HDTenEightyP/NetNews huggingface dataset:
From: paulsen@eniac.seas.upenn.edu (Brian Paulsen)
Newsgroups: rec.games.netrek
Subject: Re: Netrek 358: Starbase Theory & Concept
Date: 11 Jan 93 16:08:58 GMT
Organization: University of Pennsylvania

In article <delbaeth.726710820@bart> delbaeth@cqs.washington.edu (Robert Christ) writes:

>LaggU is in dire need of someone who can play an SB.  In our
>games vs. SS and TWNN our base would pick up 25 armies and never leave
>the homeworld and still it would get dooshed on the first ogg wave.

Don't shoot yourself down too much.  SS and TWNN had a habit of killing *any*
base on the first wave.  The truth is that a well-timed ogg by good oggers is
going to kill anybody.

Brian
From: bav@hobbes.ksu.ksu.edu (Brick Verser)
Newsgroups: rec.games.netrek
Subject: Clue game tonight
Date: 12 Jan 1993 21:24:56 GMT
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: hobbes.ksu.ksu.edu

Having seen no further details, I hereby offer the services of INL.KSU.EDU
for a clue game tonight.  Port 2222 will be away, and I suggest you random
riffraff fill that first.  Port 1111 will be home, and I suggest TWNN 
members enter on that.  But once we get 16 players we go.

  9 EST, INL.KSU.EDU, ports 2222 (away), 1111 (home)

I'm setting it for 75 minutes (I really dislike 2 hour games).

--Brick
From: jb8n+@andrew.cmu.edu (Joseph E. Beck)
Newsgroups: rec.games.netrek
Subject: Re: Scattered Pops in INL
Date: 7 Jan 93 16:38:33 GMT
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA


sjsmith@cs.umd.edu (Stephen Joseph Smith) writes:
> I don't know how a scattered pops vote would go in the INL council: first,
> I don't yet know how I'll vote; second, we don't yet know who will be *on*
> the INL council at the time of the vote.
> 
> However, I imagine the proposal will have a *much* better chance of passing
> if 99% of the bronco-based netrek servers had the code, rather than 1 or 2
> (bronco and maybe rwd4?)
I believe that any server that uses the Bronco final release uses the
staggered pop code.

> Additionally, I'd like to know everyone's opinions on:
>         Do scattered pops make netrek more, or less, strategically
>         rich?
It allows for more planning, but I (and apparently quite a few others)
don't like the planning it allows.  It shouldn't be possible to *know*
you can take the AGRI in 2 trips since the planet has no chance of
popping, etc. 

>         *Why* is a 10-second or 1-second or 100-millisecond granularity
> better than a 40-second granularity?
10 second granularity is much less predictable than 40 second (making
plans based on things that may happen in 10 seconds is much more
difficult than 40).  But 10 is just an arbitrary number.  Scott said
his pop code worked on 1 second intervals (I think he said 1), and
since he's the INL server hack he shouldn't have any problems.  If the
interval is smaller, you can't take advantage of the timer as easily,
and 1 second certainly seems a small enough interval.

Any have any objections to this proposal?

	joe
	Purple haze
	Lamb, Leg Of
Newsgroups: rec.games.netrek
From: ninja@halcyon.com (Jonathan Roy)
Subject: Learning to play... :)
Organization: The 23:00 News and Mail Service
Date: Tue, 12 Jan 1993 02:49:31 GMT

My school should be joining the Inet within a month. I've installed
a netrek client, and the INL server. I messed with it some
today, and plan to find a sucker to blast tommorow... Is there
a good bot for learning against I can FTP/install? I'm not
looking for some auto-Admiral that will devastate me... JUst something
that plays pretty well, that I should be able to equal in a fairly
good amount of time. I figure I've got three weeks of playing
a few hours a day before I can play on the real servers. I'd like
to be beyond "fodder" before then, for everyone's sake...

Any suggestions on a bot, or whatever, would be greatly appreciated.
I've FTP'ed all the hint/info files I could find already. It looks
like my favorite ship will be a Starbase, although I can't play one
yet..

Speaking of which... Your rank at a site is based on DI, and other
such measurements. When you play at different servers, you have to
rebuild your rank, don't you? Or do they get transmitted around
between servers? ie: Would an Admiral at once site have to work back
up from Ensign at another site?

Thanks.


