HDTenEightyP/NetNews huggingface dataset:
From: terence@bronco.ece.cmu.edu (Terence Chang)
Subject: Re: Bronco update
Organization: Carnegie Mellon University
Date: Wed, 22 Jul 1992 02:30:53 GMT

In article <1992Jul22.011350.250301@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>amrk@troi.cc.rochester.edu (Andrew Markiel) writes
>> What if two *different* people have the same character name on the two
>> servers? Sounds like one of the people will be out of luck. Not sure if
>> this would actually be a problem, but it could be.
>It is.  On several of the newer servers, someone has already taken [...]

For now, I've left it up to administrator discretion.  That is, the
duplicate bronco characters will get normalized and then set aside.  Maybe
if the passwords match then I can fold the stats together, but that feature
currently doesn't exist.

Terence
-- 
"People who get nostalgic      |  Terence Chang:
 about childhood were          |    e-mail: terence@bronco.ece.cmu.edu
 obviously never children."    |            or an acceptable facsimile thereof
       -- "Calvin and Hobbes"  |            (subject to change w/o notice)
From: irie@husc9.harvard.edu (Robert E. Irie)
Newsgroups: rec.games.netrek
Subject: Scws9 down
Date: 23 Jul 92 17:48:47 GMT
Article-I.D.: husc9.IRIE.92Jul23104847
Distribution: rec
Organization: Harvard Arts and Sciences Computer Services, Cambridge, MA

Hi all,
	Scws9 will be down for at least today for repairs and mods. Sorry
for the inconvenience.


Keptain Kirk
--
File: AW esome .sig            REVIEW/SEE/ADMIRE              Escape: Reality
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Robert E. Irie                                         irie@husc9.harvard.edu
EE Major, Harvard College                              irie@husc9.bitnet
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From: jch+@cs.cmu.edu (Jonathan Hardwick)
Newsgroups: rec.games.netrek
Subject: Re: movement of armies
Date: 29 Jul 92 02:26:16 GMT
Organization: School of Computer Science, Carnegie Mellon

earharta@sdsc.edu writes
> Monday night I checked into a game and I was sent a
> message to 'move armies to ROM'.  Since the game
> looked pretty active I didn't want to take the time
> to ask why.  So, I quit out of the game to go explore
> this on my own.

Good move.  Increases happiness for all :-)

> As a general rule, how protected/unprotected should planets
> be left?  If you take too many armies away from planets you
> leave them open for taking-over.

No.  Nononono.  Noooooooo.  In an ideal world, all of your planets
have exactly 4 armies on them, and your planet scums have any surplus
armies on board.  If you have more than 4 armies on a planet, an enemy
can bomb them, and stands a reasonable chance of bombing you to *less*
than 4 armies.  If you have fewer than 4 armies, you are more
vulnerable to scout takers.

This is why, if 
 (1) a front-line planet of yours just popped to more than 4 armies
 (2) you have a kill
 (3) the enemy have relatively few armies and/or people with 2+ kills
it is often a good idea to pick up the armies, even if you can see that
you will die with them on board within the next 10 seconds.  Getting
the armies off the planet denies a 1-kill enemy planet scum the chance
of getting a lucky bomb in and taking the planet over.

Note that this is a judgement call -- ideally your teammates rush to
defend the planet, and you can pick up the armies and run away to
safety or the nearest enemy planet.

Jonathan H.
Newsgroups: rec.games.netrek
From: fortony@sonne.cso.uiuc.edu
Subject: Re: SB vs 6 Captains
Originator: fortony@lucy
Organization: University of Illinois at Urbana
Date: Wed, 22 Jul 1992 18:42:16 GMT

leonard@mimsy.umd.edu (Leonard Dickens) writes:

>Sunscreamer writes:
>>Everyone gets lag at Moriarty.  It is the pit of ineffable evil,
>>the accursed lair of the damned.  Since the SB and the Captains
>>got equal lag, this test was as conclusive as anything involving
>>six or more human beings is gonna be.

