HDTenEightyP/NetNews huggingface dataset:
From: petonak@chem.psu.edu (Paul Petonak)
Subject: last night's bronco bonanza
Date: Tue, 28 Jul 1992 18:53:41 GMT

Last night's game on bronco was EXCELLENT. Probably the most fun game
I have ever played it. There was plenty of clue on each side thus making
for a very LONG, but fun game. 

Does anyone know what the outcome was? I decided at 3:00 AM that I was too
tired to play, yet the battle was still raging and the Roms had staged a
momentary comeback. 

The game was full of comebacks all night. At first I started out as a Rom 
with Stress and Wreck as the major players on our side. Everyone else 
seemed to have some idea of what was going on. Planets were being exchanged
on the Rom front line. The major feds were Phantom, someone else who I don't
remember, and then later Spaceace!. At this point I left as the lag was, well,
not bad, but weird. 

I came back about an hour later hoping the lag had cleared on the fed side. (I
rememeber the other guy now, it was D'Spayre). The Roms had produced a comback
and were pressing the fed frontline. They had picked up Orm Amker(?) (aka Ged)
and Scorn and ZZnew Guy, Wreck was gone.  After a hellacious scout bombing stint
(I hate scout bombing) I went back to planet taking and defense. The feds were
donw to the core and it looked bad as some commander kept picking up our armies,
not distressing, and then blowing the hell up with them. A lot of....

AAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHH!!!!!!!!'s

were flying. (brings up another point, I told this guy to pull uncloaked 
ships off of our planets when they were bombing with his tractors. He responded
that that was a good idea but didn't know how to turn then on....... How does
one make commander without knowing how to turn the tractors on?)

At this point we staged a comeback and eventually drove them back to the rom
core, at one point having both hyd and ald, the two agris. At around this point
I think Stress left and the new clue additions were MUCUS PIG for them and 
Cronus for us. The battle raged on, verbally as well. Eventually they staged
a comaback, having up to 8 planets at one point, but were driven back. I left
here.

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. 

It seemed like this game could probably go on forever, easily. If this is how
the typical clue game is when everyone is at CMU I wonder how it is that anyone
ever gets genocided. 

Paul

Icarus
Big Nifty Balls
Oral Annie
Newsgroups: rec.games.netrek
From: wk5w@mtaac.bme.Virginia.EDU (William Thang Katz)
Subject: Re: SB vs 6 Captains
Reply-To: wk5w@mtaac.bme.Virginia.EDU (William Thang Katz)
Organization: University of Virginia
Date: Wed, 22 Jul 1992 18:24:46 GMT

In article <1992Jul22.171710.149072@cs.cmu.edu>,
hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
|> Mike Moore writes
|> > In article <1992Jul22.150914.45722@cs.cmu.edu>
hill@norman.VI.RI.CMU.EDU  
|> (Robert Hill) writes:
|> > >
|> > >I would wager that a good SB with little lag can survive for a
long  
|> time  
|> > >against 6 captains with little lag at vega if it is repair.  I
would  
|> like  
|> > >to test my theory when I get back from my mini-vacation.  Perhaps
next  
|> > >wednesday, on a server yet to be disclosed?
|> > >
|> > 
|> > 	I was told Videodrome had little/no lag when he played at
|> > moriarty... this was what I based the validity of my assumption
on.
|> > If this was not the case, tell me now, please.  
|> > 
|> > 	-Michael (Ged)
|> 
|> Ah...i thought he played on flint.  I know the lag on flint was HUGE.
I  
|> refused to play with it, it was so bad.  So, i don't think this was
the  
|> case.
|> 
|> Rob

First, we played on moriarity so that the SB had the benefit of any
lag.
Videodrome, being CMU, was relatively local compared to the oggers (I am
in
Virginia).  The SB in this case had little/no lag, and he said as much.

Second, we iced him consistently in two waves or less.  If it took 2
waves,
only 2 of the oggers were needed before he went BOOM.  He was also on
Vega
so he only had to worry about a 90-degree arc of oggers as opposed to
the full
360 if he was further up.

