HDTenEightyP/NetNews huggingface dataset:
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: The neverending thread
Date: 13 Oct 92 20:23:46 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <92762@netnews.upenn.edu> botelle@eniac.seas.upenn.edu (Justin Botelle) writes:
>In article <Bw1DDy.L38.2@cs.cmu.edu) jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>)botelle@eniac.seas.upenn.edu (Justin Botelle) writes
>)) Assuming I was playing seriously at the time (always a big assumption if
>)I *love* that excuse:
>All right, already.  Lemme clarify what I mean by not playing seriously.

So let's see if I've got all this.

FreeKill can't be genocided.
Hector can't be ogged when he's serious.
Ged can't be... well, he's Ged.

>                                                            I will remove
>the stipulation of playing seriously.
[...]
>But I will add two conditions:

Could you write up a complete document in troff or Tex format please?  Like
with a table of contents and an index?  I get so confused at all the terms &
conditions of when ogging you is significant.  Perhaps server mods could be
added to rwd4 and bronco; then you could send a message to yourself like

    " R0->R0  SERIOUS"

which would cause:

    "GOD->ALL Hector (R0) was kill 3.5 for Spaceace! while being serious


A small suggestion, if I may:

Give it a rest.  It doesn't matter whether you've been ogged or not.  How
important can all of this be?

Don't look for signs of Netrek addiction in how many hours you play, look for
them in how seriously you react to these postings.  Is it an escape from
reality, or is it your life?

Netrek Anonymous meetings will resume again, in alt.games.netrek.addict.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: botelle@eniac.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Ogging advice?
Date: 11 Oct 92 03:46:17 GMT
Distribution: rec.games.netrek
Organization: University of Pennsylvania

In article <4796@disun44.epfl.ch) margot@disuns2.epfl.ch (Joel Margot) writes:
)Anyone can give me some advice about how to raise my offensive rating? Is 
)ogging and killing in more general the only way? If so, how to ogg what? and
)with what ship? Also, what is considered a good and a bad offensive rating?

Anything under 1.5 is clearly unacceptable.

There are many ways to get kills (the only way to raise offense).

The best is usually to blow up on your teammates.

Wait for a bunch of your teammates to orbit a planet.  Have someone fire
torps at the planet.  Det the torps when they are just about to hit you/
your teammates (for maximum damage), maybe let enough hit your teammates
to soften them up.  Drop your shields and die.  Your explosion will cause
a chain reaction, and you will get the kills.

Of course, this usually works only when you have clueless teammates, but
you can always try just blowing up on one of your teammates (stalk him
for a while..).

Always fire torps over your teammates at an enemy.  That way the enemy will
det your torps, and you will get the kill for your teammate.  

Note:  this is the preferred way to kill your own SB.  (you can then blow up
on him if you run low on fuel)

)Thanks.

Sure, no problem.

Justin
Newsgroups: rec.games.netrek
Date: Sat, 10 Oct 1992 23:58:08 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: LaggU beat HB (snif)
Distribution: world

Excerpts from netnews.rec.games.netrek: 10-Oct-92 LaggU beat HB (snif)
Regius S. Gunawan@cs.ute (6002)

> Bombing was dead even.  We forewent the RJones Memorial Ogg Strategy
> and the Red Shirt Commemorative Destroyer Bomb Reentry Scum Opening
> and even the First Annual Hell's Bagels Letter-Making Gambit.  We
> just BOMBED THEIR PLANETS.  Seemed to work pretty well.  Someone
> notify the think tanks.

	CrackPot deserves the creadit for the Destroyer Bomb Re-entry Scum
Opening.  He originally designed it using SC, and I suggested that AA
try it using DDs instead.  No offense to Red Shirt, who has done plenty
of other cool things.

ZZnew guy
Newsgroups: rec.games.netrek,rec.games.empire,rec.games.mud,rec.games.mud.misc,alt.games.gb
From: boutell@athena (Tom Boutell)
Subject: BROKEN THRONE 2.0 RELEASED - FREE NET GAME
Summary: Multiplayer internet game 
Organization: Cold Spring Harbor Labs
Date: Thu, 15 Oct 1992 21:06:06 GMT

After a year and a half during which I was busy with trivialities like
graduating on time, I'm now employed, and I've found the free time to
update and rerelease Broken Throne.

