HDTenEightyP/NetNews huggingface dataset:
From: mcn@cwru.edu (Michael C. Neuman)
Newsgroups: rec.games.netrek
Subject: Humor du jour
Date: 23 Nov 1992 21:57:17 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
Distribution: world
Reply-To: mcn@b62103.student.cwru.edu
NNTP-Posting-Host: b62103.student.cwru.edu

  Just to add a little levity... I was playing this afternoon with Ij Sucks on
rwd4... We got the feds (we were roms) down to a last planet stand (alp)...
Someone wrote to the team board, "What do we take next?" Thinking he was kidding, I said, "Sco"... 30 seconds later, a Klingon guardian comes out, he dies and says, "Almost had it! Sco at 2!"

  This should serve as a lesson to other high rank 
 
ing players. We need to strive to provide a good role model, to inform, to help others along the way. Or, if none of those things, at least have fun with 'em...

--
        Mike Neuman                mcn@b62103.student.cwru.edu
  "To make a machine that will be proud of us." - Thinking Machine's motto
==============================================================================
* Maintainer: NeXT netrek archive--b62103.student.cwru.edu:/pub/games/netrek *
Newsgroups: rec.games.netrek
From: von@cory.Berkeley.EDU (Steve Von Worley)
Subject: Re: Comments during games
Organization: University of California, at Berkeley
Date: Tue, 17 Nov 1992 00:05:34 GMT

In article <BxtyM2.3Hy.2@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>> In <Bxsq20.Fzw.1@cs.cmu.edu> hde+@cs.cmu.edu (Herbert Enderton) writes:
>> 
>> >I still haven't found an effective way to give advice to a teammate
>> >without his taking it as an insult.  Anybody found a way?  
>
>Well, as I see it you have two choices.  You can insult them alot, or beg  
>with them.  I frequently say "please bomb", or "please ogg R3".  I think  
>that it tends to get better results then "god damn it, ogg R3 you stupid  
>moron twinks".  Of course, if this fails, I lose my composure...:-).

Or, believe it or not, there is a third option which is neither 
an insult or begging!  Simply tell people what you would like them to do,
sans embelishment.  Examples:

	bomb			[means 'bomb']
	ogg r3			[means 'ogg r3']
	ogg base now		[means 'ogg base now']

Wow!  It's clean, brief, and inoffensive!  

If the player[s] don't listen to you, then find another game.  And if a 
player gets offended by any of the above, ignore the twink.  It's not
worth arguing with someone who is clueless but thinks otherwise. 

Sandia
E I E I O!  Moooorgf!
-- 
Steve Von Worley
von@cory.berkeley.edu
Computer Science Gradual Student
University of California at Berzerkly
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: RAS hummm....
Date: 22 Nov 92 23:51:21 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1en2u5INN2c9@MONKEY.ZOO.CS.YALE.EDU> feng-thomas@cs.yale.edu (Thomas Zuwei Feng) writes:
>Well, as a matter of fact, the way around RSA has been found already.  And
>a blessed borg with source code is in an anonymous ftp site.  Send me mail
>for more information.

Does it work with the v2.0 RSA stuff?  We worked around the serverName
problem you exploited earlier.

There will always be miscreants like this who just "don't play well with
others."  It would've been just as easy to break the old reserved scheme,
so we aren't really losing anything by going to RSA.  It's just unfortunate
that some people aren't willing to play fair, and worse yet, will publish
instructions.

>tfeng aka. Phone Company aka. Ij Sucks aka. Pony Boy! aka.  <lots others>

Somebody with the source send me a copy.  I'd like to see what he's up to
this time.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: echeverr@scf.usc.edu (5150)
Newsgroups: rec.games.netrek
Subject: Re: GB at LAR
Date: 22 Nov 1992 11:26:22 -0800
Organization: <censored>
NNTP-Posting-Host: sal-sun33.usc.edu

In article <By2nr4.2tJ.2@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>No.  I'm saying that it would be nice if teams, of their own accord,
>decided that playing netrek over a connection that generates eg 20
>ghostbusts per hour, or ping times with a variance of 500ms (extreme
>examples, but you get the idea) isn't going to be "high quality
>netrek" by any definition.  It almost certainly won't happen, but boy,
>it would be nice... 