Third, we did NOT have 6 captains.  rjones, while good, for example, is
rated
as a Lt. Cmdr.  For some of those runs, we had 4 or 5 oggers.  I don't
think
we had 6.  If we had an ALL-STAR captain squad, I would wager that any
SB
would be hard pressed to survive ONE wave.  We weren't timing things
perfectly
on our oggs of Videodrome, and if I could get 6 captains to surround,
come in,
and decloak simulateneously, you could kiss the SB goodbye.

'nuff said.  Let's stick to the facts.

-D'Spayre
 Vice Minister of Truth
 Twelve Angry Men
From: mendels@eniac.seas.upenn.edu (Jeffrey Mendelsohn )
Newsgroups: rec.games.netrek
Subject: looking for client for Iris machines
Date: 27 Jul 92 23:48:15 GMT
Organization: University of Pennsylvania

Anyone have a blessed UDP client for a SiliconGraphics
Iris Indigo?  I assume any SiliconGraphics client for the
Iris line would do ...

					Thanks,
					Jeff Mendelsohn
					mendels@eniac.seas.upenn.edu
Newsgroups: rec.games.netrek
From: spot@CS.CMU.EDU (Scott Draves)
Subject: Re: Vote:  Most improved summer player
Date: Wed, 29 Jul 92 00:47:16 GMT
Organization: School of Computer Science, Carnegie Mellon University
	<1992Jul28.190539.22621@cs.cmu.edu>
Originator: spot@COBOL.FOX.CS.CMU.EDU


rob> My vote: its a toss up between icarus and purple haze, in my
rob> opinion.

and add Ikko-ikki



Commodore Mergatroid
Commodore Pestilence!
"The Last" Admiral Wangchuck
-- 
			l2o
Scott Draves		gso
spot@cs.cmu.edu		ddn
From: johan@ccwf.cc.utexas.edu (Johan van Zanten)
Newsgroups: rec.games.netrek
Subject: Hell's Bagels narrowly defeat Lagg U
Date: 25 Jul 92 07:04:29 GMT
Reply-To: johan@ccwf.cc.utexas.edu (Johan van Zanten)
Organization: heh, that's a good one.
Originator: johan@cezanne.cc.utexas.edu



   Hell's Bagels narrowly defeated Lagg U, making our record 1-1. Lagg U
was away, and chose Klingon, probably because the Klingon Agricultural
planets were Klingus and Pollux.  We chose Orion because it was the least
screwed of the other planet setups. Our AGRIs were the 2 most South-west,
Arturus and Polaris, and what meager amounts of armies they produced,
the Klingons mercilessly bombed into very little pieces. Luckily for us,
Antares seemed to go through a phase of AGRI-like popping during the
middle of the game. :-)
   The game got off to a decidely Orion start.  I was SB, and loaded up
everything from Antares and was able to very effectively defend
Orion and Procyon.  The Klingons lost many more armies in the commencement
of hostilities.  We bombed about 20% (100) more armies than the
Klingons during the game.

  After the initial bombing runs were finished, the game began to fixate
along the Klingon border.  We took Mira, and it eventually changed hands
another 10 times.  The fight over Lyr was similarly intense; it changed
hands 12 times.  The planet taking was most frequent on Lal and Pli.  Lal
was taken over 24 times and Pli 25!  

   About a half of an hour into the game (i think.. maybe a little more)
the Klingon SB was destroyed near Klingus, i believe.  Probably feeling
rather unhappy about this (:-)  the Klingons jumped Starbase eggplant
near Procyon and Ant and toasted in one ogg wave. (Much to my chagrin.)
12 Orion armies were lost when this happened; i think the Klingon SB
only lost about 6.

  During the game the Klingons lost 2 more (i think?) bases, but i
managed to survive a few more nasty Klingon ogging runs thanks to good 
team defense and "strategic retreats". 

  At one point, we may have had as many as 5 of their planets (Cyg, Lal,
Mir, Pli) but these gains were never long lasting.  Up until the end of
the Game, the fight was always over Lal (which was repair-fuel) and Pli
(just fuel?).  In the last 10 minutes, most of the Bagels concentrated
on holding Mir and made one last effort at Pli while i moved the SB over to
hold Lal.  In what was the most exciting conclusion i've yet to see, we
held Mir and Lal, and won the game 12 planets to 8. If we had lost one
planet it would have been a Sudden-Death-Overtime game.  