About Broken Throne: it's a multiplayer Unix game, making use of
sockets to let players participate on multiple machines around the
Internet. All you need to play is a regular terminal; anything good
enough to run an editor such as vi or emacs will do. (Large windows
of X and other systems can be taken advantage of for larger games.)

The game is played on a small map of configurable size, on which
several players compete in a fast-paced battle to take over the
kingdom of Squaria. A typical game lasts anywhere from 5 minutes
to an hour. The game is very simple, but sophisticated;
there are rules requiring support of armies, industrialization is
a major strategic issue, and recruitment of troops now takes place 
automatically. Those of you who remember the game from previous 
incarnations should be pleased to hear of that particular change!

Another big change is that it's now possible to set up permanent
servers, of which I'm running one as of today. So go ahead and
contact it with the client to look for opponents! A robot player
is also included for practice.

NOTE: unfortunately some nifty patches to the old version have
been lost (hey, it's been a year and a half), notably complete
System V patches. By all means patch it up, get it running and
send me the diffs-I promise a version 2.1 in short order!

Enjoy.

AVAILABILITY: The game has been posted to comp.sources.games
and is also available by anonymous ftp in pub/bt from
isis.cshl.org.

- boutell@cshl.org

-- 
Tom Boutell, boutell@cshl.org

Clausthaler is the best non - alcoholic beer in the known universe.
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 16 Oct 1992 09:40:09 -0400 
From: David Reeve Sward <sward+@CMU.EDU>
Subject: Re: RSA Stuff
Distribution: world

Excerpts from netnews.rec.games.netrek: 15-Oct-92 Re: RSA Stuff by
Michael C. Neuman@cwru.e 
> Cray YMP/XMP  - Won't even look at the code. Chokes and dies

Whee!
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Something seriously amiss
Date: 14 Oct 1992 08:38:04 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <EeqvBhi00Vp08BZ2ZU@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
)	Today I was watching over the shoulder of a player on bronco who had
)visable tractor beams.  I was suprized and told him that he never struck
)me at the sort to use a 'borg, even on 'borg night (Tuesdays on bronco).
) He informed me that the client was not a 'borg, and that it was blessed.
)	It seems that some player from Berkeley has written an blessed a client
)with -- among other things -- visible tractor beams, visible locks which
)show the direction or the lockee.  It is supposedly now the standard
)client at Berkeley.

Umm, visible tractors (for your ship only) and visible locks (the client
we use just points an arrow at what you are locked on to) were both
NBR proposals that passed, and all the NBR prototype clients on
the net (including the ones at cad.ics.uci.edu, ocf.berkeley.edu, and
I think pittslug.sug.org) have these features.  These would also
include the clients on the sites which mirror these sites.  I believe
Tedd Hadley was the first one to add these features to the client,
not anyone at Berkeley, but they are *not* borg features, by definition;
they are NBR features.

They are also legal in the INL.
 -Tom
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Was AKIRA/Crippler being a butthead? You call it!!!!
Date: 13 Oct 1992 03:36:57 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <ceqOYEe00Vp0I3UaA7@andrew.cmu.edu> "Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
)
)>When I type 'xtrek' (yeah, should make it netrek, but whatever) I expect
)>to be playing a game against people, and trying to take their planets.
)>If I wanted to take undefended planets from robots, I would go to an
)>empty server.  Why don't you do that next time, Kevin, and not ruin
)>the game for people who are interested in playing it.
)
)Well Tom, thanks for deciding what we do and don't like. 

I was not deciding what *you* do and don't like.  I'm agreeing with 
one person who was pissed off enough about Kevin's weenie maneuver to
post to rec.games.netrek.  Apparently he was not the only one.
 -Tom
Newsgroups: rec.games.netrek
From: cks@hawkwind.utcs.toronto.edu (Chris Siebenmann)
Subject: Re: Blessed Borgs
Organization: Ziebmef home away from home
Date: 15 Oct 92 23:15:33 GMT

ramid@nyx.cs.du.edu (Rudy Amid) writes:
[about the Hadley-client lockon triangles
|    Really.  No harm done.  Makes the game less annoying and more comfortable.

 For us clutzy people it makes it a LOT less frustrating (so do visible
tractors). I like immediate feedback about the fact that I aimed wrong.

 Is 'lock on to planet' vs 'lock on to player' an NBR feature? I want
it badly. I'm tired of locking onto orbiters instead of planets.