-- 
  F F  Jonathan Roy, of the Free Access Foundation    Email: ninja@halcyon.com
   A   Mail faf@halcyon.com for information, or FTP to halcyon.com:  /pub/faf/
  F F  Vorlons, of the Galactic Bloodshed Development Team      GEnie: J.ROY18
 "Everything that has transpired has done so according to my design." - _RotJ_
From: mehlhaff@soda.berkeley.edu (ERic MeHlHaFf)
Newsgroups: rec.games.netrek
Subject: Re: Coaches (again).
Date: 7 Jan 93 20:19:32 GMT
Organization: The Dis-Orginization
NNTP-Posting-Host: soda.berkeley.edu

In article <1i2qjbINN75c@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>In article <103117@netnews.upenn.edu> botelle@eniac.seas.upenn.edu (Justin Botelle) writes:
>)
>)follow-follow-up posts, I proposed that we add a ninth player to INL
>)games, called the coach.  He would not have a ship, but would be able
>)to see the galactic that his team sees, and the tactical of any of his
>)team's ships.  He would preferably have a menu with each ship number next 
>)to it in which he would type in messages and switch via the mouse, or
>)some other straightforward manner in which to expedite team/individual
>)messaging.
>
>Yes, this is a live issue, that will be dealt with right after the
>scheduling and the INL Council replacements are.  It will be done
>by the Server Hack (ERic Mehlhaff).  
>

Shouldn't be too hard, considering I've already done half of the work in
my copilot hacks to the NBR server. 
However, some of the description suggests a possible need for a special
client for the 'coaches' to use. I think this can be avoided, depending on how
much kludging people want to see.

Come to think of it, it might not be that bad.
Use lock-on packets to switch tactical map around, message normally. Coach
has 'invisible constantly dead ship' or something like that...
Should be pretty simple, actually.

I'd like to see some more discussion on how this should be implemented before I 
start working on it.

Anyway, gotta go!

Keep those photons flying!
-- 
ERic mehlhaff					   mehlhaff@soda.Berzerkeley.EDU
mehlhaff@ocf.berkeley.EDU         "Life? Don't talk to me about life..." -Marvin
From: markiel@callisto.pas.rochester.edu (Andrew Markiel)
Newsgroups: rec.games.netrek
Subject: Re: Netrek 358: Starbase Theory & Concept
Date: 11 Jan 93 22:54:20 GMT
Organization: U(r) AstroTheory Group

In article <63309@mimsy.umd.edu> leonard@mimsy.umd.edu (Leonard Dickens) writes:
>
>So what should a base do, whose only utility lies in controlling space
>beyond its zone of extension?  
>
>The "correct" solution is to sacrifice yourself for your team; move up
>anyway, and when the ogg comes, fight long and hard to stay alive.
>Don't distress unless all of your team has clue; just suck it up and
>die like a man.  (Or woman for those few differently sexed bases.)
>
I often like to gather together a bunch of armies, and then tell my
teammates to rack up the kills and pick up. Once my team has 3 or
4 carriers, then I charge the enemy home planet and start ressurection
scumming enemy oggers. It's a great way to crack open the enemy
defenses and force them towards the LPS.

The fun part comes after the carriers take their planets and die,
and you try to get away to do it again :-) Once I was on the same
screen as Klingus with 1 shield and 595 damage, and made it back to
Romulus (by getting dragged back by the entire Romulan team). It might
have been a waste of time, but was a heck of a ride :)

>
>However, remember that I am here to have fun, no other reason, and
>part of that fun for me is the killing joy of the triple speed phasers
>and the SMACK! of the huge base plasmas.  If I refuse to get out of
>the base, then YOU must suck it up and deal.  Sorry, in advance, to
>...

Well said. (All of it).

>-Leonard

-Grey Elf
markiel@callisto.pas.rochester.edu
From: jeffw@cs.tamu.edu (Jeffrey A Waller)
Newsgroups: rec.games.netrek
Subject: Re: ntserv
Date: 6 Jan 1993 23:32:28 GMT
Organization: Computer Science Dept., Texas A&M University
Distribution: world
NNTP-Posting-Host: ai1.cs.tamu.edu

In article <JRICHARD.93Jan4023715@cs.cs>, jrichard@cs.cs (John 'MacGyver' Richardson) writes:
|> In article <1i8jb7INNp7q@tamsun.tamu.edu> jeffw@cs.tamu.edu (Jeffrey A Waller) writes:

|> of the following problem: select tells you there is input coming in for a 
|> socket.  So you try to read() it, but you don't get the whole packet (could 
|> happen in TCP  esp. w/ nonblocking I/O).  You have to save the state of
|> the packet (how many bytes were read etc...) and head on to the next socket
|> indicated by select().  Check out "Unix Network Programming" p. 279 for 
|> more info.