Yeah, wouldn't it be nice too if all the games would be played on your local
server... that way you'll have 2ms lag and 0% loss.  Yeah, that would be nice...

5150
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Netrek IIId, a real possibility
Organization: FSU nuclear physics
Date: Mon, 23 Nov 92 15:21:05 GMT

For anyone doing this I don't think (haven't looked at it) the server end
of 3d netrek would be bad.  It's just the user interface that will cause
trouble.  For a fairly good 3-d user interface you should check out
a game called Elite (PC's and maybe Amigas.)  It works like this:

---------------------------------------------------------------------------



			Main screen, shows ships in front (compressed here)



-----------------------------------------------------------------------------
_________________________
			|
     -----------	|
  /              \	|
 |                |	|
 |      |         |	|
 |      L         |     |
  \______________/      |
------------------------|

Pleas forgive my poor graphics on the bottom display, but basically all
targets have a line going up or down to them to show distance out of
your current plane.  The ships are given these movements:  raise/lower
left wing, raise/lower nose.  For netrek you would almost need some sort
of lock on system or you will never hit anyone with torps.  Torps should
still be ballistic so you could dodge.

Sherlock

Roger
books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.netrek
From: von@cory.Berkeley.EDU (Steve Von Worley)
Subject: Scrimmages
Organization: University of California, at Berkeley
Date: Mon, 23 Nov 1992 12:16:00 GMT

In article <By61B4.5y3.2@cs.cmu.edu> hill@norman.vi.ri.cmu.edu writes:
>Good tom, good.  Scrimmages are fun.  My point is, why should a LaRiot  
>scimmage versus Deep Hurting count any less than an LaRiot game versus  
>deep hurting?  They both are games..a games a game.

Welll, I really think we should keep distiguishing between scrimmages 
and actual INL games.  A scrimmage is a practice game in which both
teams, well, practice, without much pressure.  Often, the entire 
roster may not make it because they have lives.  In an INL game, on the
other hand, everything is tense, and there is no room to try new
tactics or strategies without totally self destructing.  Pride is
on the line.

My point is that scrimmages allow a team to practice, experiment, etc.,
with little penalty.  An INL game, on the other hand, is where this 
practice comes into play; you play the best, most consistent game you 
possibly can.  Both are good.

Teams should have the opportunity to practice and not be penalized for 
it.

Sandia
-- 
Steve Von Worley
von@cory.berkeley.edu
Computer Science Gradual Student
University of California at Berzerkly
From: leonard@mimsy.umd.edu (Leonard Dickens)
Newsgroups: rec.games.netrek
Subject: Base stats for NBR
Date: 19 Nov 92 22:38:23 GMT
Organization: Deep Thirteen, Gizmonics Institute

It would be cool if the server kept track of a few base stats in the
NBR server.  Here are some ideas for base stats.

Offense:  kills/time
Defense:  deaths/time
Armies:   armies on board/time
Bombing:  armies killed on board enemies/time 
Position: ratio of distance from own home planet to enemy home planet/time
Repair:   total shield+internal damage repaired/time

-Leonard
From: paulsen@eniac.seas.upenn.edu (FreeKill)
Newsgroups: rec.games.netrek
Subject: Rwd4 borg hours
Date: 19 Nov 92 17:55:15 GMT
Organization: University of Pennsylvania

I've been trying to get my bot onto rwd4 form 9am-1pm.  For some reason,
the server keeps kicking me out.  Are there any borg hours on rwd anymore?
I read the motd, and it appears that 9am-1pm should be borg hours...

By the way, I fixed a couple of bugs that was in the bot that many of you
saw on Tuesday on bronco.  It should play a little less like a moron...

