HDTenEightyP/NetNews huggingface dataset:
From: kilroy@mik.uky.edu (Paul S. Kilroy)
Subject: Re: KOTH Suggestion
    <1992Jul29.152718.10746@oucsace.cs.ohiou.edu>
Organization: University Of Kentucky, Dept. of Math Sciences
Date: Wed, 29 Jul 1992 16:19:18 GMT

In <1992Jul29.152718.10746@oucsace.cs.ohiou.edu> sadkins@bigbird.cs.ohiou.edu (Scott W. Adkins) writes:

|In article <1992Jul29.033416.22238@unlv.edu> maniac@taj.cs.unlv.edu (Eric J. Schwertfeger) writes:
|>I've got a suggestion for the KOTH server.  We've got a ;kill line, 
|>how about a ;test line, IE run the program, report the results,
|>but DON'T update the standings (except for something that got ;kill'ed).
|>
|>The reason I say this is because sometimes I'll want to play around with 
|>constants or other minor variations on a program.  Without a large pool
|>of contestants, and a lot of work, I can't run my tests without submitting
|>them to the KOTH server, which will mess with the standings.
|>
|>As much as I hurt other programs submitting several probes, I hurt my 
|>best-standing program on the x-hill as well, taking it from 4th to 11th.
|>
|>-- 
|>Eric J. Schwertfeger, maniac@jimi.cs.unlv.edu

|I fully agree with this and think this is a great idea!!! :-)  What do you say
|Bill?  Want to give it a whirl?

|Scott Adkins
|sadkins@ohiou.edu

Well, I'll have to go against you guys on this one...
When I want to test constants and Bombs, I just run sevreal "test"
versions against the programs on the current hill, on "my"
machine(using the mars simulator you wrote scott :))..
Almost all of the programs on the current hill are 
posted to this group, I kinda think this idea will just slow
everything down more...

my 2cents

paul s. kilroy


--
                       -Paul   (kilroy@mik.uky.edu)
Newsgroups: rec.games.corewar
Newsgroups: rec.games.corewar
Subject: Information Wanted
From: ghardie@sun-4.cs.uct.ac.za (Gavin Hardie)
Date: Wed, 29 Jul 1992 15:16:25 GMT
Organization: Computer Science Department, University of Cape Town


I remember reading an article entitled 'core war' or something similar.  I
found it very interesting, but no-one else did so I am stuck.  If this is 
what the group is about, I would like to get some information.

The article I read was about the idea of having programs 'fight' each other
in the 'core'.  The winner being the program that managed to protect itself
and corrupt the other.  There were several sample programs written in a
simple form of assembler.

If someone could mail me any information about the operation of the
group it would be much appreciated.

--
      /--------------------------\
     |       Gavin Hardie         |  
    |  ghardie@sun-4.cs.uct.ac.za  |   
----| UCT, Cape Town, South Africa |--------------------
Newsgroups: rec.games.corewar
From: maniac@taj.cs.unlv.edu (Eric J. Schwertfeger)
Subject: Rolling Thunder
Reply-To: maniac@taj.cs.unlv.edu (Eric J. Schwertfeger)
Organization: UNLV Computer Science and Electrical Engineering
Date: Tue, 28 Jul 92 02:10:13 GMT

I just want to straighten out a possible misconception right
away.  The two Rolling Thunder 1.00's on the X-hill are not the
same program, I used the original (lower one) as the framework
for a modified one, and forgot to change the name line.

At any rate, it would seem that my two week sabatical with the 
National Guard paid off :-)  "Thunder Run" (mistakenly submitted
as "Rolling Thunder") hit 4th, which is the highest any of my
programs on the hill or the X-hill have reached, if you discount
Warm Body, which was an offshoot on someone else's work.

I came back with about 10 X-hill ideas, and not one idea for the
regular hill.  I really think the X-hill is what people are looking
for when they talk about changing redcode to encourage more 
complicated warriors.

BTW, I'll be posting the code to Lance sometime in the near
future, unless I drastically improve it.  It's an interesting
program in the same light as my earlier "Retreat", but much more
offensive.
 
