HDTenEightyP/NetNews huggingface dataset:
From: Luis Miguel Sequeira <bc@fccn01.fccn.pt>
Newsgroups: rec.games.pbm
Subject: Galaxy Results Format
Date: 4 Jan 1993 01:20:33 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

Alan Mead writes:

>Typically these discussions "degenerate" into debates about "what is
>realistic" (which always seems to me to be beside the point) but...  I
>think this would be more realistic in the sense that worlds and solar
>systems are big!  Do you think that you could find, catch and destroy a
>fleet of 500+ ships scattered throughout the solar system in one year?

You're right! I'm thinking about GDW's  Traveller, MegaTraveller, 2300
AD and Star Cruiser games (the last one being a board game).  On these
games, if a starship, however big, submerges under a  large ocean at a
planet, it  is virtually impossible to find  it. But on the same game,
sensors have a  very *long* range; you can  detect a golf ball on  the
Moon from the Earth, or  scan Venus from Mars...  so ships are easy to
detect if they aren't cleverly hidden.

Well, as  we haven't seen a lot  of starships jumping around  in 1993,
there is  no  way to predict  *reallistically*  how things  are really
going to be...

However, I still would welcome additions to Galaxy (even if  I _don't_
master the game  just with  the actual 3.30  rules...).  I hate static
games, ie.,  those without evolutions...  so good work out  there, and
let me know about it! :-)

	- Luis Sequeira, Lazyness Prime & Fanatical Gamer


  _________________________________________________________________________
 /
/
    _/     _/     _/  _/_/_/     Computer scientists do it byte by byte.
   _/     _/_/ _/_/ _/
  _/     _/ _/  _/  _/_/_/       "We don't ask for miracles to get the job
 _/     _/     _/       _/        done, we RELY upon them!"
_/_/_/ _/     _/  _/_/_/         

  bc@fccn01.fccn.pt                        Luis Miguel Sequeira
                                  Laboratorio Nacional de Engenharia Civil
  Phone 351-1-8482131 Ext. 2752   Centro Informatica/Grupo Sistemas Centrais
  "Don't call me, I'll call you"  Av. Brasil, 101 - 1700 Lisboa, Portugal
                                                                          /
_________________________________________________________________________/
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: rec.games.pbm
Subject: Re: DM: Help Wanted With Roll-Up
Date: 6 Jan 1993 08:41:09 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: milhouse.caltech.edu
Originator: johnjohn@milhouse

In article <kF0wwB1w165w@Micor.OCUnix.on.ca> crip@Micor.OCUnix.on.ca (Garth  
Werner) writes:
>gharris@jade.tufts.edu (George W. Harris) writes:

>> 	10-13-9-13-10-5-10.
>> 
>> Any suggestions?

>        My personal suggestion is for trying 11-13-9-17-15-6-13 as a 
>Parry-Strike.  That's been one of my pet styles for the past few months.

P-S?  On a size 9 with a 6 speed?  Really?  Hmmm...

I don't have _any_ experience on designing the style, so let me as you how  
you think this rollup would compare to a ... waste.  I see that the will  
wouldn't be as important in that case ... Hmmm... I don't know what to say  
other than I'd be interested in seeing it as a PS.

What are you going to do George?

John
From: jozborne@ersys.edmonton.ab.ca (John Osborne)
Newsgroups: rec.games.pbm
Subject: Legends-NPC Legions
Date: Sat, 09 Jan 93 20:43:02 MST
Organization: Edmonton Remote Systems #1, Edmonton, AB, Canada

Some legions will stay in one place until they are influence/destroyed.  
Others move at production.  The only way to tell the difference between 
them that I know of is to wait and see if it moves over production.

Does anybody have the stats for Demonic Possesein?  I am trying to figure 
out whether it is worth it to allow my evil troop trainers morph.  Can 
Demonic Possesein afflict #373, or is that ability now the exclusive 
property of the old #373 status?

--
John Osborne              jozborne@ersys.edmonton.ab.ca
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: rec.games.pbm
Subject: DM - Weapons Chart 2
Date: 6 Jan 1993 08:41:15 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: milhouse.caltech.edu
Originator: johnjohn@milhouse

This chart shows which weapons are suited to which styles.  See the  
accompanying chart for the stats necessary to use the weapons.  Keep in mind  
that off-hand weapons are always well suited style-wise, but not  
necessarilly  
stat-wise.


