
Organization: U(r) AstroTheory Group

In article <1itlgk$2l6@agate.berkeley.edu> beorn@berkeley.edu writes:
>
>Didn't you guys just get the Calvin db installed there?
>Maybe it's cursed . . .
>
>
>	Beorn (aka Snidly)

Well, to uncurse the database, you need a remove curse scroll, which..

Oh, whoops, wrong thread.

-Grey Elf
markiel@callisto.pas.rochester.edu
Newsgroups: rec.games.netrek
From: kevin@longs.LANCE.ColoState.Edu (Kevin J. Eyre)
Subject: blessed client for alpha?
Date: Thu, 07 Jan 1993 23:04:04 GMT
Organization: Colorado State U. Engineering College


Hello,

Does anyone know where I might be able to get a blessed client for 
a DECstation 3000 (Alpha architecture) running OSF1?

Thanks,

Kevin
From: sfd@soda.berkeley.edu (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: Re: Cluechecking on servers - get the twinks!
Date: 7 Jan 1993 23:52:26 GMT
Organization: Metaphor Computer Systems
NNTP-Posting-Host: soda.berkeley.edu

In article <1993Jan7.155555.62539@cc.usu.edu> sl7sg@cc.usu.edu writes:
)  [ "CLEVER" SCHEME DELETED ]
)
)		Comments?

You're an asshole.  I presume you were born full-clued from you
mother's womb?  How do you expect people to learn how to play the
game?
-- 
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|                "Spumco ... the Danes call it quality."                   |
\--------------------------------------------------------------------------/
From: jfy@cis.ksu.edu (Joseph F. Young)
Newsgroups: rec.games.netrek
Subject: An alternate KSU netrek server
Date: 6 Jan 93 03:54:50 GMT
Organization: Kansas State University
NNTP-Posting-Host: crucis.cis.ksu.edu

Since the old KSU Chaos galaxy server is declining in popularity, I
have setup a more "standard" Bronco netrek server on
netrek.cis.ksu.edu port 2592.  It is non-RSA, so "-o" is needed on the
RSA clients to play on this server. 

For the moment, the KSU chaos server will remain on netrek.cis.ksu.edu
port 5855.

Have fun!
-- 
Joseph Young, Systems Programmer
KSU Department of Computing and Information Sciences
Manhattan, Kansas 66506  FAX: (913) 532-7353  Phone: (913) 532-6350   
Internet: jfy@cis.ksu.edu  UUCP: rutgers!depot!jfy 
Newsgroups: rec.games.netrek