		Eggplant, Captain of Hell's Bagels
-- 
 	          Johan van Zanten ( johan@ccwf.cc.utexas.edu )
         "Trust me, i know what i'm doing." -- Inspector SledgeHammer.
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: ARGHHH!  Stupid Ori/Quit proximity!
Date: 23 Jul 92 19:30:57 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <BABY.92Jul20145047@watson.info.polymtl.ca> baby@info.polymtl.ca (Philippe Grant) writes:
>Sure, if your boss is coming around, you want to be able to quit ASAP!  How
>about a "BOSS" key which brings up a VLSI design and puts you into wait
>mode on the (hidden) main screen?

That's what tvtwm is for... :-)

>Philippe Grant                     |

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Newsgroups: rec.games.netrek
From: hde+@cs.cmu.edu (Herbert Enderton)
Subject: raw stats from moriarty "clue night" games
Date: Fri, 31 Jul 92 02:59:19 GMT
Organization: School of Computer Science, Carnegie Mellon

Game 1 ended in a 10-10 tie.  Game 2 ended 11-9 in favor of the Roms.
Below are the relevant "Leaving" lines from the logfile.  The times
on the right show when they player quit out.  --Bert

[game 1 begins 20:15, enters t-mode then]
Crack Pot        (F0)   1P  13A  12W/ 14L  13min 10 <rwd> 20:46:34
Mr. CPU          (F1)   0P 110A   9W/ 24L  52min 10 <osyjm> 21:08:44
[game 1 ends 21:15]
[still t-mode, so some kills between 21:15 and 21:37 are included]
Fiasco           (F6)  10P  69A  58W/ 47L  57min 10 <gc2n> 21:15:10
ZZnew guy        (F3)   2P  49A  50W/ 55L  54min 10 <tw1r> 21:15:16
Warsong          (Fd)   7P  79A  45W/ 44L  58min 10 <tw1r> 21:15:18
Blexcroid        (F2)   3P  76A  49W/ 38L  58min 10 <wd0f> 21:15:24
Spaceace!        (R4)   8P  84A  40W/ 39L  58min 10 <rh3b> 21:16:26
Phantom          (R5)   0P 236A  62W/ 66L  56min 10 <wn0a> 21:16:37
Purple haze      (F8)   3P  66A  37W/ 46L  59min 10 <jb8n> 21:17:09
Duck Dodgers     (R9)   9P  85A  37W/ 32L  62min 12 <labc-4aa> 21:19:21
Runner Scummer   (Rc)   0P 122A  62W/ 48L  61min 12 <labb-4ab> 21:20:00
[had to free sunscreamer (Re)'s slot.  his stats were lost.]
R.I.P.           (Re)   2P   9A  16W/  8L  16min 12 <labc-3ab> 21:22:01
Icarus           (R7)   8P  71A  38W/ 34L  63min 10 <petonak> 21:23:25
R.I.P.           (Re)   1P -16A   2W/-18L -19min  8 <labc-3ab> 21:27:01
[weird, eh?]
shire            (F4)   0P   0A   9W/ 15L  10min 12 <shire> 21:31:46
uh-oh            (Fa)   1P  65A  32W/ 41L  77min 10 <danhua> 21:35:54
[game 2 begins 21:37]
skud the great   (R0)   0P 102A  40W/ 41L  60min 11 <tvangod> 21:51:48
Scorn!           (Rf)   4P  88A  54W/ 87L  90min  9 <dtabb> 21:53:54
Buehgler         (Rb)   3P 261A  82W/ 87L 107min  9 <al> 22:19:59
[game 2 ends 22:37]
Grendel          (Fd)   1P 109A  69W/ 41L  63min  9 <ad1x> 22:37:10
Red Shirt        (Rc)   2P 189A  38W/ 67L  64min 11 <he04> 22:37:10
Phantom          (R2)   1P 126A  78W/ 97L  73min 11 <wn0a> 22:37:11
Spaceace!        (R5)   3P 150A  64W/ 47L  76min 11 <rh3b> 22:37:15
Fiasco           (Re)   2P  35A  45W/ 36L  41min 11 <gc2n> 22:37:17
Limofel          (R4)   2P  45A  45W/ 38L  48min 11 <esj> 22:37:27
Runner Scummer   (F9)   2P 130A  57W/ 66L  67min  9 <labb-4ab> 22:37:30
Duck Dodgers     (F8)   2P 103A  63W/ 67L  69min  9 <labc-4aa> 22:37:31
Ginger Lynn      (Fa)   0P  43A  29W/ 36L  35min  9 <c60b-1eb> 22:37:38
Mighty Mouse     (F0)   1P  13A  27W/ 23L  37min  9 <c60c-3bj> 22:37:40
Gadfly           (F3)   1P 184A  24W/ 63L  77min  9 <cks> 22:37:53
sunscreamer      (F6)   4P  57A  62W/ 64L  67min  9 <fortony> 22:37:55
R.I.P.           (Rf)   0P   4A  31W/ 22L  30min 11 <labc-3ab> 22:38:17
Buehgler         (Rb)   0P  10A   9W/ 13L  11min 11 <al> 22:38:57
Icarus           (F7)   4P  44A  54W/ 39L  69min  9 <petonak> 22:39:00
Hector           (F1)   6P  57A  65W/ 69L  78min  9 <botelle> 22:39:27
From: leonard@mimsy.umd.edu (Leonard Dickens)
Newsgroups: rec.games.netrek
Subject: Re: Cloaker info
Date: 23 Jul 92 16:09:51 GMT
Organization: Universal Export Ltd, Regent's Park, London

