HDTenEightyP/NetNews huggingface dataset:
From: kevinmac@ll.mit.edu (Kevin McElearney)
Newsgroups: rec.games.netrek
Subject: Re: problem getting client to run
Date: 29 Dec 92 15:57:20 GMT
Reply-To: kevinmac@ll.mit.edu (Kevin McElearney)
Organization: MIT Lincoln Laboratory, Lexington MA

In article <1hp214INN62f@agate.berkeley.edu>, jh@heel.CS.Berkeley.EDU (Jack Hsu) writes:
|> In article <Bzzrsu.M7C@news.cso.uiuc.edu> dmd39855@uxa.cso.uiuc.edu (Daniel DuBois) writes:
|> >I type:
|> >udp_client.sun4 -h 128.95.1.58 -p 2592
|> >and I get:
|> >ld.so: libX11.so.4: not found
|> >
|> >Obviously this is some Xwindows thing... Unfortunately I know
|> >nothing about Xwindows things. Were running OpenWindows on this
|> >machine, thats about all I can say.

This binary uses shared libraries you can use the static one as others
have suggested, or just setenv LD_LIBRARY_PATH to /usr/openwin/lib or
wherever  libX11.so.?? is found

-- 
Kevin McElearney
                                        | There is never enough time to do
MIT Lincoln Laboratory                  | a job right, but there is always
244 Wood Street                         | enough time to do it over.
Lexington, MA  02173-9108
Newsgroups: rec.games.netrek
From: mccoy@ils.nwu.edu (Jim Mccoy)
Subject: Re: This has gone too far.....
Organization: The Institute for the Learning Sciences
Date: Tue, 22 Dec 1992 07:02:34 GMT

In article <1992Dec19.040650.28585@pasteur.Berkeley.EDU> von@cory.Berkeley.EDU (Steve Von Worley) writes:
> [cutting out mondo quoted verbage...]
>
>Furthermore, I play netrek, not dogfight, and thus I don't know any
>good DD players, since the abilities of DD's are limited relative to
>other ships when playing netrek and thus hardly any good players fly
>them frequently...  Maybe if I played on chaos servers when they were
>hip, I might.

Hm....  seems we have not been playing much netrek since the DD etemp rate
was changed Sandia.  There are times when DDs are the most common ship on
servers with clue.  Ship choice depends on the situation and the opposition
and given two equal players the winner of an encounter will be the person
whose objective best matched thier ship-type.  End of story.

DDs are the ship of choice for planet scums.  In and out, 5 armies, fast
enough to outrun a CA.  Talk all you want about dogfighting, but remember
what the game is about: taking planets.   :)

Clauswitz, who still has his Sun Tzu packed or he would throw in a nifty
quote about "terrain" or military objectives

-- 
Jim McCoy          |  PGP 2.0 Key md5 hash:
j-mccoy@nwu.edu    |  61323c49024cb089337c78a05aafe8c6
mccoy@ils.nwu.edu  |  finger mccoy@ils.nwu.edu for public key
From: jb8n+@andrew.cmu.edu (Joseph E. Beck)
Newsgroups: rec.games.netrek
Subject: Re: This has gone too far.....
Date: 21 Dec 92 22:28:29 GMT
	<1992Dec21.093416.8891@leland.Stanford.EDU>
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA


tedebear@leland.Stanford.EDU (Theodore Chen) writes:
> In article <1992Dec21.072631.26645@athena.mit.edu> wildman@athena.mit.edu (Tim\
> othy Worsley) writes:
> >       The problem with the DD is *not* that it is *worse* than a scout.
> >       The problem with the DD is that it is not sufficiantly *better* than
> >a scout, to pay for the missing 3 warps.
> 
> 3?  last time i looked, a scout went warp 12 and a destroyer went warp 10.
> is this some kind of new math they're teaching at MIT?
> (no flames, i used to go to MIT.)
> 
> gee, i learned to play netrek with CA.  i switched to DD because
> all these people were flying DD and i read somewhere (the FAQ?)
> that it was the best ship for ogging, taking planets, etc.
Best for ogging and planet taking?   Hmmm....  In low clue games the
AS is probably best for planet taking (you don't have to go home as
often since you pick up 20 armies at once :-).  In top quality play
the SC or the AS is probably the best.  Since you probably don't have
more than 2 free armies at once (so you use a SC), or you've saved
your armies and are going to crash a planet (and want something
durable that will survive the clearing, so an AS is used).  The DD is
just....there.  I want even comment on using 1 for ogging.  I love it
when people use them for that.  That means I can take planets in a SC
or an AS with no interference.  