-- 
Eric J. Schwertfeger, maniac@jimi.cs.unlv.edu
Newsgroups: rec.games.corewar
From: amichail@r-node.gts.org (Ashraf Michail)
Subject: Corewar standards
Organization: R-Node Public Access UNIX System (416-249-5366) - 24 hrs
Distribution: h
Date: Wed, 22 Jul 1992 11:32:52 GMT

How does one get a list of Core war standards?

Newsgroups: rec.games.corewar
From: sh666@selway.umt.edu (Azog)
Newsgroups: rec.games.corewar
Subject: Corewar?
Date: 29 Jul 92 20:41:11 GMT
Organization: University of Montana

I've been reading this board for awhile and I still haven't figured out
what you're talking about.  Could someone please post or send me a FAQ
or anything concerning this base.  Thanks!
From: ez007368@rocky.ucdavis.edu
Newsgroups: rec.games.rogue
Subject: Rogue
Date: 25 Jul 92 00:03:17 GMT
Organization: Computing Services, UC Davis

Any rogue players who are looking for something more challenging
and MUCH more visually interesting should check out a new game
for the IBM PC called RAGNAROK. This game is based on Norse mythology
and is light years ahead of Rogue (in my opinion). I bought a copy from 
an advertisement in the August issue of Computer Gaming World maGazine.
I definitely recommend that you find this game! It is awesome and even
more challenging and addictive than Ultra-Rogue, Net Hack, Moria, Omega
etc. Check it out!
-dave

Newsgroups: rec.games.rogue
From: bdavis@cray.com (Brent G Davis)
Subject: Re: rogue or ultra rogue
Organization: Cray Research Inc., Chippewa Falls, WI
Date: 21 Jul 92 15:59:47 CDT

In article <johnm.2.711731226@county.lmt.mn.org> johnm@county.lmt.mn.org (John Muchow) writes:
>I am looking for an ftp site where I can obtain rogue for a DOS based 
>machine. I would like the manual(s) as well. 
>
>Thanks in advance.
>
>john
>
>johnm@county.lmt.mn.org 

No doubt this information has been posted here before, but I too would
like to know where one can find a DOS version of rogue.  Please post a
list of sites where this can found, if possible.  

A monthly posting of ftp-sites for the rogue source code and help 
documents would be an excellent addition to this group.

Thanks,

Brent
-- 
| Brent G. Davis          | I'm designing the MIDI ports for |
| Systems Test Engineer   | our Supercomputers!  ;-)  *NOT*  |
| CRI, Chippewa Falls, WI +----------------------------------+
| bdavis@romulus.cray.com | #include<std.disclaimer>         |
From: pszymans@vyasa.helios.nd.edu (peter szymanski)
Newsgroups: rec.games.rogue
Subject: UltraRogue
Date: 23 Jul 92 20:33:25 GMT
Reply-To: pszymans@vyasa.helios.nd.edu (peter szymanski)
Organization: Univ. of Notre Dame

Can anyone tell me where I can get a copy of the source code or 
compilable object code for UltraRogue that would run on Sun
SPARCstations?  Thanks in advance.

Peter Szymanski
From: mzraly@cs.umb.edu (Michael S. Zraly)
Newsgroups: rec.games.rogue
Subject: Re: wizard's password
Date: 21 Jul 92 16:54:05 GMT
Distribution: rec
Organization: UMass/Boston Dept. of Math & CS

"herb chong" <herb.chong@channel1.com> writes:
>S >In a nutshell, the netter said that the Wizard's password was for use 
>S >program developer to zoom immediately to any level or call any monster
>S >purpose was for testing game play.
>S >
>S >Oh yeah, he didn't bother to share the password (assuming he knew it).
>
>many versions of rogue allow the person installing the game to specify the 
>password.

Well, I have looked closely into the source for the rogue-clone by
Timothy Stoehr (ported to VMS by yours truly) and the wizard's password
*as distributed* is "bathtub".  If someone installed it at your site,
he or she may have changed it.  I don't believe that this version
checks UIDs for authorization, as the original rogue and UltraRogue do.
(Translation: even if you knew the wizard's password in the original
game or in UltraRogue, it wouldn't help you.)