>Not.  "Equal" lag works strongly in favor of the oggers in a SB ogg
>situation.  If a good ogger misses a second of play due to lag, he was
>probably cloaked anyway and therefore not really doing anything.  Even
>if he was just uncloaking, and the SB smokes him, the rest of his team
>should be getting the advantage while the SB's weapons are busy.  In
>contrast, a lost second for the SB will mean at best some lost
>opportunities to fire torps to try to light up ogger.  At worst, it
>means literally hundreds of points of damage per ogger.  Think about it.

But but but, you're assuming that the lagged CAs are dealing well with
the lag and getting all their torps off.  More likely than not, at least
it seems in my experience, lag makes me zoom off past the starbase,
uncloak at the wrong time, fire torps behind the starbase, miss with my
phasers, and plow into my teammates and die.  The 'window of opportunity'
you use to kill a starbase is very hard to hit when you're moving in 
half-inch increments.

But it's true about the starbase being just one ship and thus having its
problems magnified.  I guess it depends on the lag flavor du jour and
who exactly is getting lag and why.

Anyway, when you say above, "even if he was just uncloaking, and the
SB smokes him, the rest of his team should be getting the advantage
while the SB's weapons are busy," you're just stating a basic principle
of ogging.  I think the fact that the SB will almost certainly have time
extra during the lag to swivel to his next target, since the mouse moves
independently of the network, gives the SB a slight advantage assuming
equal lag on all sides.

>Server lag does favor the base.  No argument there.

>-Wreck


-- 
a b c d e f g h i j k l m n o p q r s t u v w x y z
Felix Sebastian Ortony	fortony@murphy.gis.uiuc.edu
Newsgroups: rec.games.netrek
From: Marc VanHeyningen <mvanheyn@silky.cs.indiana.edu>
Subject: Re: Iggy SB's....
X-Quoted: 33%
Reply-To: mvanheyn@whale.cs.indiana.edu
Organization: Computer Science Dept, Indiana University
Date: Wed, 29 Jul 1992 09:42:40 -0500

Thus said petonak@chem.psu.edu (Paul Petonak):
>my armies away. He adds WAY to much of a random factor to any game and can
>really screw things up. I saw him once wipe out a carrier in an lps. Oh well,
>those 3 armies we saved up for 20 minutes, wiped out by a robot. 

So the other team was clever enough to lead Iggy to your last planet,
and your team was not clued enough to stop him, kill him, or lead him
away.  You deserved to lose the armies then.  It really isn't that hard
to keep Iggy away from a carrier.  It's keeping Oggy away that's tricky.
-- 
Marc VanHeyningen     mvanheyn@whale.cs.indiana.edu     MIME accepted
{ x Mostly Harmless | x >= Ensign ^ x <= Commodore }
"Real Klingons do not raise sheilds when attacking.  We prefer to
 feel the honor of battle directly on the hull."
Newsgroups: rec.games.netrek
From: petonak@chem.psu.edu (Paul Petonak)
Subject: Re: Leaving a good one for LPS
Distribution: usa
Date: Tue, 21 Jul 1992 17:00:49 GMT