Joseph E. Beck writes:
>Is the client aware of the identification of cloakers...

Yep.  'Fraid so.

>Basically what I'm
>asking is whether a borg can be certain of who you are even if you
>were never uncloaked while in scanner range.

Yes it can.  Might be an interesting change to hack the server so that
information is truly hidden from the client: pick any empty slot, or
some other player slot that a borg does not know the location of, and
use that instead in order to confuse borgs.

-Leonard
Newsgroups: rec.games.netrek
From: mrh0631@zeus.tamu.edu (Mark Hesidence)
Newsgroups: rec.games.netrek
Subject: Re: 12AM vs Commanders
Summary: Whaddya mean, seg fault (core dumped)?
Date: 27 Jul 92 14:51:00 GMT
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41

In article <1992Jul27.051503.4593@galileo.cc.rochester.edu>, amrk@troi.cc.rochester.edu (Andrew Markiel) writes...


>   then, about an hour into the game, my client exits with
>Unknown packet type: -97, aborting...
>Unknown packet type: 0, aborting...
>Segmentation fault (core dumped)
> 
>Bleah. Not pretty. I've never had this happen before (I'm using the standard
>bronco UDP client from pittslug). I've still got the core file, in case anyone
>wants to try to analyze it to see what happened. I guess this happened to other
>people too, so it wasn't just a local problem. It sure broke my concentration..
> 
  This happened to me also.  Plus I had just taken a planet and F4 came
sceaming in at me at warp 9 and starts to shoot at me.  I'm thinking
"whats he shooting at... BOOM"  F4 turned out to be R4.  I hit the
= key to get a UDP update but that didn't help.

  There seemed to be a lot of weirdness in this game.

>After I got back in, things were just unplayable. I spent the last hour getting
>about 1 update per socond. It was sort of fun trying to og, wondering if I'd
>see anything before the ship selection window. By this time I'd become
>completely unnerved and was spectacularly inneffective. We spiralled down and
>I think ended with 3 or 4 planets.

  This must have been your local net, since none of the Angry Men said
anything about lag and we are scattered across the country.  But still
we can relate to bad lag and ghostbusts, very frustrating.


> 
>-Grey Elf

Mark "Eat Photons" Hesidence
We are angrier that you. GRRRRRRR
From: delbaeth@cqs.washington.edu (Robert Christ)
Newsgroups: rec.games.netrek
Subject: Re: Hell's Bagels narrowly defeat Lagg U
Date: 25 Jul 92 23:21:32 GMT
Article-I.D.: bart.delbaeth.712106492
Organization: University of Washington

We had another fortuitous Ogg similar to the one we had against GB.
Against GB, four of our players were chasing someone who ran back to
the SB.  Our guys switched targets and surprised the SB and got a one 
wave Ogg off.  This time we had about 6 guys (too many) rushing to MIR
to clear and take.  After we got there we were all intact so we just
said "Get the base!"  and it worked.  These surprise Ogg seem to work the
best.