Brian
From: rone@girtab.usc.edu (Ron Echeverri)
Newsgroups: rec.games.netrek
Subject: Re: GB vs LAR lag
Date: 19 Nov 1992 15:13:59 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: girtab.usc.edu

In article <asdg0hagwoiuhwowigh@xcf> blojo@xcf.berkeley.edu (Jon Blow) writes:
>I also think that LAR has an ego problem.  I am not saying this to rag on your
>team; I know it will probably start yet another flame war, but I think you
>should take the following comments seriously, because they're honest comments
>from someone who's played against you.

Heh. right.

[blather deleted]

>I think you guys would be a much better team if you played vs. Real Opponents
>more often, which probably means spending most of your playing time not on
>Calvin.  However, this is probably icky and/or hard given the notorious
>Calvin Lag.

Good morning, Hell Peacock, this is your wakeup call.  LAR lost in overtime
to TWNN.  Away.  I don't think anyone else had a better game vs. TWNN.

LAR isn't good enough to beat Side Salad.  But then again, neither are you.

Now let's see:
a) LAR - GB @ calvin:  Utterly cruddy lag (15% loss); 19-1, LAR
b) LAR - GB @ ksu: Regular calvin lag for LAR; 11-8, GB

Now, let the reader extracts his own conclusions.

5150
not a member or either LAR or GB


Newsgroups: rec.games.netrek
From: esj@cs.brown.edu (Eugene Santos Jr.)
Subject: Re: NBR proposal: Another gimmic to help the clueless newbie
Organization: Brown University Department of Computer Science
Distribution: na
Date: Thu, 19 Nov 1992 01:48:41 GMT

In article <of2cuPW00WB2A_ZxdZ@andrew.cmu.edu> Nanci Ann Miller <nm0w+@andrew.cmu.edu> writes:
>esj@cs.brown.edu (Eugene Santos Jr.) writes:
>>         I often get a very very late message from a newbie apologizing
>>         for doing something I suggested he not do way way after the fact
>>         because they just only saw the message.
>
>Now hang on a second here... most of us "clued" players spend most of our
>time looking at the galactic map... which means that in intense situations,
>we aren't going to be continuously waiting for so-and-so to send a message.
>Some (clued) people only look at the message boards every time they die
>(just before they come back in).  I would have to say that this kind of
>thing is a fact of life....
>
>Nanci
>

Well, ain't this a Catch-22. Not really. Most "clued" players are already
busy doing something "clueful". For the unreachably "clued" people, what
they do usually agrees with the other "clues" on the seen. The subspecies of
netrekkers I refer too are the ones who aimlessly wander around but
ask for advice. Get the advice but don't read it until toooo late.
You know, like the "Don't kill Eek!!!" or "Don't give SpaceAce! a kill!!"



uucp:	...!{ihnp4,decvax}!brunix!esj		Eugene Santos Jr.
bitnet:	esj@browncs.bitnet			PO Box 1910, Computer Science
arpa:	esj%cs.brown.edu@relay.cs.net		Brown University
csnet:	esj@cs.brown.edu			Providence, RI 02912
From: adc@tardis.msu.edu (Alan D. Cabrera)
Newsgroups: rec.games.netrek
Subject: Re: RSA (Was: RSA gobbledygook)
Date: 19 Nov 92 22:24:11 GMT
Reply-To: adc@tardis.msu.edu
Organization: Michigan State University

Well we acknowlege that discovery is heavily used by people outside
the US and people in Canada (a territory of the US? ;-)  So we are
looking into setting up the PKE authentication used by the RSA servers
so that US servers would use the patended RSAREF code and others could
use PGP which I know resides in Italy.  This weekend we're going to see
of the two, RSA and PGP can exchange information.  We're going to use
ASN.1 to eliminate any translation problems, but we can't make any
promises.

We're not abandoning you guys, there may be hope for a solution yet.
Now if we could only get the players on the French servers to respond
in English...


