HDTenEightyP/NetNews huggingface dataset:
From: cwa@oasis.icl.co.uk (Christopher Adams)
Newsgroups: rec.games.empire
Subject: Fleet fire (more gripes)
Date: 13 Nov 92 13:17:16 GMT
X-Newsreader: Tin 1.1 PL3

The one MAJOR problem I have is that you cannot fire fleets or groups of forts.

Having the automatic return of fire is great, but being only able to fire one
ship out of a fleet of 10 and then have loads of nearby ships and forts firing
straight back at your single ship is rather unfair. It makes large ship battles
impossible as whoever is defending is laughing as his/her ships fire many more
times than the aggressors. I have looked at the code and it should be feasible
to add a "salvo" command:

	salvo D 10,-4

Fire fleet D at fort (or any ships) in 10,-4. Return fire will work in almost
the same way, you just need to randomly generate which attacking ship gets the
fire.

eg:	Fleet D consists of 1 Heavy cruiser and 2 destroyers

	At 10,-4 there are 2 destroyers (target)
	At 8,-4 there is a Battleship
	At 9,-5 there is a fort

	Fleet D fires, each firing ship has a 50% chance of choosing each
	destroyer as a target. All enemy ships and forts return fire with a
	33% chance of choosing each ship in D.

This method obviously runs the risk of the whole of D wasting one of the
destroyers and leaving the other one unscratched, but you always get a little
confusion if war anyway.

What you you guys think of this? If anyone would like to try and write it and
post the code to the net I think a lot of players would be very glad.

Perhaps we could get some real sea power games going.

        .-----------------------------.-----------------------------.
        | Mr.Zap ---*                 | Organising C programmers is |
        | aka Chris Adams             | like trying to herd cats.   |
        | cwa@getafix.oasis.icl.co.uk |         -- Unknown          |
        `-----------------------------'-----------------------------'
From: hendric@matt.ksu.ksu.edu (Richard Hendricks)
Newsgroups: rec.games.empire
Subject: `Weekend Warrior?'
Summary: *please* start a new game
Keywords: anyone willing to start a new game?
Date: 10 Nov 92 23:49:09 GMT
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

Hi fellow totalitarian dictators,
I have a request for a new game.  I think a game should be run on the weekends,
no updates during the week, demand updates during the weekends, witha max 
of something like 4.  the thing is, here at KSU (yeah, i know.)  they have us
restricted to playing games after midnight and on weekends. :(  I'm
sure there would be a demand for such a set-up, esp. for students who cannot
afford, GPA-wise, to stay up until midnight.  thanks a lot!

-richard hendricks
aka Keeper of the Pelvis (Graceland)
Newsgroups: rec.games.empire
From: duelge@schaefer.math.wisc.edu (Jason Duelge)
Subject: Killing fodder, and taunting them
Reply-To: duelge@schaefer.UUCP (Jason Duelge)
Organization: Univ. of Wisconsin Dept. of Mathematics
Date: Wed, 11 Nov 92 17:12:26 GMT

From the Magnificent Swamp Empire game, hosted by none other than the
wise Jorge Diaz of Georgia we see ...

     - = [   Empire Power Report   ] = -
      as of Wed Nov 11 11:46:10 1992

         sects  eff  civ  mil shell gun  pet iron dust food oil  pln ship money
   Undead 370   95% 334K  14K 7.9K 715  9.5K  90K 7.7K 109K  14K 510   40  1.1M
    Huron 405   96% 334K  13K  10K 1.1K 8.6K  68K 6.9K 143K 9.9K 330   30  1.3M
Park Plac 430   90% 332K  14K 6.2K 800  4.5K 118K 9.2K 131K  19K 400   40  690K
     beep 280   95% 242K 8.8K 9.1K 625   10K  73K 3.2K 127K 6.7K 480   50  900K
   Matrix 260   97% 237K  12K 3.9K 670  4.9K  39K 5.2K 116K 4.7K 370   20  475K
Land_Of_F 210   94% 171K  10K 2.1K 305  4.0K  17K 3.5K  22K 4.0K   0   10  260K
Militaria 155   84% 119K 5.5K 1.8K 320  2.1K  15K 900   36K 1.1K 210   20  500K
   Dharma 100   93%  83K 3.1K 700  210  300  9.7K 2.1K  16K 1.1K  60   20  625K
   grainy 130   81%  79K  15K 1.1K 205  550   15K 1.7K  19K 3.8K  10    5  335K
          ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 2.4K  93% 2.0M  99K  43K 5.0K  45K 453K  41K 737K  66K 2.4K 280  7.2M