The ending was very painful! (for us anyway).  I was carrying 2 armies and
panther was carrying 1.  MIR was at 2.  If we could grab it, we would force
overtime.   I start screaming, "Clear MIR god damnit!!"   I got an excellent
response and was able to drop my armies no sweat.  Panther was a second
ahead of me.   Anyway, I am watching my armies go down and waiting for the
change in color. . . . . Ahhhh!!!!  It popped!  I was a wee bit ticked.

Anyway, Congrats to the Bagel's!  Nicely played.
  delbaeth a.k.a Nate McMillan
From: gosselin@ll.mit.edu (Dave Gosselin)
Newsgroups: rec.games.netrek
Subject: Re: Help - Keyboard Focus...
Summary: Client,Fix
Date: 24 Jul 92 15:14:06 GMT
Organization: MIT Lincoln Laboratory

In article <1992Jul21.221616.18197@galileo.cc.rochester.edu> amrk@troi.cc.rochester.edu (Andrew Markiel) writes:
>The problem you describe is the same as the one mentioned in the FAQ for
>OpenWindows.
>The problem is that netrek is not a "good little X program". From my man 
>page for olwm:
>FocusLenience " (boolean)"
>If this is set to true, olwm
>will not enforce the ICCCM requirement that windows must have the input hint
>set in order to receive the input focus.  This option is useful if you run
>clients that aren't ICCCM-compliant, like many X11R3-based clients.
>Default value: false.
>
>Apparently netrek does not comply with this requirement.
>

I've been wondering why this hasn't been fixed?  It's really a simple
change to the client. Code follows:

XWMHints hint;

hint.flags = InputHint;
hint.input = True;
XSetWMHints(mydisplay, mywindow, &hint);

If you add these lines in some appropriate place (where mydisplay and
mywindow are the window/display variables in the code) newwin.c would
be a logical place but you need the W_Display variable from
x11window.c.

dave                              For those in the lab I run a local server:
aka: Tom Servo, Crow T. Robot     Server: rebel 192.12.226.19 (2592)
gosselin@ll.mit.edu               Hours: Currently 24 hours a day 7 days a week
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 31 Jul 1992 03:41:30 -0400 
From: Richard Weinstein <rw2g+@andrew.cmu.edu>
Subject: Re: Coming gfborg 3.5

blech.
double blech.


--Rick

Admiral I Hate Borgs   (rwd4)
Commander Ogg the Borgs  (rwd4)

"Bring on the bacon."  --Flt. Capt. Phantom, bronco borg night, 5pm
Newsgroups: rec.games.netrek
From: wansari@magnus.acs.ohio-state.edu (Waheed A Ansari)
Subject: Re: A test of the Emergency Net-wrecking System
Summary: Server now up 24 hours; note downtime for Saturday evening
Organization: The Ohio State University
Date: Fri, 24 Jul 1992 21:12:11 GMT


Realizing that the current hours of geo1s may not be convenient
for everyone, I have made a little change, and it is now
possible to play 24 hours.  These timings are, of course,
only for the testing period, and I guess geo1s will be back
on the 5 PM to 9 AM weekday schedule when it finally goes
permanent.

I should also let everybody know that the server will
be down on Saturday (25 July) evening, 7 PM to 10 PM EDT,
for some sysadmin tinkering with the file system.

There is a slight chance of the system being taken down on
some Sunday mornings, 9 AM to noon Eastern Time, as routine
weekly maintenance is performed during this time slot.

The server info is shown below, with some DAYTIME ping stats.

Address:       geo1s.mps.ohio-state.edu (128.146.130.2)
Port:          2592
Server source: Bronco sources. (Obtained mid-June, to be updated.)
UDP:           version 1.0.
Hours:         24 hours, except possibly Sundays 9 AM - noon EDT
Cyborgs:       Tolerated for now (wont be allowed after I get reserved.c).
Ping time to bronco:    30/40/50
Ping time to bezier:    90/104/130
Ping time to tbird:     60/66/80
Ping time to discovery: 10/23/30
Ping times measured:    Fri Jul 24 16:19 - 16:23 EDT 1992, 10 packets each.
Maintainer:    ansari@geo1s.mps.ohio-state.edu (Waheed Ansari)

I dont see a whole lot of difference in these daytime pings from
those collected last NIGHT, which I suppose is good.