-- Mike Zraly


-- 
Mike Zraly		The first duty of a revolutionary is to get away
mzraly@cs.umb.edu	with it.	-- Abbie Hoffman
From: dweddin@uoft02.utoledo.edu
Newsgroups: rec.games.rogue
Subject: ULTRA ROGUE HELP MANUAL
Date: 24 Jul 92 19:48:57 EST
Organization: University of Toledo, Computer Services

still looking for a help manual or any other manual for

Ultra Rogue version 1.02. if you could email it directly

to my account i would be most appreciative!!!!!



thanks!

don wedding
Newsgroups: rec.games.rogue
From: johnm@county.lmt.mn.org (John Muchow)
Subject: rogue or ultra rogue
Summary: Where can I obtain rogue for PC
Organization: LaserMaster R&D, Minneapolis, MN  USA
Date: Tue, 21 Jul 1992 15:07:06 GMT

I am looking for an ftp site where I can obtain rogue for a DOS based 
machine. I would like the manual(s) as well. 

Thanks in advance.

john

johnm@county.lmt.mn.org 
Newsgroups: rec.games.rogue
From: tex@dec5200a.ccs.northeastern.edu (Michael J Teixeira)
Newsgroups: rec.games.rogue
Subject: WANTED: Ultra Rogue
Date: 27 Jul 92 13:45:13 GMT
Distribution: rec
Organization: College of Computer Science, Northeastern University

As an old-time rogue fan, I'd love to see a copy of Ultra Rogue.  If anyone
knows of an ftp site where I could get it, do tell!

Thanks.

--
Mike Teixeira
------------------------------
tex@damon.ccs.northeastern.edu
From: n9041132@henson.cc.wwu.edu (Jack Bridges)
Newsgroups: rec.games.rogue
Subject: Wanted
Summary: I'm looking for the game.
Keywords: Rogue
Date: 26 Jul 92 21:07:48 GMT
Article-I.D.: henson.1992Jul26.210748.16191
Organization: Western Washington University

Hi..  Would someone tell me of an ftp sight where I can get the latest copy of
rogue?  And also..  While I'm at it..  The source and/or the latest executable
of a game called Omega.  (For IBM systems, please.)
Thanks.
From: JMoylan@cup.portal.com (John Thomas Moylan)
Newsgroups: rec.games.rogue
Subject: Re: Wanted
Date: Wed, 29 Jul 92 20:49:25 PDT
Organization: The Portal System (TM)
Distribution: usa

while anyone is at sending a message regarding the most current MSDOS
executables of Rogue and Omega locations, I would appreciate a copy of the
message as well...
thanks
From: prospero@hardy.u.washington.edu ( )
Newsgroups: rec.games.rogue
Subject: Re: Wanted
Date: 31 Jul 92 03:33:09 GMT
Distribution: usa
Organization: University of Washington, Seattle

In article <63090@cup.portal.com> JMoylan@cup.portal.com (John Thomas Moylan) writes:
>while anyone is at sending a message regarding the most current MSDOS
>executables of Rogue and Omega locations, I would appreciate a copy of the
>message as well...
>thanks

How about someone doing a weekly/monthly post or even a FAQ on this. We seem to be spending most of our time asking where the sites are, but I never see them   posted to this group. The ones *I* would like to see are: Larn, Rogue, Ultra    Rogue, Larn, and Omega (is that enough?). Sources would be fine, but binaries   for the PC are what I need personally. I just had a horrible thought: Is there  already for these and I just haven't seen it? If so, please lean me in the      corner and point me towards it.