Temekula here again.  Looks like grainy *was* a big fodder.  Took only about
a month (as predicted) to take his big fodderous butt down.  He was able to
soar to 350 sectors munching fodder, but when a REAL country, with a REAL
ruler started fighting him, namely Huron (the humble!), with only about 150
sectors to his 350, grainy gradually gave ground and died.

Of course, i wouldn't want to overlook the significant impact that Militaria
had on the struggle.  He fought grainy long and hard...but it was the actions
of the Huron war parties that turned the tide.
I also note that LoF (lovingly referred to, by me, as Land_of_Faadar), is
going down the tubes fast too.  0 planes, and at war with Park Place.  Bye
Bye Baby!

All in fun,

Jason  Temekula (NOT  Huron)
-- 
-----------------------------------------------------------------------------
| Jason Duelge                                                              |
| 141 Lakewood                                                              |
|  Gardens ln                                                               |
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Newsgroups: rec.games.empire
Subject: Re: LOOKING FOR NET TREK
Date: 8 Nov 92 02:37:07 GMT
Organization: School of Computer Science, Carnegie Mellon

lagrangj@unvax.union.edu (Joshua C. LaGrange) writes
> My subject says it all.

Well, mosey on over to rec.games.netrek then...

PS ObEmpire : r.g.n passed r.g.e in total-number-of-articles a couple
of weeks back.  Phphphhfffft :-)
Newsgroups: rec.games.empire
Subject: mapping tools.
From: malcolm@nutmeg.cs.ntu.edu.au (Malcolm Caldwell)
Date: 12 Nov 92 13:19:10 +0900
Distribution: world
Organization: Computer Science, Northern Territory University, Australia
Originator: malcolm@nutmegLines: 13


What mapping tools are available?  What would be good is a program that
excepted a map or a dump and outputed a postscript version of the map.  It 
could might have thin lines showing the hexagons.  It might use a small font.

It might make a better map than just printing the map in a small font.

Can anyone help?
-- 
Malcolm Caldwell       Email:   malcolm@pandanus.ntu.edu.au
Technical Officer         Ph:   +61 89 466546
Computer Science         Fax:   +61 89 270612
Northern Territory University, Darwin Australia
Newsgroups: rec.games.empire
From: ts@chainsaw.ecn.purdue.edu (Thomas Ruschak)
Subject: Re: For newbies to Chainsaw II
Organization: Purdue University Engineering Computer Network
Date: Thu, 5 Nov 1992 21:45:27 GMT

In article <1992Nov5.205918.25023@fs7.ece.cmu.edu> akuo@mazda.ece.cmu.edu (Augie Kuo) writes:
>
>Well, looks like Chainsaw II is pretty much a newbie game, and it seems 
>pretty much tailored for them, but it still looks as if some people have no
>clue.  I guess I should have posted this earlier, but being busy and all it
>never happened.  Anyway, I thought I'd throw a few tips out to the new
>players so that it'll make it harder for the more experienced players (my
>rivals) to take them over.
>
>2.  Military on ships don't get paid while they're in them - if you can, have
>    lots of mil in ships off-shore - you can also use them to board attacking
>    ships when you see them.  If you're being attacked, you can use them to
>    reinforce your land sectors by assaulting them.