In article <1992Jul20.220412.16956@udel.edu>, zog@pecan.cns.udel.edu (Zog the Barbarian) writes:
|> In article <josh.711651101@mowgli> josh@cqs.washington.edu (Josh Hayes) writes:
|> >tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
|> 
|> >AMEN to that guy. This is something that bugs me about this particular
|> >strategy. I don't know HOW many games I've been in where we've beaten
|> >the opponents back to their home planet and one other planet out in
|> >the boonies. "LEAVE BOONIE FOR LAST!!!", everybody screams. But your
|> >eight opponents put NOBODY on that planet. They ignore it. To them,
|> >they're ALREADY in the LPS and your team is just too stupid to know it.
|> >
|> >In this case, TAKE THE GODDAM BOONIE. Start the timer if there is one.
|> >Make them play a REAL LPS. There's no point in trying to get them to
|> >leave that boonie for last, and there's CERTAINLY no point in screaming
|> >about your clueless teammates who took the planet. "AUUUGGGHH! WE WANTED
|> >TO LEAVE THAT FOR LAST!!!", they holler. "BUT THEY KNEW THAT, YOU
|> >NIMNUMS!" you should holler back. Sheesh. Otherwise clueful players
|> >just don't seem to grasp this, for some reason.
|> >
|> >>ZZnew guy 
|> >
|> >doctor
|> 	
|> 	The way I've always understood this strategy is that it figures,
|> not on defense by the LPS team, but the distance from the home planet.
|> That is, in the case with the Roms, the time it takes to fly from ROM
|> to ERI or TAU or whatever is worth leaving the planet for last.  When 
|> the BOONIE planet is last, you can ogg all the LPS team defenders there,
|> and then take the planet in the interim between their resurrection and
|> travel to said BOONIE planet.  If, however, you take it and are forced to take 
|> the home planet last, then people come in as BB's when there is an
|> attack on the home planet and blow the planet takers away at close range.
|> In addition, they don't have to worry about moving, since they are 
|> usually close enough to blow you up without flying.
|> 

Yeah, but if the enemies say the hell with Eri, then you are already at
the LPS stage. SO, you might as well take Eri, turn the timer on, and
make 'em sweat.

|> 	This is why I think many people hold this strategy as good, 
|> since if you have a good split between the final two planets, taking 
|> the home one first makes taking the second one easier. Otherwise, you 
|> are gunning for a whole 45 min LPS, or whatver the timer is.

If the enemy knows what they are doing you will end up playing two
LPS's.

|> 
|> 						See you around,
|> 							dan
|> 							zog
|> 							W. T. Sherman
|> 				(and in SEPT 1992)	Hercule Poirot
|> 
|> ps - hi to muppet attack, esp. Animal, Mr. Boffo, waffles and 
|> Captain Hastings
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 29 Jul 1992 12:37:28 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: last night's bronco bonanza


>Anyone have any idea how it turned out? It seemed that we were on the verge 
>of breaking them at one point but they turned us back when we couldn't get
>Rom and when they took ald and hyd back. One of the agris was usually in
>contention. 

I joined in around 3:00 ET and the game was fairly even.  A little later
ZZnew guy, MUCUS and some random person left (from our team), and were
replaced with Bav, Duck Dodgers, and some other random person.

Later each team got another clue boost when the roms get Ben Dover and
the feds got Stilleto (geez, this is starting to sound like a name
dropping conest).

The game broke up around 8:00 ET with the feds controlling the
rom front line.

	joe
	Purple haze


	"Really?  The [enemy] SB is badly damaged?"
	"That's it, I quit."
	Arjuna [aka Red Shirt]

	One of the more amusing things I've seen on the team board.
Newsgroups: rec.games.netrek
From: fortony@sonne.cso.uiuc.edu
Subject: Re: Iggy SB's....
Originator: fortony@murphy
Organization: University of Illinois at Urbana
Date: Wed, 29 Jul 1992 21:46:48 GMT

"Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:

>As for disorganized teams, they have no
>buisness on bronco.  Let's clear them off as quickly as possible.

Damn, it's yet another cmu clue server advocate. :)

The problem I see with this is that half the players on bronco,
by default, no matter what, are low-range-clue.  It's a nice dream
to say that disorganized teams have no place on bronco, but they
always have and always will, especially with the distribution of
rec.games.netrek.

I consider myself moderately clueful, and I have problems with
iggy when I'm on a standard bronco team and in a starbase.  It
happens all the time that a scout will run up towards me desperately
trying to evade iggy only to have iggy turn BIG and ROUND and
UNHAPPY.  Sure, I can pressor Iggy off and discourage her with torps,
but I *also* have to deal with oggers and my own teammates.