Prospero
From: bampton@cs.utk.edu (Howard J. Bampton)
Newsgroups: rec.games.pbm
Subject: Galaxy:  Shrinking turn reports
Date: 23 Jul 92 19:01:43 GMT
Organization: University of Tennessee, Knoxville - CS Department
NNTP-Posting-Host: hydra3f.cs.utk.edu

In article <1992Jul23.172404.1572@kronos.arc.nasa.gov> hall@kronos.arc.nasa.gov (Michael Hall) writes:
>I was
>ready to end the game, as I think most were, simply because I couldn't bear
>the thought of managing an even bigger empire.  I had 3 dozen worlds, 6 dozen
>ship types, and the killer: 300+ ship groups, which had to be sorted through
>when writing orders.  Now some of that is my "fault": I should have designed
>fewer ship types, which would have decreased the number of ship groups,
>sacrificing efficiency for sanity.  But mostly it is Galaxy's inherent
>problem.
>

An alternative, is to allow scraping or upgrading of ships. By the end
of Game 1 (the aformentioned game), I had 30+ groups of cargo ships,
all of the same design, in 10 different speeds. If I could have gotten
them all to the same drive tech level, the number of groups would have
been cut in half.

In Spiral, the empire I took over has 30-40 groups of old (tech = 1)
defensive satelites (no drives). Against the neighbors I have left,
these ships are useless, as their shield tech makes any shielded ship
virtually immune to my weapons. 

Allowing me to scrap them (say for the raw materials cost only), or
upgrade them to current tech (10% of original cost?) would at least
allow me to get some value out of them.

The "battlefleet" idea is a good one as well. Most players send more
than a single group on an attack (except when we are scouting). Being
able to issue a "send battlefleet A to planet x" would be a godsend.
Restricting the fleet to the speed of the slowest ships would be a
nice bonus as well. A number of people have had little goofs where
they missed a group (like their cannon fodder (:-) ) that was to go,
or had a group end up < 1 LY away from the planet, and lost the battle
as a result.

Howard bampton@cs.utk.edu
From: bigmac@erg.sri.com (Bryan McDonald)
Newsgroups: rec.games.pbm
Subject: Re: articles and ideas wanted for PBEM mag
Date: 28 Jul 92 00:04:53 GMT
Organization: CHAOS - SRI International, Menlo Park, CA, USA

In article <1992Jul27.222127.27987@murdoch.acc.Virginia.EDU> gl8f@fermi.clas.Virginia.EDU (Greg Lindahl) writes:
>OK, so several people have expressed an interesting in writing
>articles, but I haven't been able to give them many suggestions. So,
>if you have ideas about articles you'd like to see, or you'd like to
>volunteer to write, please send me email.
>
>-- greg
>

I would really like to see a _good_ article on how to keep In Character
and Out Of Character issues separate.  I have been playing these games for
many years and occasionally run into people who loose that distinction
in their minds, and it is not a pretty scene.  I would try it, but
don't have any time right now.

--------------------------------------------------------------------------------
Bryan McDonald                   |   Computer, Hardware, And Operations Support
bigmac@erg.sri.com               |                     CHAOS
Postmaster-Systems Administrator |            ITAD - SRI International
--------------------------------------------------------------------------------
        "I refuse to have a battle of wits with an unarmed person."
Newsgroups: rec.games.pbm
From: M22367@mwvm.mitre.org
Subject: Galaxy Suggestions and Cargo Ships
Organization: The MITRE Corporation, McLean VA 22102
Date: Fri, 31 Jul 1992 16:04:19 GMT

 
1) *I* was running the Magi in Game #1 when they got nuked.  Boy, was I glad
   to have that cloud of cargo ships.
 
2) I withdraw my suggestion for curved tech progression.  It probably should
   be easier, rather than harder, to advance technologically.
 
3) If Russell goes ahead with the idea of capturing planets with some of the
   existing industry intact, perhaps he will consider the idea that one might
   get their hands on a piece of alien hardware and figure it out, thus
   advancing one's own tech level?
 
   "Look, Zog, they make their ion cannons with a star-shaped muzzle!  I wonder
    if that's why they are more effective than ours?"
 
   "I dunno, Blork, let's try it out!"
 
   (Weapons Tech Level increases .05 as a result of capturing planet Frimp)
 
 
4) Gee, I've been in the top 4 of Game #4 for about 30 turns and I use cargo
   ships like 20/0/0/0/10.  Now I know to go back to ye olde 3/0/0/0/1 so I can
   win.  Experience is where you find it, I guess.  And all this time I thought
   I was running a decent game!
 