> and now you guys are telling me it's not.  maybe i should fly BB next.
No, stick with CA's and SC's for most stuff.  

	joe
	Purple haze
	Lamb, Leg Of
From: bav@hobbes.ksu.ksu.edu (Brick Verser)
Newsgroups: rec.games.netrek
Subject: Re: This has gone too far.....
Date: 22 Dec 1992 22:03:27 GMT
Organization: Kansas State University
NNTP-Posting-Host: hobbes.ksu.ksu.edu

hde+@cs.cmu.edu (Herbert Enderton) writes:
>            The balance among all the ship-types is very even, so I'd
>say use whatever strikes your fancy.

Finally...sanity!

I rather enjoy the DD's maneuverability and long cloak duration so I
often use it for nabbing planets, but with a single kill a SC makes a
fine substitute, and a CA is easier to get and keep a kill with and
lives better under fire.  I'll ogg in a CA normally, DD sometimes, SC
when necessary.  I'll defend an LPS in a CA normally, BB sometimes.
Cracking an LPS is a job for a CA or AS, but sometimes a SC can sneak
in.  I'll bomb almost exclusively in a SC, but a DD or CA is an
adequate substitute for a quick pass over the planets.  And if I find
I'm having trouble in a particular situation in a particular ship, 
I'll try something different.  Don't be such sticks in the muds.

--Brick
Newsgroups: rec.games.netrek
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Dogfight Size wars
Date: 2 Jan 1993 00:28:58 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <lyodav.724990364@du139-203.cc.iastate.edu> lyodav@iastate.edu (Sun God) writes:
)
)Maxwarp * Hull:
)---------------
)Scouts    = 900
)Destroyer = 850
)Cruiser   = 900

Battleship = 1040
Who said they had to be equal?
 -Tom
From: hde+@cs.cmu.edu (Herbert Enderton)
Newsgroups: rec.games.netrek
Subject: Traitors
Date: 3 Jan 93 00:10:19 GMT
Organization: School of Computer Science, Carnegie Mellon

There's one section on the notes on teamwork that I didn't emphasize
enough.  When you've got the enemy team down to an LPS (or near to
that) involving their home or core world(s), there are two phases to
the offense.  In the first phase you are trying to get kills, pick up
armies, and refuel.  But once any of you have succeeded in that, the
whole team is in phase two, where the goal is to get those armies
delivered to the enemy planet(s).  During phase two, killing any enemy
and enabling him to reappear nearer the target planet is a big mistake.
Doing so consistently is treachery.  Understand?

E.g. if I'm going in to try to drop armies on the last planet Tauri,
and you kill a Romulan ship near Indi, you are a traitor, plain and
simple.

It's astonishing to me, on a team which is strong enough to get the
enemy down to an LPS, how many of my teammates usually turn out to be
traitors in this way.  Usually around 50%.  They mean well, mind you,
but they are actively hurting the cause just the same.

Starbases are almost always traitors in these situations.  A starbase
with two escorts trying to keep it alive, that constitutes three
traitors.  (On the other hand a SB can be very useful in phase one).

One hint to avoid being a traitor, in situations where you can't make
it to the target planet:  when the carrier goes in, cloak!  That way
you'll be unlikely to kill anybody, you have some chance of survival
yourself, and you might help to confuse the enemy.  Simply dodging
and pressoring enemies works too.

I'm going to stop calling my teammates traitors during games, because
they really don't respond well, but I'll make a post like this every
week if I have to, to get this point across.

  -- Red Shirt

P.S.  The same concept applies in many other non-LPS situations, but
is often complicated by other considerations.
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Doorstop running minimal clue server
Organization: FSU nuclear physics
Date: Tue, 22 Dec 92 17:31:24 GMT

In article <1gogofINNm2d@charnel.ecst.csuchico.edu> dtabb@ecst.csuchico.edu (Don Tabb) writes:
>In article <palane.724544856@pv7b88.vincent.iastate.edu> palane@iastate.
edu (Paul A. Lane) writes:
>>Just a thought. Would it be possible to set up a beginner's or "no-clue"
>>server? It might be fun for players who are just getting started and
>>haven't got the hang of it. We can get Tal or Mucus Pig to log on
>>occasionally and shout obscenities. ;-)
>>
>>The main reason this might not be a bad idea (somewhere in netland)
>>is to encourage new players to start (and ruin their lives too).
>>
>>Suicide Soln.
>
>ok.  You use the code from Nick Trown that askes if you are clue.
>if you reply, you're kicked out.
>
>You could also check for distresses and all messages.  More then 
>3-4 in a hour and you are kicked out. And ANY ratings over 1.5...
>Kicked out.   too much clue.
>Don

Wait, ratings are based on your stats relative to everyone else, so
if no-one can have a rating over 1.5 then everyone will go down.  Soon
everyone will be so low that you will get kicked off after your first
ship.  I got it, this server is for the people that sit in one place and
shoot at their teammates.  I always wanted to know where to tell these
people to go.  I guess the server should be named Hell.