---
Alan Cabrera				internet:  adc@tardis.cl.msu.edu
Computer Laboratory			phone:     (517) 353-3027
Michigan State University		fax:       (517) 353-9847
514 Computer Center			bitnet:    CABRERA@MSU
East Lansing, MI 48824
Newsgroups: rec.games.netrek
From: amueller@beech.cis.ohio-state.edu (andrew j mueller)
Subject: Re: Whatever happened to? Minimal clue server?
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Wed, 18 Nov 1992 12:54:45 GMT

In article <1ecpclINN1v1@agate.berkeley.edu> jmn@crown.berkeley.edu (J. Mark Noworolski) writes:
>I recall somebody proposing here some mods to the server to assure that the
>twinks playing AT LEAST read messages and booting them otherwise...
>
>Somebody had suggested something like:
>GOD-> R3 > Are you a twink? Send 'no' to yourself to keep playing in < 30sec
>R3-> R3 > no
>GOD-> R3 > Welcome aboard!
>
>Otherwise the twink gets ejected after 30 seconds....
>
>Anybody worked on this at all?
>Passing Wind 
>(on a particularly clueless evening)

	I SECOND THIS !!!!!!!!!!!!!


==============================================================================
Andy                           | I remember now
amueller@cis.ohio-state.edu    | I remember how it started
                               | I can't remember yesterday
bloodwing                      | I just remember doing,
:MINDCRIME                     | what they told me...told me...told me...
==============================================================================
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: Your ranting has become tiresome.
Date: 15 Nov 92 18:30:05 GMT
	<1992Nov15.065932.8471@wixer.cactus.org>
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 15-Nov-92 Re: Your ranting has
become.. Felix S. Gallo@wixer.cac (2666)

> If it weren't for UIUC, where PLATO is, nobody at Berkeley or CMU would have
> ever heard of netrek.  netrek is based on xtrek is based on empire, a game
> which was written by several people in the seventies and eighties at UIUC.
> Coincidentally, I attended UIUC, and am co-author of version eight of empire.

	Isn't empire based on Conquest?
	Of course, you can trace them all back to StarTrek.  So, where did Gene
Rodenberry go to school?

ZZnew guy
Newsgroups: rec.games.netrek
From: JGR@ECLX.PSU.EDU (Jim Reisman)
Subject: Re: Sunday Night Hockey
Organization: Penn State Engineering Computer Lab
Date: Tue, 17 Nov 92 03:05:54 GMT
X-News-Reader: VMS NEWS 1.24



    There was a good turnout for Sunday's game. Amoung those
who showed: Bav, Bazooka Joe, Luc Robataile, Red Shirt,
Mr. Wizard, Porkchop, and assorted others.

    Despite high expectations, rjones did not appear, but we
true believers won't despair. Also missing: Grunk, Spam Finger, 
Don't Think So, Exxon Valdez, and Gamera.

    We played for about three hours, and the games were close.
At the peak, the server was at 7 vs. 7, and I imagine almost 20 players
showed up for some period of time. The quality was also pretty
good, with some fine team passing.


   Some observations:

- NetHockey (except if playing goalie) is an exhausting game. One hour
of NetHockey is equal to about two hours of Netrek. It is fortunate
that games will last only (slightly more than) 60 minutes.

- Clue variation in Hockey can be huge. A really good player can dominate,
while a newbie can actually be harmful (hogging the puck, euthanizing
cripples). Part of this is due to the fact that Hockey is a new game, and
there are alot of newbies out there.

- There was some discussion of whether Goalie Pelting should be allowed.
This is when a nominal twink can chase a good goalie from the net by
constantly fighting with him, no matter the situation. I would like
either an offsides rule, or having one assigned goalie be invulnerable 
while (s)he is in the proximity of the goal. However, this has been 
discussed before without reaching a consensus opinion.