  - Mike (Tintin)
Newsgroups: rec.games.pbm
From: dgo@athens.uucp (26265-nachem)
Subject: Re: New Galaxy Game Solar starting
Organization: Bellcore, Livingston, NJ
Date: Fri, 24 Jul 92 18:14:29 GMT
Summary: Adventurer's Guild


this is not actually a reply, but I'm not sure how to make a completely new post...

Any Adventurer's Guild people out there?

If so what's your optimal design?

Dave


.
From: markhof@ls12r.informatik.uni-dortmund.de (Ingolf Markhof)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy transporter design
Date: 29 Jul 1992 14:17:39 GMT
Organization: University of Dortmund, Germany
Distribution: world
NNTP-Posting-Host: ls12r

In article <1992Jul29.114659.29413@uni-paderborn.de>, jerry@uni-paderborn.de (Gerald Siek) writes:

|> So far it's pretty obvious that there is nothing like an optimal
|> fighter/battleship design strategy.   Sure - some models are better
|> than others but all in all your battleship design depends heavily on
|> what your enemy has.

I thing it depends also a lot on what you want to do with your war fleet...

|> Now take a look at the transport ships.   There's but one standard design
|> used by every experienced player:  (x,0,0,0,1),  where x is a number
|> between 1 and 3 (usually).   This transporter offers good speed and 
|> maximum flexibility.   Sometimes paranoid players modify this ship by
|> adding small gun and shields but all in all this *is* the standard 
|> transporter.  Nobody builds mega freighters or something similar.

You're wrong! I've seen transports of several sizes. Of course, an intelligent
player won't do that, but there is no need to tell this eveyone... ;-)

|> So my suggestion is:
|> Make transporter design a bit more interesting.  Players should be 
|> encouraged to build other freighters that the one mentioned above.  For
|> example a rule could be that the transport component of the ship costs
|> one more point than it's capacity.
|> This way the player pays for the flexibility the small transporter
|> offers.
|> 
|> Reactions?

Yes, a pretty good idea!


------------------------------------------------------------------------------
      ____                                                                    
  UniDo  /  Ingolf Markhof  University of Dortmund, LS Informatik XII         
 ___/   /                   P.O. Box 500 500, D-4600 Dortmund 50, F.R. Germany
 \  \  /                    Phone: +49 (231) 755 6142, Fax: +49 (231) 755 6555  
  \__\/                     Email: markhof@ls12.informatik.uni-dortmund.de    
                                                                              
------------------------------------------------------------------------------
From: bampton@cs.utk.edu (Howard J. Bampton)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy suggestion
Date: 29 Jul 92 18:35:47 GMT
Organization: University of Tennessee, Knoxville - CS Department
NNTP-Posting-Host: hydra3c.cs.utk.edu

In article <1992Jul29.182313.3743@uwm.edu> bruno@csd4.csd.uwm.edu (Bruno Wolff III) writes:
>One thing that would probably help Galaxy is a method of having groups of
>different types of ships.
>If these groups moved at the speed of the slowest ship in the group, then
>they could be used for organizing battle fleets.

I've suggested something similar, lets hope it catches on. Perhaps a
"J" command, for Join battlegroup?



Howard

Newsgroups: rec.games.pbm,rec.games.design
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: articles and ideas wanted for PBEM mag
Organization: Department of Astronomy, University of Virginia
Date: Mon, 27 Jul 1992 22:21:27 GMT

OK, so several people have expressed an interesting in writing
articles, but I haven't been able to give them many suggestions. So,
if you have ideas about articles you'd like to see, or you'd like to
volunteer to write, please send me email.

-- greg
Newsgroups: rec.games.pbm
Subject: Galaxy being run by NZ fellow?
From: C. Patrick Simons <UD078317@NDSUVM1.BITNET>
Date: Tuesday, 28 Jul 1992 19:07:19 CDT
Organization: North Dakota Higher Education Computer Network

About a week ago I replied to a game opening by some gent in New Zealand,
(at least that's where I think he is, from his net address).