Sherlock
Cirdan

Roger
books@fsunuc.physics.fsu.edu
From: tony@phsbbs.princeton.nj.us (Anthony Foglia)
Newsgroups: rec.games.frp.dnd
Subject: Re: Proposed Law school of magic.(goes with new class)
Date: Sat, 02 Jan 93 11:54:34 EST
Organization: Princeton High School, Princeton, New Jersey

> In article <Bzyrry.Bs@CAM.ORG>, gelinas@CAM.ORG (Daniel Gelinas) writes:
> |> [...]
> |> Proposed School of LAW

Is this school located on the same chart as the normal schools (conj., 
enchant., innov., etc.) or is it located on a whole new system (like the 
elemental schools are)?  If it is part of the old system, where would it 
be located?  If it is on a new system, doesn't that imply a school of 
chaos?

Why can't a mage specialize in this school?  He wouldn't gain the 
polymorph and other benefits but...

I'm just curious.  I'm not trying to destroy the class before it's born.

--------------------------------------------------------------------------
Disclaimer: The above views may be mine but may be those of the guy       
            behind me.  You decide.
There are two types of people in the world:
The first type always, no matter what, finishes what they start;
Newsgroups: rec.games.frp.dnd
From: cantrell@sauron.msfc.nasa.gov (Eric Cantrell)
Subject: Problems in printing sheets with DMFriend Prog.
Organization: NASA/MSFC
Date: 21 Dec 92 14:12:11 GMT

If this is the wrong place tho post this, I apologize.  But,
since I first heard of the program here, why not?  The program
itself is Great!  It has just about every weapon in the PHB.  
The problem is, when I try to print the character sheet, it comes
out looking like every other line is longer than the standard
width (i.e., the sheet looks "choppy").  I've tried to print on 
both, a laser and a 24 pin dot matrix printer. Even in the 
compressed mode, it looks the same, only smaller.  I have the 
printers set up in the IBM Proprinter maode, just like the
documentation states, what I don't understand is how to interpret
the printer setup screen the author included.  Somebody please
respond, I hate to see a great program rendered worthless just 
because you can't print with it.  BTW, you can ftp to 
GREYHAWK.STANFORD.EDU and get a copy of it under 
???/incoming/dmfr_1_1.zip .   Thanks in advance.

-eric

cantrell@sauron.msfc.nasa.edu

 
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.dnd
Date: Tue, 22 Dec 1992 03:50:36 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Class' power (was Re: how to imprison a psionicist)
	<-6r2tyb@rpi.edu>




jelliw@lib103.its.rpi.edu (William Brian Jellig) writes:

> Maybe you should go back and reread MY post. Just because I responded to 
> your post doesn't mean my comments were directed at you. 
Sorry, but I was responding to a psi's effective in combat.  Then you
said if you are content to play hack and slash fine, and then wanted
to know what everyone else thought.  Seemed like a personal attack,
sorry for misinterpreting. 

> In fact, I chose your post because I AGREE with what you wrote,
Oh, you *agree* with me.  In that case disregard my previous post :-)

> A quick thought on psis replacing thieves:
> remember that thieves dont have to wait to regenerate psp's before using
> their abilities.  This is more evident in low level campaigns, where the
> psi 1) has few psp's, and 2) can only duplicate SOME of the abilities of
> a thief.
Just curious, at low levels, how well does the thief perform?  At 3rd level
he'll only have good abilities in two areas.  Consider a 3rd level
halfing thief with an 19 DEX (obviously the best case for the thief). 
The thief will have just achieved 95% in move silently, and 95% in
hide in shadows (with 0 extra points).  So you have a thief who can
sneak around, climb walls ok, and do little else.  The psi doesn't
have many points, but the thief doesn't have many abilities that work.
Geez, the *thief* can only duplicate some of the abilities of the
thief.
	