WEAPON SUITABILITY BY STYLE

Weapon		BA    ST    SL    PS    LU    PL    WS    TP    AB    PR

Dagger		U     WS    MA    U     MA    MA    U     MA    WS    U
Epee		U     WS    WS    WS    WS    WS    U     WS    WS    CW
Hatchet		U     WS    WS    MA    U     U     U     U     MA    WS
S.Sword		U     WS    WS    CW    WS    WS    U     WS    WS    WS
Sm.Shield	WS    WS    U	  U     U     U     WS    WS    U     U
W.H.		WS    WS    U     WS    U     U     U     MA    U     U
LO		U     WS    WS    WS    WS    CW    U     WS    WS    WS
Mace		CW    WS    U     MA    U     U     U     MA    U     U
SC		U     WS    CW    WS    MA    WS    WS    WS    WS    WS
BA		MA    WS    WS    WS    U     U     WS    WS    U     U
BS		MA    CW    WS    WS    U     MA    WS    WS    MA    U
Me.Shield	WS    WS    U	  U     U     U     WS    WS    U     U
MS		WS    WS    U     MA    U     U     CW    U     U     U
S.Spear		U     WS    MA    WS    CW    WS    U     MA    WS    WS
WF		WS    WS    U     MA    U     U     WS    U     U     U
Lrg.Shield	WS    WS    U	  U     U     U     WS    WS    U     U
QS		WS    WS    U     WS    U     U     WS    WS    CW    U
GA		WS    WS    WS    MA    U     U     WS    U     U     U
Great Sword	WS    WS    MA    WS    U     U     WS    WS    U     U
LS		U     WS    U     MA    WS    WS    U     WS    WS    WS
Halbard		WS    WS    U     U     MA    U     MA    U     U     U
Maul		WS    WS    U     U     U     U     U     U     U     U
Hand		WS    WS    U     U     U     U     U     U     WS    U



WS = Style is well suited to the weapon
MA = Weapon is used in a marginally effective fashion
CW = Classical weapon of the style
U = Style uses weapon in an unorthodox fashion

Note: A favorite weapon will be well suited, style-wise, but not necessarily  
stat-wise.
Newsgroups: rec.games.pbm
From: ry@cbnewsl.cb.att.com (ryerson.schwark)
Subject: Re: Legends Vampires
Organization: UNIX System Laboratories, Summit, NJ
Date: Tue, 12 Jan 1993 15:30:12 GMT

In article <93012.144356K331280@ALIJKU11.BITNET> <K331280@ALIJKU11.BITNET> writes:
>Hi |
>
>Well, once again: The statuses listed are from ROI:
>Vampire
>Vampirelord
>Lord VampireThey can morph in a production.
>Vampire Lord
>Spirit of the Dead

Interesting, I guess then vampyre status is different in ROI in
europe, or maybe in different games, because I'm playing ROI6
in the US with midnight games, and this is definitely NOT the
progression in that game.

Ry
ry@usl.com
Organization: Johannes Kepler University Linz - Computing Center
Date: Thu, 7 Jan 1993 14:55:02 CET
From: <K331280@ALIJKU11.BITNET>
Newsgroups: rec.games.pbm
Subject: re: Legends Spirit of Dead

Hi |

SoD is definitly the 5 Vampire stat. I once saw a Monster morph.
I heared, that he can inflict the status of Lord Vampire-3rd status from
a GM in Austria.
The Vampire Tree, as I know it:
Status:  Vampire->Vampirelord->Lord Vampire->Vampire Lord->Spirit of Dead
 III
Inflict:Vampire Vampirelord   Lord Vampire

Hope I have helped you,

Greetings, Mike.
Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: It's tiiiime
Organization: Department of Astronomy, University of Virginia
Date: Sat, 9 Jan 1993 05:27:21 GMT

... to write your article for this month's PBEM, the world's best
(because it's the only) fanzine covering free play-by-electronic mail
wargames. Wanna take the current discussion on playing Galaxy and turn
it into an article? Or write about any other game you've been playing.
Or want to play. Or whatever.

Back issues can be found on ftp.erg.sri.com, mostly in /pub/pbm/PBEM-Fanzine,
more in /pub/INCOMING.