Yes, I see your point.  In any event you'd have to worry about the connection being
broken with the 'packet' half sent (note: not the client being killed, but a router
going down).  For some reason I had thought there was a way to determine the amount
of data avaliable.

Have you tried not using ASYNC IO?  It sounds expensive.


|> I didn't notice any, but I hit the 'k' key a lot here... :)  Fill me in too!
|> Hmmm, did you mean re-connecting a borg to a socket?  I saw that but didn't
|> think it would be a problem with this impementation.


That's what I meant alright.  Could you explain why you don't think it would be
a problem?
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Dogfight Size wars
Date: 5 Jan 93 20:15:12 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1i2nkaINN6nv@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>In article <lyodav.724990364@du139-203.cc.iastate.edu> lyodav@iastate.edu (Sun God) writes:
>)
>)Maxwarp * Hull:
>)---------------
>)Scouts    = 900
>)Destroyer = 850
>)Cruiser   = 900
>
>Battleship = 1040

Assault ship = 1600
Starbase = 1000

At last, proof that an assault ship is superior to a starbase.

:-)

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: trown@ecst.csuchico.edu (Nick Trown)
Newsgroups: rec.games.netrek
Subject: Re: CLUE GAME site
Date: 12 Jan 93 21:08:47 GMT
Organization: California State University, Chico
NNTP-Posting-Host: guzzler.ecst.csuchico.edu

In article <1itlgk$2l6@agate.berkeley.edu> beorn@berkeley.edu writes:
>Tedd Hadley <hadley@vlsi.ics.uci.edu> in <2B524C39.7942@ics.uci.edu>:
>-  In <1itdpbINNclv@charnel.ecst.csuchico.edu>
>	dtabb@ecst.csuchico.edu (Don Tabb) writes:
>-  
>-  >MY NET sucks.  I was just told that it ok to have the
>-  >game here but most people will have about 20% packet
>-  >loss.   sh*t.  ok.   NOW we have people, we have a time.
>-  >we have no server.   any SERVER GODS want to help out?
>-  
>-     Yeah, there's something weird going on there.  Look at this ping graph
>-     over 100 seconds to chico.csu.net:
>-  
>
>Didn't you guys just get the Calvin db installed there?
>Maybe it's cursed . . .
>

Yup it did. Yesterday I heard some rumors that there was a bad router at SF.
I asked our sys. admin. today and he said that work was begin done on a T1 
router at Sacramento. Things might be back to a more normal situation now.
Let me know though if you have problems still. I'd like to try and find where
this is going on. grrr..

to crown.berkeley.edu:
	61 packets transmitted, 60 packets received, 1% packet loss
	round-trip (ms)  min/avg/max = 34/44/150

to bronco.ece.cmu.edu:
	61 packets transmitted, 61 packets received, 0% packet loss
	round-trip (ms)  min/avg/max = 80/89/117

to vlsi.uci.edu:
	61 packets transmitted, 60 packets received, 1% packet loss
	round-trip (ms)  min/avg/max = 39/47/278

to janet.ucla.edu:
	71 packets transmitted, 70 packets received, 1% packet loss
	round-trip (ms)  min/avg/max = 54/64/113

to doorstop.design.iastate.edu:
	71 packets transmitted, 71 packets received, 0% packet loss
	round-trip (ms)  min/avg/max = 87/94/194


Hopefully last nights bad luck was just that and not something that will
always be around. Personally speaking I haven't had as much trouble ever
as I did yesterday. But then I am biased. :)

Nick Trown
Netherworld
Server God of Guzzler
Newsgroups: rec.games.netrek
From: qarl@wuecl.wustl.edu (Karl Stiefvater)
Subject: Multiple players from same machine, outlawed on Bronco?
Organization: Washington University, St. Louis MO
Date: Tue, 5 Jan 1993 06:43:34 GMT

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
From: hde+@cs.cmu.edu (Herbert Enderton)
Newsgroups: rec.games.netrek
Subject: Re: Netrek 358: Starbase Theory & Concept
Date: 10 Jan 93 20:20:12 GMT
Article-I.D.: cs.C0nn5t.HoD.1
Organization: School of Computer Science, Carnegie Mellon

In article <1993Jan10.161251.8428@cis.ohio-state.edu> mdm@stegosaur.cis.ohio-state.edu (Michael Moore) writes:
>
>	I find the starbase is very usefull in pickup games where
>the teams are semi-clued.  I can generally stay at the front line 
>and hold agris because they can't organize themselves enough to ogg
>me back.  In this situation I never give distresses, my only real
>use is in staying at the front, and if I call for help I will cause
>more harm than good.