The more 'chesslike' this game becomes, I think the better.  When
it's mano a mano, me against Spaceman Spiff for the conquer, the
ultimate battle raging around the last planet, throwing in a random
element spoils some of the fun for me.  Yeah, I know iggy's
deterministic in the extreme, but sufficiently complex systems
are indistinguishable from chaos.

>ZZnew guy
-- 
a b c d e f g h i j k l m n o p q r s t u v w x y z
Felix Sebastian Ortony	fortony@murphy.gis.uiuc.edu
Newsgroups: rec.games.netrek
Subject: Re: CMU arrogance, defined
From: irie@husc9.harvard.edu (Robert E. Irie)
Date: 30 Jul 92 14:11:45
 <155hgpINNkcd@agate.berkeley.edu><geRgUwC00Voq4100tJ@andrew.cmu.edu><157n9kINN
 215@agate.berkeley.edu><YeRru8S00aw5M75lcy@andrew.cmu.edu>
Organization: Harvard Arts and Sciences Computer Services, Cambridge, MA
In-reply-to: Greg K Chung's message of Thu, 30 Jul 1992 01:30:48 -0400 

In article <YeRru8S00aw5M75lcy@andrew.cmu.edu> Greg K Chung <gc2n+@andrew.cmu.edu> writes:
   Basically, CMU is the best when it comes to netrek.  Better than

   The point of it all -- CMU people are just arrogant.  And with the

Hey, no argument from me! :)

   demise of Bronco coming soon, you'd think we'd be watching our tongues
   more carefully.  

Hmmm, maybe its time for non cmu server gods to add a lockout(*cmu*)
function :)

Keptain Kirk
member, The Gashouse Gorillas
--
File: AW esome .sig            REVIEW/SEE/ADMIRE              Escape: Reality
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Robert E. Irie                                         irie@husc9.harvard.edu
EE Major, Harvard College                              irie@husc9.bitnet
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From: sfd@neuromancer.metaphor.com (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: Re: U Can't Teach an Olden Bear New tricks
Date: 31 Jul 92 16:25:32 GMT
Organization: Metaphor Computer Systems
NNTP-Posting-Host: bezier.berkeley.edu
In-reply-to: hill@norman.VI.RI.CMU.EDU's message of 31 Jul 92 14:36:06 GMT

In article <1992Jul31.143606.246592@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>... I have noticed that the bear's have not made much  
>of an attempt to adjust to the game.  Mojo has been quite effective, but  
>other than that, I haven't seen one of them do much of the things that are  
>required to win.  For example, Hell Peacock still takes out a destroyer  
>and tries to dogfight a kill and take planets.

You mean, he tries to have *fun*!  Egads!  Blasphemy!  Calumny!  Sophistry!
Sodomy!  Tapestry!  Wizardry!

>                                                If he is in the game with  
>me, i wait for him to pick up then ogg him in a scout.  I'd say he dies  
>about 90% of the time.  Scum has the same problem, except I find that he  
>is not as easy to ogg because he runs.

God Bless America.  Would you suggest I run directly into an ogg?  In
any case, I've noticed that it's easy to avoid oggs by cmu players,
since their huge egos cause your red alert to go off, even if they're
cloaked!  This should be fixed in the NBR.

>                                        Do they scout bomb as a team?  Do  
>they want to win, or would they rather dogfight themselves to death?   

Actually, they'd probably rather dogfight *you* to death, but you take
what you can get.

>Mojo, i'm more interested in your opinion, what is up with your team?  You  
>certainly have the ability, why aren't you dominating?

Because tom is cool?  If winning INL games requires being "dominated", then

>Rob
>aka Spaceace!