	joe
From: lum@cs.tu-berlin.de (Lutz Hofmann)
Newsgroups: rec.games.frp.dnd
Subject: Re: Instant Kill
Date: 21 Dec 1992 13:45:50 GMT
Organization: Technical University of Berlin, Germany
NNTP-Posting-Host: fabel.cs.tu-berlin.de
MIME-Version: 1.0
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: 8bit

rsm58307@uxa.cso.uiuc.edu (Ron) writes:
> Has anyone ever tried playing with an instant kill backstab for thief
> characters?  I'm suggesting either an automatic or near automatic (ie
> high percentage) chance of instantly killing someone if you sneak up
> succesfully and they are not wearing heavy armor (or spell protections).
> 
> Just thought it would be a neat idea, and hell, theives could use the
> power.

I currently play such a thief. It is a thief subclass in AD&D 1st ed.
and it is called assassin. Upto now (3rd level) i  employed
this instant kill (assassination) only in my  character-history.

The victims may wear any protection they want (armor, spells etc.).
The percentage rises with  character-level
           and decreases with victim-level.
And the thieving abilities are employed as if the character was two
levels lower in experience except setting traps (2 levels higher) and
backstabbing (same level). So this assassin can choose to insta' kill
or to deal a heavy amount of damage.

Yours Sincerely    Lutz Hofmann
                   lum@cs.tu-berlin.de
-- 
Ob. Disc: Dies ist kein Flame.   ---   This is no flame.
Newsgroups: rec.games.frp.dnd
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: AD&D magic items
Organization: The Ohio State University
Date: Tue, 22 Dec 1992 13:49:10 GMT

RE: magic items - too easy to identify

In my campaign world, only a few mages have the _identify_ spell, and are not
willing to teach it at ANY cost.  This is their main source of income, and 
it is not cheap to get the mage to cast it upon an item.  Finding a mage 
who knows it is pretty difficult.

I prefer that the players seek out sages (and pay dearly) to find out what that
nifty item which detects as magic really is.

As for augury - I've never had a player ask that sort of question.  If it's 
a forbidden item (i.e. sword for a generic cleric of a non-war god), the
cleric might in turn be questioned by his Power.

-Coyt
From: Adrith.L.Bedore@dartmouth.edu (Adrith L. Bedore)
Newsgroups: rec.games.frp.dnd
Subject: AD&D gamers wanted in Hanover, New Hampshire
Date: 3 Jan 93 01:39:15 GMT
Organization: Dartmouth College, Hanover, NH
X-Posted-From: InterNews1.0b1@newshost.dartmouth.edu

Help! 

I'm stuck in a dungeon (Dartmouth College) with a cursed spellbook
(tuition bill) and nothing to do (no rpg club)!

Can anyone save me?

**********************************************************************
                    :) Adrith L. Bedore, '96 :)
                   Dartmouth College, Hanover, NH
                         (603) 640-6125
                     e-mail:adrith@dartmouth.edu
**********************************************************************
Newsgroups: rec.games.frp.dnd
From: jwolf@nyx.cs.du.edu (The WolF)
Subject: Re: AD&D2 Rogue's Gallery
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Wed, 30 Dec 92 23:54:37 GMT

In <78901@hydra.gatech.EDU> tmiller@prism.gatech.EDU (Thomas Miller) writes:

> Has anyone bought this thing yet?  Is it worthwhile, or just a
> rehash of the original Rogue's Gallery?

>  Thanks,

>  Thomas

Its more a re-hash of the Trading Cards actually.  (Though I cannot say that
the characters in the R's G are also in the Trading Cards)  NONE of the nifty
stuff (Write-Ups of famous NPC [eg Mordenkainen]) are included.  Its not
really the same product IMnsHO.

Jon WolF - Je voudrais gagner $100k.
From: wsbusr1@rwa.urc.tue.nl (Boudewijn Wayers)
Newsgroups: rec.games.frp.dnd
Subject: Re: how to imprison a psionicist ?
Date: 22 Dec 92 10:24:41 GMT
Reply-To: wsbusr1@urc.tue.nl

jb8n+@andrew.cmu.edu (Joseph E. Beck) writes:

>wsbusr1@rwb.urc.tue.nl (Boudewijn Wayers) writes:
>> This thread calls for a new spell:
>> 
>> 
>> Iron Mask (Conjuration/Summoning) Level: 3
>> 
>> Range: 10 yards
>> Components: V, S, M
>> Duration: 8 rounds
>> Casting Time: 7
>> Area of Effect: One person
>> Saving Throw: None
           ^^^^^^^^^^
>That always makes me nervous.