It's hard to be sure about strategic questions like this, but I think
Ged is right on the money here.  Recently I've started coming in as a
starbase every time it becomes available, even though it's not my
forte.  I hustle on up to the middle of the front, not going out of my
way to pick up armies, and I make a nuisance of myself until the enemy
team oggs me to death.  When they og, I don't distress, and I don't
retreat so far that the enemy might give up ogging me, but I do try to
dodge as well as I can.  On average I guess my bases last about five
minutes, and my teammates usually say I'm a clueless twink, but what do
they know?  This is the only way I've found to be useful in a starbase
(except in the opening), and it's the best way I've found to prevent a
teammate from taking the starbase himself and becoming a serious
liability, which is what 99% of the bases out there are, because
they're not willing to die, they stay in their own space, and because
most players tend to escort wounded SBs instead of going into enemy
space to bomb, escort, or take.

The flip side of this question is whether to og an enemy base,
especially one in the 99% category above.  Paradoxically, I often feel
that ogging the base is a good idea, even though I'd prefer that the
base live.  You see, when my team ogs their base, we're streaking into
enemy space, sometimes synchronized, we cloak, we scare them, and we
don't scum kills.  I.e. we are very good escort/decoys for anybody that
wants to take a planet, bomb, or og a carrier in their space.  Plus we
ensure that the enemy twinks will huddle around their base more.
Then there's the fun factor and the morale factor, which shouldn't
be neglected.

 -- Red Shirt
Newsgroups: rec.games.netrek
From: george@fornax.ECE.CMU.EDU (George Cebulka)
Subject: Re: INL pop code
Originator: george@fornax.ECE.CMU.EDU
Organization: Electrical and Computer Engineering, Carnegie Mellon
Date: Fri, 8 Jan 1993 17:01:36 GMT


Has anyone ran some stats on the pop code from the final bronco release? Jst to
see how well it is or is not working?
        George Cebulka

Gunner
From: dtabb@ecst.csuchico.edu (Don Tabb)
Newsgroups: rec.games.netrek
Subject: CLUE GAME time (sorry)
Date: 12 Jan 93 01:00:55 GMT
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu



Well, I get another person every hour or so.  the
list is up to 34 people.   


TIME:  the game is TOMORROW.  I thought I put that
in the letter but I was worng.  I was going to give
people 24 hours before the game.

again. TIME: Tue at 6pm West coast time
Where:  ? still don't know. 
I'll still post tomorrow at noon or so to
let everyone know where.   and if you don't
get in, go to guzzler..  it should be a good
game with all the extra clue.

some of the new names:
MUCUS PIG 
Galactus
Pony Boy!
5150
FillInTheBlank
DrWhat

don
scorn
dtabb@cscihp.ecst.csuchico.edu
From: hadley@vlsi.ics.uci.edu (Tedd Hadley)
Subject: Re: INL pop code
Newsgroups: rec.games.netrek
Organization: UC Irvine Department of ICS
Date: 11 Jan 93 03:44:12 GMT

In <C0JoMp.993@fs7.ece.cmu.edu> george@fornax.ECE.CMU.EDU (George Cebulka) writes:


>Has anyone ran some stats on the pop code from the final bronco release? Jst to
>see how well it is or is not working?
>        George Cebulka

>Gunner

   I did a simulation once just to set my mind at ease about the total
   army growth of each method.  They both came out close enough to be
   the same but I've finally put my finger on what made me uneasy about
   it in the first place.  The old method was guaranteed to put at least
   1 army on an agri at < 4 every 40 seconds - nothing random about it.
   There's no such guarantee for the new method and that explains why on
   bronco I've seen scouts take an agri after it's been sitting at 1 for
   over a minute and a half - which originally made me think that agris
   popped less often in the new method.

++
   Tedd Hadley (hadley@uci.edu)
Newsgroups: rec.games.netrek
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: MUCUS PIG
Keywords: hiya, George.
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Fri, 8 Jan 1993 17:47:46 GMT


rwd@CS.CMU.EDU (Randall Dean) writes:

>What you all have not realized is that MUCUS PIG posts
>on r.g.n all the time.  Have you ever noticed that
>MUCUS PIG always plays from mucaspig@esmeril.warp.  That
>is just a common account for all of the people who play
>with the name MUCUS PIG.  There has not been just one
>MUCUS PIG for years.  The people who play MUCUS PIG
>just post from their own accounts so you will NEVER
>know when MUCUS posts.