Scott
(not speaking for the Golden Bears, since I never make games any more)
--
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|         "It's Log!  It's Log!  It's big, it's heavy, it's wood!          |
|          It's Log!  It's Log!  It's better than bad -- it's good!"       |
\--------------------------------------------------------------------------/
Newsgroups: rec.games.netrek
From: petonak@chem.psu.edu (Paul Petonak)
Subject: Re: couple o' questions
Date: Fri, 31 Jul 1992 19:28:33 GMT

In article <1992Jul31.170800.53242@cs.cmu.edu>, hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
|> Alec Habig writes
|> > I've got a couple of questions that i haven't been able to figure out  
|> from
|> > reading the hints stuff or (fairly limited) expirimentation.
|> > 
|> > 1) Does one get bombed armies DI for reinforcing a planet up that is  
|> below 4
|> > armies?
|> > 
|> > 2) What exactly does the 'coup' ('C" key) do?
|> > 
|> > 	Thanks,
|> > 	Alec Habig
|> 
|> 1)  No...you get no DI for it, although it is often a useful thing to do.
|> 
|> 2)  When your team has NO planets, and you have a kill, you can orbit your  
|> home planet and press 'C'.  This will cause the planet to become your  
|> planet.
|> 
|> Rob
|> aka Spaceace!

When I first started playing (back in the days of my .29 ratio) I used to see 
this (#2) happen a lot. Feds would genocide oris, then roms, then an ori would
pop out, get a kill, and ...... instant LPS. I assumed this was the way things
always happened yet I haven't seen one since then. Somebody change the code
so that this doesn't happen anymore?


Paul 

Icky
From: hadley@vlsi.ics.uci.edu (Tedd Hadley)
Subject: Re: Bronco update
Newsgroups: rec.games.netrek
Organization: UC Irvine Department of ICS
Date: 25 Jul 92 04:33:04 GMT
Distribution: rec

In <f74f03la433Z00@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy McFadden) writes:

>In article <1992Jul22.023053.24610@fs7.ece.cmu.edu> terence@bronco.ece.cmu.edu (Terence Chang) writes:
>>For now, I've left it up to administrator discretion.  That is, the
>>duplicate bronco characters will get normalized and then set aside.  Maybe
>>if the passwords match then I can fold the stats together, but that feature
>>currently doesn't exist.

>Please add it...  The password match sounds like the best way to go.

   Just to add to the headache: remember that two passwords, though identical,
   will have different encryption strings.  There's no way to compare them
   unless you know what the password is.

++
   Tedd Hadley (hadley@uci.edu)

Newsgroups: rec.games.netrek
From: Marc VanHeyningen <mvanheyn@silky.cs.indiana.edu>
Subject: Re: A *really* lame server: newton.physics.ucla.edu
X-Quoted: 53%
Reply-To: mvanheyn@whale.cs.indiana.edu
Organization: Computer Science Dept, Indiana University
Date: Tue, 21 Jul 1992 17:36:19 -0500

Thus said sjsmith@cs.umd.edu (Stephen Joseph Smith):
>Ok.  So I run the metaserver, and it shows that things are in the
>occasional situation where Some Servers Have Wait Queues, and The
>Other Servers Don't Have T-Mode.
>
>But newton.physics.ucla.edu has 4 players.  Hmm, I think, that's odd.  And
>low and behold I log in as a Klingon in a game with two Romulans,
>
>tzeng@ampere.physics.[presumably ucla.edu god this needs fixed in the NBR]
>ychang@planck.physics.[presumably ucla.edu]
>
>and two Klingon guests.  Lo and behold, the guests aren't moving, and
>ychang, as "you don't know", has 38.** kills or something.  "Ha ha!" I say.
>So I ogg him, getting lagged badly the first time but easily succeeding the
>second time.
>
>What a clueless guy.  And then I see a Klingon guardian.  Gee, these guys
>managed to bring out a Klingon guardian, and couldn't kill it off before
>T-mode scumming?  They must *really* be clueless.
>
>So I go to send a message to the server GOD.  And to my shock and surprise:
>
>ychang *is* the server GOD.
>
>I leave in disgust.

Not surprising; as more and more servers proliferate, the probability of
finding doofuses increases.

>What do we do with this guy?  I guess if people want to set up their own
>server and be Admiral Clueless on it, that's there business, but doesn't
>this loser have the blessed code as well?  Gosh, *anyone* can get the
>blessed code nowadays, can't they?!