Already scheduled for this issue is an article about Anthony Lovell's
latest and greatest creation, Tictactics, with the results of the
betatest, written by the winning player.
Organization: Johannes Kepler University Linz - Computing Center
Date: Tue, 12 Jan 1993 14:40:33 CET
From: <K331280@ALIJKU11.BITNET>
Newsgroups: rec.games.pbm
Subject: re: Legends Info requests

Hi|

I know something about the items ID 940 and ID 129

ID 940: Character must be vampire, then it gives some bonuses on MAR and SAR
ID 129: There is a way to teach its construction to a pop segment. A Runmaster
        can reserach the secret versus one of the level 5 Runeknowlegde spells.


Greetings, Mike.
Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: Re: Galaxy help needed
Organization: Department of Astronomy, University of Virginia
Date: Fri, 8 Jan 1993 22:18:59 GMT

>>Is there a hints file available for playing Galaxy?
>>
>I don't know about a hints *file* but depending on which version of the game
>you get in...

Issues 3 and 4 of my PBEM 'zine have articles about Galaxy strategy.
From: A.M.Salt1@lut.ac.uk
Newsgroups: rec.games.pbm
Subject: Re: Beyond the Stellar Empire
Keywords: Help
Date: 11 Jan 93 17:26:13 GMT
Reply-To: A.M.Salt1@lut.ac.uk (Honey Monster)
Organization: Loughborough University, UK.


 Okay so I've discovered battle computers make more sense than shields, anyone 
 got any ideas for research projects?
From: gag@henson.cc.wwu.edu (Generic Association of Gamers (A.S. Club))
Newsgroups: rec.games.pbm
Subject: Re: Gag game running?
Date: 7 Jan 93 01:48:29 GMT
Article-I.D.: henson.1993Jan7.014829.22603
Organization: Western Washington University

gl8f@fermi.clas.Virginia.EDU (Greg Lindahl) writes:

>Has anyone heard anything from the GAG galaxy game since christmas? I
>tried to submit my new turn but the server replies that game 'Omega'
>is unknown. Perhaps I made a resolution to forget how to spell...

Thanks. The first turn of the year will run on Thursday January 7.

-- 
+
|      GAG, Generic Association of Gamers, Western Washington University
|                           > gag@henson.cc.wwu.edu <
| Ok: WWU doesn't really give a d*mn about the games we play or things we say,
Newsgroups: rec.games.pbm
From: M22367@mwvm.mitre.org
Subject: Re: Galaxy Playing (was Re: Galaxy Turn Format)
Organization: The MITRE Corporation, McLean VA 22102
Date: Thu, 7 Jan 1993 16:52:19 GMT

Yes, the Photons were/are my immediate neighbors - and oi! what a counterattack
he gave me!  If the diplomatic messages we exchanged hadn't resulted in
confusion (and Andrew hadn't gone on vacation), I'm sure the Tintin would be
gone gone gone.
 
I'll be taking a C++ class this semester - I think doing up a automated player
such as the one described would be verry interesting.  Count me in (just give
me a couple months to get started :-) ).
 
- Mike (Tintin, Game 4)
Newsgroups: rec.games.pbm
From: bethmo@microsoft.com (Beth Moursund)
Subject: Middle Earth PBM (MEPBM)
Date: 05 Jan 93 02:24:26 GMT
Organization: Microsoft Corporation

Any MEPBM players on the net?  I've just signed up for a game, and I'd
be interested in discussions with experienced players.  (I have a
number of MEPBM-playing friends, but they've only played a limited
number of positions, mostly Free Peoples.  I'm playing a Neutral.)
Or, for that matter, with other new players, or with people thinking
of becoming players.  The more the merrier! :-)

For those who've never heard of it:
MEPBM is a wargame with tiny amounts of paragraph-style roleplaying
thrown in.  Each game starts with 10 "Free Peoples", 10 "Dark Servants",
and 5 "Neutrals" who must join with one side or the other eventually.
Each player controls one nation, and starts with 8 characters; each
character can do 2 actions per turn, so this limits what you can
do pretty severely.  Also, many actions cost gold, which tends to
be a limiting factor for most nations (the Dwarves seem to have more
gold then they know what to do with).  Characters have skills in one
or more of the categories Command, Agent, Emissary, and Mage.  Command
skills have to do with moving armies around, recruiting new soldiers,
etc.  Agents do scouting, assassination, guarding, and sabotage.
Emissaries increase your own areas loyalty or decrease enemies loyalty,
create new camps, and increase the size of camps/villages/towns.  Mages
study and cast spells of a variety of types.
From: burgesmw@cnsvax.uwec.edu
Newsgroups: rec.games.pbm
Subject: What happened??
Date: 4 Jan 93 15:59:49 -0600
Organization: University of Wisconsin Eau Claire


   Did anyone here get the rulebook for Adventurer's Guild?  There seemed to be
interest in it but then no one wrote back about it.  If you did get the
rulebook I would like to hear from you.  I would like to know what you thought
of the game regardless if you are playing or not.