I intend to plug in reserved.c soon, but for now geo1s considers
everyone to be a borg; not to worry.  Like I said, this is
planned to be a no-borg server, but if you think otherwise,
let me know, or discuss it to death on r.g.n so we can reach a
consensus.  I'm just another player here, and the public's
wishes will be honored.

For now, the code we're running on geo1s is the same one that I
got in mid-June, except that I changed the DD engine cooling
rate from 6 to 7, which was the demand by consensus.  The detting
radius problem has not been fixed yet, but of course when I get
the latest Bronco sources alongwith the Bronco database in its
final state, this fix will be automatically incorporated.

Feel free to connect any time the machine will let you.  And
many thanks to those who have already taken the trouble.
There is a very good chance that geo1s will be made permanent
right after the Bronco server is taken offline.  While you are
in the wait queue elsewhere, I'd appreciate if you'd drop in
and test things out yourself.

-Waheed

The test of the Emergency Net-wrecking System continues...

Newsgroups: rec.games.netrek
From: mmoore%peruvian.utah.edu@cs.utah.edu (Michael Moore)
Subject: Re: IGGY SB
Date: 29 Jul 92 09:19:49 MDT
Organization: University of Utah CS Dept., Salt Lake City

In article <1992Jul29.125948.232751@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>
>Shame you didn't have this brainwave in your first post, instead of
>just whining about seeing Iggy around for a long time to come.  Of
>course, back then you didn't have the concept of "vote" to build
>on...
>

	I'm out for the easy solution.  Why bother with voting and
all the hassle when you can just get rid of him because only a few
select looosers like him.  Oh, and nice try with the alt.flame.  You
must wheally tink I M dumb.

>> Or even simpler,
>> I was ponderin', why not just get rid of him.  Since only one loser
>> ina hundrid like him, majority rules and no worries mate!
>
>When that "one loser in a hundrid" happens to be Terence, you'd better
>start worrying.  Mate. 
>
	My my my, spaceman the "snippy" spiff....
	
	Perhaps you should go back and read my original post.  Wherein
I asked if Iggy was just going to hang around because Terence liked him
and Terence had at least earned that much of a concession for all his
contributions to netrek.

	I guess I could live with that, though I don't like it.  But
really all this stupid debate would go away if Iggy disappeared.  This
deal about Iggy scaring away low clue players is really dumb, as I have
yet to see any reason why it should do so.  Newbies get toasted by 
anyone, be they a robot or not.  As Tom said, if the team is low
clued enough to get slaughtered by iggy then they are low clued enough
too get genocided quickly by the opposing team.  It does annoy clued
players on low clue teams since they end up always having to be the
one to deal with HunterKiller.

	What you've basically got is a stupid robot who serves little
purpose but to annoy everyone and help keep Starbases from utilizing
middle space.  I get real tired of having to ogg him every fifteen
minutes when I'm on a low clue team and the enemy leads him to our
space.  That's my bitch, and there are plenty of others.  I've
yet to hear any real reason why he should be around aside from "Terence
likes him" and "Quit bitching, whining, and moaning about Iggy, he's
part of netrek so just accept it.".  And as I said I could live with
the first reason but the second is just a buncha loooooosers who think
Iggy is cool...

	But whatever...  if Iggy hangs around it's not much (maybe a
sliver) skin off my back... I've been playing at bronco with him ever
since it was invented and I can continue to do so.  I've got more
important things to worry about, like my job, my rent, my car, taking
out the garbage.....

	-Michael (Ged..... mental decline is a state of mind...)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+Michael D. Moore     Office : (801) 582-5847x4721  Home : (801)359-6552  +
+Software Q&A Programmer   Evans & Sutherland     mmoore@dsd.es.com       +
+Student                   University of Utah     mmoore@peruvian.utah.edu+
Newsgroups: rec.games.netrek