--
    ported program:	  a program which takes constant or increasing
			  effort to port to each new machine.
    portable program: a program which takes less effort to port to
		      each new machine.
cks@hawkwind.utcs.toronto.edu	           ...!{utgpu,utzoo,watmath}!utgpu!cks
From: jb7m+@andrew.cmu.edu (Jon C. R. Bennett)
Newsgroups: rec.games.netrek
Subject: Re: Scott D. vs. ZZNewguy, EEK, Spaceace!, and Hector.
Date: 12 Oct 92 02:49:43 GMT
	<1992Oct11.123528.27915@cis.ohio-state.edu>
Organization: Robotics Institute, Carnegie Mellon, Pittsburgh, PA


mdm@stegosaur.cis.ohio-state.edu (Michael Moore) writes:
> In article <1b8k9iINNkan@agate.berkeley.edu> sfd@soda.berkeley.edu (Scott Drellishak\
> ) writes:
> >
> >Ogging is easy.  It's the first thing I learned how to do...only, back
> >then, we called it "suicide".  Killing the other guy and *living* is
> >an accomplishment -- ogging is a last resort.
> >
> 
>         To truth, living after an ogg is harder than not doing so.
> Making it back out of enemy lines after a successfull ogg is just
> short of miraculous.  And killing you target without the benefit of
> your ship explosion is also noteworthy.

i disagree, many people say that i dont "ogg" becase i dont die when i hit
my target, they do die. i tried Human Target style ogging (in a BB) a
while back, and could not do that, if i was lucky id die killing my SECOND
target, i think that it does require effort to die durring an ogg, and
that getting out with the kill is not miraculous.
(as a disclamier: this is VERY depenent on the skill of the oggie)

just my two cents

jon
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 13 Oct 1992 13:39:21 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: INL strategy: space control?

Excerpts from netnews.rec.games.netrek: 12-Oct-92 INL strategy: space
control? Robert Hill@norman.VI.RI (913)

> A question i'd been wondering about.  In a tournament game, is it better  
> to have 

> 1)  Space control over enemy space
> 2)  Space control over home space
> 3)  Space control over the front
> 4)  Mixture of all three


	Naturally, it's good if you can have all three.
	However, I'd have to agree that controling the enemy space is what wins
the game.  Normally, a team that can't control it's own space can't
control enemy space, so if you're controling their space, the odds are
that they aren't controlling yours.  The front line is just where ever
ships flying too directly towards the enemy space run into eachother.    
	I'd simplify a bit.  The best place to control is where ever the armies
happen to be.  If it's the enemy space or enemy armies on the front
line, you can bomb/Ogg them.  If it's your space or your armies on the
front line, you can deliver them while screaning out Oggers.  

ZZnew guy
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Newsgroups: rec.games.netrek
Subject: Re: Ok you scum
Date: 15 Oct 92 18:04:49 GMT
Followup-To: rec.games.netrek
Organization: Real/Time Communications

botelle@eniac.seas.upenn.edu (Justin Botelle) writes:

>Don't forget, you guys only took over 9 planets.  (The tenth was a planet
>that Terence made Independent with Independent armies on it to try to
>prevent us from owning all of 4th space.. it worked, we didn't, but they
>still got genocided :)

Hmm.  I could have sworn that Terence made one of *our* planets in
3rd space independent with independent armies.

>
>)Lt. Cmdr.  "3rd Space Is Your Friend"  Team Player
>
>Justin


-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
Organization: Sophomore, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 15 Oct 1992 04:36:15 -0400 
From: Ceri Alun Morgan <cm5m+@andrew.cmu.edu>
Subject: Re: Who is the best?
	<surge.719112612@buck>

who's the best?

JOE JOE JOE
JOE     JOE
JOE JOE JOE

J
 O
  E
   !

-commander joe
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 13 Oct 1992 12:08:26 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Ogging/bombing/dogfighting
	<books.27.0@fsunuc.physics.fsu.edu>






From: books@fsunuc.physics.fsu.edu (Roger Books)
>So what happens when your team has no kick-ass dogfighter number 1 and the
>other team does?  I'm tired of listening to all this "dogfighting is
>not important" BS from people who have become so good at it it's second
>nature.