Hey, guy, you going to reply to your mail? :)
From: ccmdenis@fella.ucdavis.edu (Donald Trump)
Newsgroups: rec.games.pbm
Subject: Re: DM: First match results...
Date: 31 Jul 92 05:30:43 GMT
Distribution: na
Organization: Trump Gladiatorial Enterprises

In article <1992Jul29.214349.10127@adobe.com> jgould@adobe.com (Jim Gould) writes:
>Hello Sports Fans,
>
> I just got my first Dm results.  I had 2 wins and 3 losses.  I had no idea
>what I was doing.  Ok, maybe I had a very small idea.  Here are two guys that
>lost, let me know what you would train, and how you would run them...

It might be easier if you told us how *you* ran them.

>BASHER
>st-15, cn-8, sz-16, wt-12, wl-15, sp-11, df-7 ...

If we're assuming that you would run this guy, then I would say:

Run him in no body armor, using a War Hammer against all armor
types.  I would run him 10-5-6-HE-HE-Decis in the first minute,
10-6-8-HE-HE-Decis in the 2nd, and 8-5-8-HE-HE-None in the 
3rd through 6thon minutes.  In desperation, I would run him 
10-10-6-RA-BD-Decis.  I would train WT to 13, and then go skills
after that.

However...I have run a few bashers like this, and not a single one
of them has done well.  Low DF/medium WT bashers are just doomsday
on your W/L record.  You can almost certainly do better than this
on another roll-up.

>SLASHER
>st-11, cn-11, sz-11, wt-14, wl-8, sp-17, df-13 ...

Not bad...not bad at all.  The WL is a little low, but that's not
deadly, especially considering the style (slashers don't need much
WL).

I would run this guy in no body armor, with a SC vs. light armor
(0,7), a LO vs. medium armor (8,14) and BS vs. heavy (15,+).  Run
him 10-6-6-RA-AM-None for the first two minutes, 10-4-8-RA-AM-Slash
for the 3rd, and 8-2-8-RA-AM-None for the 4th and on.  In Desperation,
I would go 10-10-6-RA-AM-Decis.

Train skills.

>  These guys did not just lose, they didn't even get a swing off.  Any help
>is deeply appreciated.  Thanx and advance.

Often, when a beginning offensive matches up against another young offen-
sive, the loser looks more like a pincushion than a warrior hopeful.  

Trump
Newsgroups: rec.games.pbm
From: Chris.Brannon@bbs.oit.unc.edu (Chris Brannon)
Subject: non-equitable stock options
Organization: Extended Bulletin Board Service
Date: Wed, 29 Jul 1992 16:17:18 GMT


Let's burn the couch and blame it on society.
--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  bbs.oit.unc.edu or 152.2.22.80
Newsgroups: rec.games.pbm
From: ninja@halcyon.com (Jonathan Roy)
Subject: Re: Galaxy transporter design
Organization: The 23:00 News and Mail Service
Date: Wed, 29 Jul 1992 23:36:25 GMT

carroll@cs.uiuc.edu (Alan M. Carroll) writes:

 - I'm missing something here. If the enemy has (say) 1000 cargo and
 - 10 warships, doesn't that mean that they only have a 1% per combat
 - round of actually having a warship fire? So while you don't hit a
 - warship very often, their warships don't get to fire very often.
 
Every ship fires every attack round. A good combat group has, say, a few
hundred fodder ships in it. A fodder ship is a 

Fodder 1 0 0 0 0

where it's only purpose is to absorb hits. bampton@cs.utk.edu complained
earlier about this, but it's simply smart tactics. A good attack force
also has anti-fodder. Something like

Raid 10 50 1 5 0

for clearing out fodder. This isn't an exact design I use... I have a database
/spreadsheet hooked up when I'm playing to generate precise ships
I need, based on enemie's designs. (grin) When possible, I'll design 2-3
ships that can't be hit by an enemy ship, give them the minimum guns
to hit all enemy ships, and send them in. I've managed to destroy a few
enemy races like this... (hehe)

Can't wait to start in the new game ran by Rob. (I'm played with him
a few times.)

If there are any other new 3.0 games starting, or dropout positions in
3.0 games not past the 4th turn, email me! The Valheru will rule again!
(grin)