>> Note that since the target is not himself affected (the helmet is only
>> created around his head), he receives no saving throw. 

>Hmmm....note that with the spell "Fireball" the target is not actually
>effected.  A big ball of flame is created around him (20' radius,
>right?).  How can he avoid it?  Since the spell doesn't effect him
>(just the air around him) he should receive no saving throw.  Same
>logic.  

The saving throw conferred by the Fireball spell is there for dexterity
reasons: a character has a chance to dodge part of the fire, thus
taking less damage. "More often than not, the saving throw represents
an instinctive act on the part of the character - diving to the ground
just as a fireball scorches the group, blanking the mind just as a
mental battle begins; blocking the wordt of an acid spray with a
shield." (PHB, page 100).

Then again, the character gets no saving throw, but still has the
opportunity to remove the helmet by normal means. Of course, any spell
cast or psionic power used in the first round is disrupted, and the
second round cannot be used for these purposes as well, since the
victim is removing its helmet. Because of this, I don't think that the
"None" is that much of a problem, and third level is more than
appropriate.
-- 
Boudewijn Wayers, wsbusr1@urc.tue.nl.
Keeper of the Great Net Spellbook and Prayerbook.
Newsgroups: rec.games.frp.dnd
From: mark@cheers.jsc.nasa.gov (Mark Manning)
Subject: The Weenie Magic Items
Organization: NASA
Date: Mon, 28 Dec 1992 15:09:16 GMT

Hello, just a note to say that the net.book.wmi has been posted to
rec.games.frp.misc.
From: AS.GMH@forsythe.stanford.edu (Gina)
Newsgroups: rec.games.frp.dnd
Subject: Re: PC vs. Player INT
Date: 28 Dec 1992 13:05:53 -0800
Organization: Stanford University
Distribution: usa
NNTP-Posting-Host: morrow.stanford.edu

In article <1992Dec22.193955.18370@rtsg.mot.com>,
svoboda@rtsg.mot.com (David Svoboda) writes:
> [misc stuff deleted]
>|And if an average person is playing a character with genius intelligence should
>|some plans work when if they are idiotic in nature?
>
>Absolutely.  You can guide a player into a successful plan by planting
>information that the intelligent character "figured out".  For that matter,
>I have no trouble saying, "Gee, that looks like it might fail due to..." to
>the player of a bright character, where the player of the soap dish gets
>nothing.
>

We play a D&D variant system with Arduin influences.  If the DM
wants to give a Mage or Cleric a chance to discover information or
clues within the game, we use the following system:

Have the Mage/Cleric roll a D20.  If the result is under the
character's prime requisite, the DM can assume the character would
have noticed/would have known this information, and can give the
information to the player.  (Example-The Cleric realizes that
wielding the sword will cause his god to be displeased.)
If you miss the die roll, then this is a situation the character would
not be familiar with.

>|I honestly don't think any of the books have completely addressed these issues.
>
>So use your imagination.  Rationalize.  The books are not gospel.
                                         ************************
Hear! Hear!  Don't be afraid to alter or change the rules to make
them work better and have the game run more smoothly.  The original
rules were stated to be ONLY A GUIDELINE, and to be changed whenever
the players wished.  But, if you're going to alter rules, write then
down to prevent arguments during the game.

--Gina
From: tony@phsbbs.princeton.nj.us (Anthony Foglia)
Newsgroups: rec.games.frp.dnd
Subject: Re: Familiars
Date: Tue, 29 Dec 92 13:47:42 EST
Organization: Princeton High School, Princeton, New Jersey

dagolden@phoenix.Princeton.EDU (David Alexandre Golden) writes:
> I recall a Dragon mag that had a list of "Familiar Improvement #X" (or
> some such name) spells, of varying levels, that gave familiers enhancements.
> Partially random, but familers gained intelligence, spells, voice, etc.
> Unfortunately, I don't remember which magazine.
> 
> So, if someone does, please let us know.

The Familiar Enhancer spells are in Dragon #181.  There are eight of them 
and they are levels 2 through 9 respectively.  They must be cast in order 
and each one gives the familiar increased powers.  The powers are rolled 
by a d100 to choose the table (the higher the spell, the greater a chance 
of a higher table.) and these tables contain the powers.  It doesn't seem 
overbalancing especially when you consider the cost (1,000 gp per spell 
level).


--------------------------------------------------------------------------
Disclaimer: The above views may be mine but may be those of the guy       
            behind me.  You decide.
There are two types of people in the world:
The first type always, no matter what, finishes what they start;