Jim Reisman
Hockey-ikki: "I coulda been a contenda.."
From: trown@ecst.csuchico.edu (Nick Trown)
Newsgroups: rec.games.netrek
Subject: Re: I missed it. What is RSA? (How do I get RSA?)
Keywords: RSA
Date: 17 Nov 92 20:13:10 GMT
Organization: California State University, Chico
NNTP-Posting-Host: guzzler.ecst.csuchico.edu

In article <mccleod.722010853@vincent1.iastate.edu> mccleod@iastate.edu (PRS Axe) writes:
>In <1992Nov16.233651.25272@ucsu.Colorado.EDU> farrow@ucsu.Colorado.EDU (J. Scott Farrow) writes:
>
>>Excuse my ignorance, but I don't read everything in this group.
>
>>Now that bronco is going "RSA", could someone please tell me what it is?
>>Just a quick summary would be nice.
>
>If someone has already compiled this could you give me some hints on it.
>I have ftp'd all the files I need I believe but can't figure out the crypt
>procedure.  I have the crypt key and the crypt readme file but I am still 
>heveing problems.  Any help would be appriciated.
>
>
>-- 
>-------------------------------------------------------------------------------
>Am I buggin' you?.......Don't Mean ta bug ya. - Bono
>PRS Axe a.k.a. mccleod@iastate.edu, Polo, Nigel, & Neil Eric Wood
>------------------------------------------------------------------------------

Here is the procedure to getting an RSA client (from start to Finish).

	1) ftp to pittslug.sug.org and go to directory /pub/netrek/rsa.

	2) In this directory is all the current clients for all the
	   architectures now available. Here are some:

		rsa_client.rt-aos.Z.crypt
		rsa_client.sgi.Z.crypt
	        rsa_client.sun4.Z.crypt

	3) download the right client for your architecture. You do not
	   need the key files. These are for the servers. Download also
	   the crypt.readme file. This will explain how to get the crypt
	   key.

	4) Now that you have the files you need to decrypt them. To get
	   the crypt key e-mail <mcp@cs.umd.edu> who is the coordinator
	   for the new RSA netrek stuff. Tell him that you are a US or
	   Canadian citizen. He will the e-mail back the key to you.

	5) Once you get the key from mcp you want to do this:

	  crypt (crypt key) <  rsa_client.rt-aos.Z.crypt > rt-aos.client.Z

	6) You now have a decrypted client in rt-aos.client.Z. Now all you
	   should need to do is to uncompress the rt-aos.client.Z. Note that
	   I just used the rt-aos client as an example. Just substitute the
	   client that you downloaded in its place.

	7) After you have decompressed the client you are ready to go! Have
	   fun. 


As a side note. If you are downloading the berkeley type client you will need
to use the -R option. This enables the RSA verification scheme.


Nick Trown
Netherworld
Server God of Guzzler(RSA)
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: GB at LAR
Date: 19 Nov 92 05:03:49 GMT
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon

Bill Bathurst writes
> there link was so slow to the outside world.  This was the game were the 
> visiting team (Team Wizard) had to allocate updates.  
> 
> Sub Ensgin Azusa 

Team Darkhorse played in that game.  Team wizard played reed at home and  
we genocided them in less than 7 minutes...:-)

Rob
Organization: Robotics Institute, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 17 Nov 1992 14:49:47 -0500 
From: Nanci Ann Miller <nm0w+@andrew.cmu.edu>
Subject: Re: Screaming at the Sun
	<1992Nov17.054003.4186@wixer.cactus.org>

Wow!  3 posts in a row by Felix and none of them made any reference to me
or my fantasies or my being next in line for goddess status....  What's the
world coming to???  :-)

Nanci (who thinks that everyone needs to lighten up around here before she
decides that you guys are just no fun anymore... :-))
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Base stats for NBR
Organization: FSU nuclear physics
Date: Fri, 20 Nov 92 16:38:24 GMT

In article <62202@mimsy.umd.edu> leonard@mimsy.umd.edu (Leonard Dickens) writes:

>It would be cool if the server kept track of a few base stats in the
>NBR server.  Here are some ideas for base stats.
>
>Offense:  kills/time
>Defense:  deaths/time
>Armies:   armies on board/time

I would prefer to see armies delivered/time.  Holding 25 armies and
turning docking off is not a good thing.