Thank you,

Matt

burgesmw@uwec.edu
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy help needed
Date: 9 Jan 93 23:37:34 GMT
Organization: IDA Center for Communications Research, Princeton

Greg Lindahl <gl8f@fermi.clas.Virginia.EDU> writes:
> I still build small cargo ships, even in version 3. I checked out the
> increase and it was pretty small, given that you still have to build
> additional drives.

I think a typical increase is about a factor of two in transport
capability.  I don't know whether this is what you consider small.  I
consider it to be extremely important.

Here are two sample ships from a version 3.0 game.  Note that it doesn't
cost much to give the larger ship minimal weapons and shields, while
that is completely out of the question for a small ship.

   N               D   A   W   S   C    Mass  Spd Empty  Spd Full  Cargo Cap
   transport1      1   0   0   0   1      2     10.00      6.45       1.1
   transport100   72   0   0   0  27     99     14.55      7.24      99.9

The large ship costs 50 times as much as the small ship.  It carries 91
times more cargo.  It is faster when loaded, and much faster when empty.
On average, it will transport about 2.2 times as many cargo-lightyears
per turn (although this depends strongly on the exact distances
traveled).

I have come to the conclusion that the enhanced cargo shipping is the
most important of the four factors which make maxing out economic growth
so much easier in 3.X than in 2.X.  If you are not taking advantage of
it, I think you can still max out your growth, but if you do then you
will have significantly less industry left over for warships and forts.
Of course, as Greg points out, the extra transports you produce do also
contribute to your defense.

                                        David desJardins
From: DANBELL@nervm.nerdc.ufl.edu
Newsgroups: rec.games.pbm
Subject: Re: HYBORIAN WARS
Date: 7 Jan 93 20:40:10 GMT
Organization: University of Florida, NERDC


   Someone ask so here it is:
                             Reality Simulations Inc.
                             P. O BOX 22400
                             Temple, AZ 85285
 
    I would be happly to keep in touch with anyone playing. I just
    started a 16 day turn around and just request a country for a
    28 day turn around.
                                    Danny Bell
                                    Univ. of Florida
Newsgroups: rec.games.pbm
From: an1739@anon.penet.fi ("Professor Who?")
Subject: GALAXY game0 at <haven!galaxy@baron.ncsa.uiuc.edu>
Organization: Anonymous contact service
X-Anonymously-To: rec.games.pbm
Date: Mon, 11 Jan 1993 02:29:55 GMT

Can anyone else tell me if they received orders????  If not, please
would people send the GM telling him to send me my reports at

yangboy@ccms.ntu.edu.tw

Thanks!!!

	Yang/Bunglers
-------------------------------------------------------------------------
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Newsgroups: rec.games.pbm
From: baidins@mercury.cis.udel.edu (Juris Baidins)
Subject: LEGENDS: stealing from ruins
Followup-To: rec.games.pbm
Organization: University of Delaware, Newark
Distribution: rec
Date: Sat, 9 Jan 1993 18:22:46 GMT

Can items be stolen from ruins ?  How easy is it, how dangerous ?

Juris Baidins
baidins@cis.udel.edu
Newsgroups: rec.games.pbm
From: an1739@anon.penet.fi ("Professor Who?")
Subject: game0 at <haven!galaxy@baron.ncsa.uiuc.edu>
Organization: Anonymous contact service
X-Anonymously-To: rec.games.pbm
Date: Wed, 6 Jan 1993 20:27:28 GMT

Would someone ask the GM of this game how to send in a batch of 
orders to be executed in sequence when I will be out of contact
for a couple of days?