Ok.  During tournaments I'm usually scumming planets.  To pick up
kills I use a SC.  I don't consider myself an above average
dogfighter, and I'm certainly not so good that I can go up against INL
level people in a SC and get kills.  But most games I have no
difficulties getting kills when I wish to carry.  Why?  There are
always SC bombers floating around, Oggs fail and someone is left
crippled, or kill their carrier when they beam down on a planet and
are cloaked.  None of these qualify as dogfighting, but they all get
kills in an efficient manner (you'll getting an easy kill or are
killing a productive enemy).

	joe
	Purple haze
 
Xref: sparky rec.games.netrek:8150 rec.games.empire:3132 rec.games.mud:9040 rec.games.mud.misc:924 alt.games.gb:1188
From: me_f316@ceres (+-=NUBIAN=-+)
Newsgroups: rec.games.netrek,rec.games.empire,rec.games.mud,rec.games.mud.misc,alt.games.gb
Subject: Re: BROKEN THRONE 2.0 RELEASED - FREE NET GAME
Date: 16 Oct 92 11:27:54 GMT
Organization: Your Girlfriend's Bedside
X-Newsreader: Tin 1.1 PL4

me_f316@ceres (+-=NUBIAN=-+) writes:
: boutell@athena (Tom Boutell) writes:
: 
: : servers, of which I'm running one as of today. So go ahead and
: : contact it with the client to look for opponents! A robot player
: : is also included for practice.
: 
: Um Tom
: what address??
: Is it phage.cshl.org??
: and what port??

Um forget I asked
I feel a right asshole
I didnt spot the file named bt.doc before

--
sig on strike

__________
|MORE PAY|
----T-----
    |
    |
    |
    |
Newsgroups: rec.games.netrek
From: rjones@dsd.es.com (Ray Jones - Perp)
Subject: Re: INL: Possible server bug.
Reply-To: rjones@dsd.es.com
Organization: Evans & Sutherland Computer Corp.
Date: Tue, 13 Oct 92 20:42:50 GMT

In article <1992Oct13.145555.7438@fs7.ece.cmu.edu>, george@taca.ece.cmu.edu (George Cebulka) writes:
>While getting ready to play IC this past Sunday, I noticed several probles with the server. I was wondering if any of the are bugs or features.
>	1) People we able to come into the reserved slots.
>	   There were people in slots g and j
>	2) people ended up on the wait queue even though there were
>	   empty slots in the game.

This is something with ERic's split wait queue.  I probably broke
something, but I don't know what.

>	3) Someone entered the game, declared himself captain of the 
>	   away team and choose ORI as the team. When our real captain 
>	   went to pick our team, we wanted ROM, he was unable to change
>	   the selection.

He can do a (I think) RESET, or something like that.  It will allow
for reselection without re-rolling the galaxy.

>	4) xtkill did not free up the slots, when we tried to eject players.

xtkill will have the wrong shared memory size...  I don't know if
that's it, but it might be.

>George Cebulka, ECE Facilities

-- 
                                          rjones@dsd.es.com
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Lack of t-mode on bigdog ... a fix?
Date: 13 Oct 1992 03:33:38 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <Bw0x5E.MwA.2@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
)
)Would someone ask jack hsu to get rid of transwarp and 3 space night?   
)They just add misery to the problem.  I hate seeing the game turn into who  
)can get "the gift".  Jack doesn't read this newsgroup anymore, and I can't  
)remember his email address.  jh?

jh@bigdog.cs

I think the gift was taken away...I missed my base the other night and
didn't get a maxwarp of 60...
 -Mojo
Newsgroups: rec.games.netrek
From: mdm@hadrosaur.cis.ohio-state.edu (Michael Moore)
Subject: Re: Dogfighting....again : (
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Mon, 12 Oct 1992 13:57:47 GMT

In article <92562@netnews.upenn.edu> botelle@eniac.seas.upenn.edu (Justin Botelle) writes:
>
>Well, I am waiting.  I don't expect any responses from Rob, Ceri, or Greg.
>We'll see.  I'm drooling in anticipation (flame-thrower on high, phasers
>set to kill, itchy 'F' finger engaged)
>

	I wanna say I have, but I don't write things down in a little
notebook so I can access them at future dates (lesseee, yes Mr. Herbert
Enderton I did ogg you successfully at 11:23pm on September 14th, 1992).

	But I can guarantee you'll never hear the end of it the moment
you are ogged whilst carrying.  Trust me, I know.  After all, I only
said I could hold my own with Balton and now whenever I get killed in
my SB I am told "You think you're better than Balton???!?!?? Hmph... wadda
joke".  

	Oh, and Justin..... yer sucha stud... yer my heeeeeero.