About the only thing you can do is decline to patronize his server.  Of
course, you could join and ogg him, but then he can always get xsg
running and start fighting back...

I suppose that, if you really wanted to, you could found a "Netrek
Server Accreditation Council" (NSAC) who would determine whether server
gods let power go to their heads or run things "fairly," whatever that
means.  I don't think we want to go that way though.

However, a server god only has to do one or two unpopular things to turn
people off, and there are enough servers that turned-off people don't
generally get turned-on again.  I don't use tbird anymore, and nor do a
number of people I know, following some annoying stuff with a game
by gods there.  (Not that tampering is evil, but without assent or
well-established policies like "If you say **** in a message I will
reset your stats" it gets really old as a game.  If I wanted to watch
people go "I have power over things and you don't" I would call a BBS
run by a 12 year old on his Commodore.)
-- 
Marc VanHeyningen     mvanheyn@whale.cs.indiana.edu     MIME accepted
<various ranks Ensign-Commodore> Mostly Harmless
Yet another brilliant strategy:  deciding which planet to leave for last
while they still have 9 left.
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Golden Bears vs. Lagg U
Date: 23 Jul 92 19:25:55 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <MEHLHAFF.92Jul20214557@soda.soda.Berkeley.EDU> mehlhaff@soda.Berkeley.EDU (ERic Mehlhaff) writes:
>IF you eliminate the queue or restrict it to 1 waiter, you disconnect any 
>others who try to connect, or something like that.  This reminds me  THE
>WAIT QUEUE CODE NEEDS TO BE CLEANED UP...

Be VERY careful if you decide to redo it.

I remember ksmith having fits trying to work out all the kinks.  There are
a lot of situations to consider which can result in people getting stuck
forever on a queue.

>ERic mehlhaff, mehlhaff@soda.Berkeley.EDU, netrek hacker

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: trust@sweetpea.jsc.nasa.gov (Jason Trust 283-4077)
Newsgroups: rec.games.netrek
Subject: What to do?
Date: 23 Jul 92 21:09:56 GMT
Organization: McDonnell Douglas Space Systems Company

I have been playing netrek for a long time (from a SUN) and I
have always wondered if it were possible to play netrek from a 
PC?  Is there some code that is available for a PC (netrek client)?
Do I have to have X-windows for a PC first?

Looking for some information and/or suggestions from ya'll?

Jason E. Trust
'92 TAMU


  DDDDD   EEEEEEE   V      V    OOOO
  D    D  E          V    V    O    O
  D    D  EEEEEEE     V  V     O    O
  D    D  E            VV      O    O
  DDDDD   EEEEEEE       V       OOOO
Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: last night's bronco bonanza
Date: Wed, 29 Jul 92 18:09:05 GMT
Organization: School of Computer Science, Carnegie Mellon


The bronco game was so good that at one stretch, I had played 20 out of  
the last 24 hours of netrek.  I played from 5 till 7, then from 8 till 8.   
Thats right, 12 hours.  I was a fed, combating the rom double agri's of  
hyd and ald.  

Many times I (well, sometimes it was we :-)) pushed them to the rom core,  
taking one or even both of the rom agris.  It was impossible to hold the  
roms down for long.  Soon they'd retake a single agri, then both would  
fall.

It seems as soon as we had the advantage, the roms would get more good  
players.  It was phantom from 8 till midnight, ZZnew Guy from various  
points in the game, Icarus for awhile, MUCUS for a painful stretch, Duck  
Dodgers from about 3 till 8, as well as Ben Dover, and other clueful west  
coast players.  Ged's base was nearly indestructable, as Chronus and I  
poured ship after ship into him to get him to retreat.  Feds eventually  
got some clue in Icarus and Chronus.  It was a hellish game.  I quit out  
around 8 to go to work, when we had again pushed the roms back to their  
core.

Icarus mentioned that he didn't see how a genocde ever happened on prime  
time bronco nights.  You are right.  Genocides were rare, and generally  
happened in the early morning.

Rob
aka Spaceace!