Bunglers in game0/ yangboy@math.ntu.edu.tw
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Due to the double-blind system, any replies to this message will be anonymized,
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Newsgroups: rec.games.pbm
From: ewalents@magnus.acs.ohio-state.edu (Erich Walentschak)
Subject: Address
Organization: The Ohio State University
Date: Tue, 5 Jan 1993 05:30:26 GMT

The address to Hyborian War's company is this:

Reality Simulations Inc.
PO Box 22400
Tempe, AZ 85285

At least thats where I send my DM turns.  Im not sure whether they have a 
separate one for HW, but it'll get there.  And no, I wont admit to having that 
address memorized!

Erich
Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: Re: Beyond the Stellar Empire
Keywords: Help
Organization: Department of Astronomy, University of Virginia
Date: Mon, 11 Jan 1993 23:29:00 GMT

In article <1993Jan11.172613.17265@lut.ac.uk> A.M.Salt1@lut.ac.uk (Honey Monster) writes:

> Okay so I've discovered battle computers make more sense than shields,
> anyone got any ideas for research projects?

Sure: find out what's been allowed in other universes, and research
them. I had nothing but trouble getting novel research projects
approved, so starting from something that has been approved elsewhere
seems to be a good tactic.
From: jduffin@pnet51.orb.mn.org (Joshua Duffin)
Newsgroups: rec.games.pbm
Subject: Re: galaxy battles
Date: 5 Jan 93 13:07:56 GMT
Organization: People-Net [pnet51], Minneapolis, MN.

Jesse.Taylor@launchpad.unc.edu (Jesse Taylor) writes:
>[I've been following the thread of rewriting the format of battles in
>galaxy, and have a few opinions (don't know if these have been stated before)]
>
>As the the arguement that galaxy turns take a year, and that ships only
>shooting once for each attack during the battle was too slow for a year,
>another point was made that solar systems are BIG places, and that a
>battle would involve numerous skirmishes between the various ships, not
>one HUGE engagement... Plus if you factor in ECM, ships might miss each
>other in battle. Maybe each ship could fire twice in a turn for a battle?
>
>As to the arguement that the game could stalemate if two people made two
>huge fleets of flack ships.... No, only until one of them made a ship with
>about 50 attacks and sent it in to break the stalemate...
>
>

I still disagree on the idea that ships could run out of time to shoot at each
other.  Turns *are* at least a year long, and while star systems are large,
ships move faster than light, and even at lightspeed no planets are more than
a few light-hours away from the local sun.  It's also evident that finding
enemy ships shouldn't be a problem, given that all ships at any system one of
your ships is at are detectable, and from the map you can see that even ships
in hyperspace can be detected at least approximately in location.

If the two huge fleets of flack ships were actually huge fleets of fighters (1
1 1 1 0), it is very possible that many would be left after a couple rounds,
and anti-drone ships are very much less effective against shielded vessels.


inet: jduffin@pnet51.orb.mn.org            | My other account is a Porsche.
uucp: {crash, tcnet}!orbit!pnet51!jduffin  |
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Playing (was Re: Galaxy Turn Format)
Date: 7 Jan 93 20:21:19 GMT
Organization: IDA Center for Communications Research, Princeton

Alan Mead <amead@s.psych.uiuc.edu> writes:
> I've even thought about running a computer tournament where only
> programs could play.  How many people would be interested in submitting
> code?  Not too many, I suppose :(

I would probably be willing to give this a try.  It might be interesting
with as few as two programs, although the more the better.

> Potentially, a good computer player
> could revolutionize the present game.  It would allow you to play an
> entire game in a weekend for practice...

I don't think any fully automated player is likely to give anyone but a
novice a challenge.  Particularly if the human player knew what the
automated player was likely to do.  But it would still be interesting.

                                        David desJardins
Newsgroups: rec.games.pbm
From: gairns@ccrs.emr.ca (jgg)
Subject: Legends: Arcane Spell Research (again!)
Organization: Dept. of Energy, Mines, and Resources, Ottawa
Date: Mon, 11 Jan 1993 14:19:12 GMT

	OK ... I am reading and reading the AA research rules and
	I don't think I quite understand the mechanics of researching	
	AA.  Could some kind soul out there either post one of their
	research attempts, or help me flesh out mine.  I'd like to
	be able to create powerpoints ... perhaps even with some
	province restrictions ... if I had a decent example to work
	from, I'd really appreciate it.  Thanks large!  :-)

Jamie
-- 
	- Excuse me ... Miss ??
	- What do you mean 'Miss' ?
	- Oh ... I'm sorry, I have a cold.