	-Michael (usenet is my life, netrek is my soul, and beauty is
		my beast)
-- 
|Michael Delbert Moore |  Home : (614) 471-1937  Office : (614) 292-7161  |
|OSU Student Programmer|--------------------------------------------------|
|Ohio State CIS Major  |     Calories consumed for a 150 pound person     |
|mdm@cis.ohio-state.edu|            Skiing (10 mph) : 600/hour            |
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 13 Oct 1992 14:24:59 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Lack of t-mode on bigdog ... a fix?
	<1bdg2iINNai8@agate.berkeley.edu>

Excerpts from netnews.rec.games.netrek: 13-Oct-92 Re: Lack of t-mode on
bigdo.. Tom Holub@soda.berkeley. (474)

> I think the gift was taken away...I missed my base the other night and
> didn't get a maxwarp of 60...
>  -Mojo

	I gave it to woof about 2 or 3 weeks ago.  It's not as easy to get as
it used to be.  It would be sooooo easy to get rid of it, that I'm
surprized that it's still there.  All you'd have to do is change the
ship back to normal as soon it slowed to it's normal maxwarp.

ZZnew guy
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Mon, 12 Oct 1992 00:06:28 -0400 
From: David Reeve Sward <sward+@CMU.EDU>
Subject: Re: FLEE at IC (was: LA Riot -vs- GB, game stats)

Excerpts from netnews.rec.games.netrek: 12-Oct-92 Re: LA Riot -vs- GB,
game s.. by Jonathan Hardwick@cs.cmu 
> ObTrek: I've never believed in opening-wave oggs.  But seeing 7 IC
> AS's game pound on the helpless FLEE SB, with 3 oggers surviving to go
> off and bomb, was an enlightening experience.  Fun, too :)

Ouch.  I saw in the kill window "Hunter (F9 + 6 armies) was kill x.xx
for Rx" as I was bombing Indi - ugh.  But you didn't genocide us :).

Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 10 Oct 1992 00:23:41 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Hell Peacock
	<1b4l0vINN3bf@agate.berkeley.edu>

Excerpts from netnews.rec.games.netrek: 9-Oct-92 Re: Hell Peacock Scott
Drellishak@soda.be (959)

> )	You got it.  There were server mods on Bezier specificly to discourage
> )	Ogging.
> )
> )ZZnew guy

> ...on Wednesdays, as an experiment.  I apologize to all CMU players for
> trying something new -- I didn't mean to rock your little worlds.

	I wasn't actually talking about the explosion mods.  I'm not one to
speak out against new ideas (Transwarp, upgrades, warp 7 DDs, Iggy).  I
was talking about the rank depending on defense and not showing the
armies killed on board.  
	While you may point out that these were in the original server code, I
will point out that  you adamantly left them in even though the standard
no longer worked that way.  It wasn't even that you didn't want to
change your server; you made plenty of other changes.  You just wanted
to discourage Ogging, and it worked.  *This* is why I said that you set
back Berkeley netrek, and I'll stand by it.

ZZnew guy
Newsgroups: rec.games.netrek
From: cks@hawkwind.utcs.toronto.edu (Chris Siebenmann)
Subject: Re: LA Riot -vs- GB, game stats
Organization: Ziebmef home away from home
Date: 11 Oct 92 23:57:36 GMT

blojo@xcf.berkeley.edu (Jon Blow) writes:
| I guess I believe that there is more to life than being Kings of the
| Fall 1992 INL Hill for about two weeks [...]

 Personal opinion: the whims of scheduling this year have rendered
this award even more meaningless than usual. I really think we need to
plan a longer season next time around, and play more than 4 games
before the playoffs.

--
    ported program:	  a program which takes constant or increasing
			  effort to port to each new machine.
    portable program: a program which takes less effort to port to
		      each new machine.
cks@hawkwind.utcs.toronto.edu	           ...!{utgpu,utzoo,watmath}!utgpu!cks
Newsgroups: rec.games.netrek
From: tz@ll.mit.edu (Taras Zommers)
Subject: INL: FLEE at IC
Organization: MIT Lincoln Laboratory
Distribution: all
Date: Tue, 13 Oct 92 13:56:13 GMT

Our initial SB ogg worked so well I think we thought it would be
an easy genocide which it wasn't.  FLEE hung on very well and
we fought hard for each of their core worlds.  I think The Phone
Company did an amazing job by the way (tfeng) on our team.  His DI
was twice that of any other player in the game by the end.  I'd like
to see some stats on the game if someone has them to post!

The Assassins