And YOU TOO can be a MUCUS PIG!  Just send $19.95 to:

The MUCUS PIG Society
c/o MUCUS POPE
P.O. Box 4300
Raleigh, NC 27607   (checks, money orders, VISA/MASTERCARD/DISCOVER accepted)

The initiation kit includes volumes 1-8 of "Truly Tasteless Jokes", 
a year's supply of Newbie Repellent, the Sun Tzu Guide to Scumming 4th Space,
the password to mucuspig@esmeril.warp.cs.cmu.edu, and details on the secret
handshake with which you can recognize other MUCUSites.  

NOW, how much would you pay?  BUT WAIT--THERE'S MORE!

For a slightly higher donation of $49.95, you can become an Ordained Minister
of the Church of MUCUS, and gain all the benefits therein, including:

* The ability to perform weddings, divorces and baptisms.

* The power to recruit new MUCUSites into the fold.

* The secret power word that destroys opponents' egos even more efficiently
    than "maggot".

* A connection-spammer to rid your team of dead-weight losers.

and MORE!

Order today -- this is a limited time offer, and there aren't many spots left
open in the ranks of the Legions of MUCUS.  CALL NOW!

>Sorry to ruin a legend, but its all a scam.

Hush... you'll give away our trade secrets.  What kind of businessman ARE
you, anyway?  *grumble grumble*  
 
			--Commodore Video Sex Pope, NCSU
			--Designated Exploder, RONCO!, Inc.
			--"Pay NO attention to the man behind the curtain..."


--
     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.
       ---------------------------------------------------
From: hde+@cs.cmu.edu (Herbert Enderton)
Newsgroups: rec.games.netrek
Subject: misconceptions
Date: 10 Jan 93 20:45:40 GMT
Article-I.D.: cs.C0noC5.IJG.1
Organization: School of Computer Science, Carnegie Mellon

A little true/false test, with answers:

1) One kill isn't enough to start taking planets.  FALSE

2) It's important to protect your starbase.  FALSE

3) Torpedos are better than phasers.  FALSE

4) Dying with armies is worse than not picking them up.  FALSE

I think these are common misconceptions that prevent many players from
playing smart netrek.

  -- Red Shirt
From: steffen@fb3-s7.math.TU-Berlin.DE (Matthias Steffen)
Newsgroups: rec.games.netrek
Subject: any netrek players round Berlin ?
Date: 12 Jan 93 13:04:43
Organization: FB3, TU-Berlin, Germany.
Distribution: rec
NNTP-Posting-Host: fb3-s7.math.tu-berlin.de


I wonder if there's anybody else playing netrek in Berlin (or maybe nearby) ?
We have a server server running here for a long time now, but all we can do
is playing internal fights as the net going out of Berlin is so fucking 
slow. We can't even play on other German servers as we usually have ping 
times from 1000-5000ms and >50% packet loss, weekends will be better. But 
playing on servers outside Germany is completely impossible as ping times 
raise to over 5000ms. (If anybody doesn't believe me: try 

fb3-s1.math.tu-berlin.de (2592) (130.149.11.2) standard Bronco, UDP )

So maybe there are other people here in the same situation, let me know !!!!!!

Matthias

--
<Matthias Steffen                  | Technical University of Berlin     > 
<steffen@fb3-s7.math.tu-berlin.de  | Department of Mathematics          >
From: beorn@elk.Berkeley.EDU (Beorn Johnson)
Newsgroups: rec.games.netrek
Subject: Re: CLUE GAME site
Date: 12 Jan 1993 05:38:28 GMT
Organization: UC Berkeley
Distribution: world
Reply-To: beorn@berkeley.edu
NNTP-Posting-Host: elk.berkeley.edu

Tedd Hadley <hadley@vlsi.ics.uci.edu> in <2B524C39.7942@ics.uci.edu>:
-  In <1itdpbINNclv@charnel.ecst.csuchico.edu>
	dtabb@ecst.csuchico.edu (Don Tabb) writes:
-  
-  >MY NET sucks.  I was just told that it ok to have the
-  >game here but most people will have about 20% packet
-  >loss.   sh*t.  ok.   NOW we have people, we have a time.
-  >we have no server.   any SERVER GODS want to help out?
-  
-     Yeah, there's something weird going on there.  Look at this ping graph
-     over 100 seconds to chico.csu.net:
-  

Didn't you guys just get the Calvin db installed there?
Maybe it's cursed . . .


	Beorn (aka Snidly)
Newsgroups: rec.games.netrek