>Bombing:  armies killed on board enemies/time 

Fairly Useless

>Position: ratio of distance from own home planet to enemy home planet/time

Nifty (yeah, I said Nifty, what about it?) idea.

>Repair:   total shield+internal damage repaired/time

Fairly Useless again.

>
>-Leonard

Overall good idea.

Sherlock

Roger
books@fsunuc.physics.fsu.edu
From: echeverr@scf.usc.edu (5150)
Newsgroups: rec.games.netrek
Subject: Re: xtrek makes rec.humor.funny
Date: 20 Nov 1992 22:30:07 -0800
Organization: <censored>
NNTP-Posting-Host: sal-sun133.usc.edu

In article <By19Ls.68M.2@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>Well, it had to happen eventually.

Yeesh, how low we've sunk.

5150
netrek in rec.humor.funny? i'm gonna start playing xtank now
From: palane@iastate.edu (Paul A. Lane)
Newsgroups: rec.games.netrek
Subject: Re: Screaming at the Sun
Date: 15 Nov 92 15:50:13 GMT
Article-I.D.: pv742a.palane.721842613
Organization: Iowa State University, Ames IA

In <Qf1Pst_00VpHE3DlYz@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:

>Excerpts from netnews.rec.games.netrek: 14-Nov-92 ZZRevisionism (was Re:
>Iron.. Felix S. Gallo@wixer.cac (3874)

>> This statement is also not true.  I personally don't want to play against
>> iastate because I feel that they* exhibited the same sort of poor sportsmanship
>> which Team CP did.

>	The fact of the matter is that you don't want to play them because they
>were impolite.  CrackPot felt the same about you.  I will not try to
>argue that TOFW was polite, because the were certainly NOT.

This being the problem with once a discussion has degenerated into shouting.
Which, regarding iastate, it had.

>> I am, however, not my team's keeper.  As of this date,
>> three e-mails to Exodus about a rematch have apparently fallen in the isu
>> bit bucket.

Exodus would love a rematch. However, the two of you couldn't agree on
reasonable times. I've a feeling a chance to replay Hell's Bagels would
be the strongest possible motivator in the NIT game.

>	I'm not trying to say that TOFW or CrackPot were *ALL* right.  I'm just
>trying to say that there are some interesting parallels.  There are.

>ZZNew Guy

Eh. It's just a game. Admittedly a mind-destructing game, but just a game.

Suicide Soln
From: echeverr@scf.usc.edu (5150)
Newsgroups: rec.games.netrek
Subject: Re: GB vs LAR lag
Date: 20 Nov 1992 22:14:59 -0800
Organization: <censored>
NNTP-Posting-Host: sal-sun133.usc.edu

In article <1992Nov20.032959.13823@netcom.com> genie@netcom.com (Gene Choi) writes:
>In article <1eh73nINNjme@girtab.usc.edu> rone@girtab.usc.edu (Ron Echeverri) writes:
>>a) LAR - GB @ calvin:  Utterly cruddy lag (15% loss); 19-1, LAR
>>b) LAR - GB @ ksu: Regular calvin lag for LAR; 11-8, GB
>^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>Hello?  Have you been awake?  The game was played at UCLA, with
>most of the USC/UCLA players playing from the local net.  That
>means the "best-possible-net-connection-in-an-INL-game".

Hello?  Have you been awake?  The game was played at UCLA, but the clients
were being run from USC and displayed on the UCLA workstations.

>>Now, let the reader extracts his own conclusions.
>Yes.  Please do.  Please get your facts straight.

Physician, heal thyself.

5150
Newsgroups: rec.games.netrek