	This is wrong. Military on ships do get paid. If you check the 'budget'
command, costs for military on ships are added to the 'ship maintenance'
category.

Tom
From: UD177385@NDSUVM1.BITNET (Chad Zabel)
Newsgroups: rec.games.empire
Subject: Blitz Game Sunday November 8
Date: 3 Nov 92 17:08:38 GMT
Organization: North Dakota Higher Education Computer Network



Howdy all,
On Sunday November 8th I'll be hosting a blitz game.
(All times are Central Time zone)

HOST:   128.211.1.26
PORT:   1617

Game times:   Game Opens    8:00AM
              First Update  9:00AM   5 minute updates-50ETU/update
                           10:00AM  10 minute updates-50ETU/update
              Game Over    11:00PM

Winner:       The person on top of the power chart after the
              11PM update.

Players:      There will be room for 12 players in this game.
              Individual start islands.  20 sectors / player.

              If you would like to reserve a country please
              e-mail me.  I'll be reserving countries until
              Saturday night  11:59PM.

              A visitor country will be set up so you can
              access the game and find any open countries that
              might be left over.
              coun:visitor   rep:visitor

              I'll mail out version info to players that register.

Chad Zabel
ud177385@vm1.nodak.edu
aka Rad_Zone
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.empire
Subject: Re: `Weekend Warrior?'
Keywords: anyone willing to start a new game?
Date: 11 Nov 92 15:13:59 GMT
Organization: Georgia Institute of Technology

In article <1dphplINN3fp@matt.ksu.ksu.edu> hendric@matt.ksu.ksu.edu (Richard Hendricks) writes:
>Hi fellow totalitarian dictators,
>I have a request for a new game.  I think a game should be run on the weekends,
>no updates during the week, demand updates during the weekends, witha max 
>of something like 4.

You think it should be run huh?  Well, thanks for volunteering!  Sign me
up.

>the thing is, here at KSU (yeah, i know.)  they have us
>restricted to playing games after midnight and on weekends. :(  I'm
>sure there would be a demand for such a set-up, esp. for students who cannot
>afford, GPA-wise, to stay up until midnight.  thanks a lot!

Yeah, I'm sure there would be a demand as well.  I'm definitely interested.
Sign me up for it.  What's the host and port going to be?

-- 
Jorge Diaz                       | "I want you to remember, Clark... in all
Georgia Institute of Technology  |  the years to come, in your most private
Office of Information Technology |  moments...my hand at your throat.  I want
ccoprdj@prism.gatech.edu         |  you to remember the one man who beat you."
From: stz@phoenix.Princeton.EDU (Stephen Zehl)
Newsgroups: rec.games.empire
Subject: *** Lunch Bunch Empire applications are now being accepted ***
Date: 5 Nov 92 18:12:11 GMT
Distribution: na
Organization: Princeton University
Originator: news@nimaster

-

 	***** New game *****

        KSU Empire 4.09

        Updates 12:00 noon (Eastern) Mon - Friday. (No weekend Updates)
	(Demand: if all player request an update)
        64x64 world - Hand generated for playability and fairness.
        6 players - 6 is more than enough, these 50 player games are a joke.
        Plenty of room to build and grow. (To aviod being surrounded 1st day)
        Full Mobility (127) each update (keeps the game moving along)
        The other variables are mostly KSU defaults.

        Empire power players are discouraged, intermediate players who
        enjoy empire (but don't eat, sleep and breath empire) are welcome.

        Mostly, I'd like to see other professional people who only have
        lunch hour to play and have, therefore, not been able to join other
        games.  (I think we'll call this "Lunch Bunch Empire")

        Remember, I will only take 6 players.  Please e-mail the following:

        Name, Company, Country Name, Rep Name, e-mail address, last time
        you played empire, your personal rating 0-10 (0=rookie, 10=Empire God)

        I'd like all requests to play in by Wednesday Nov. 11th.
 
        E-mail request & questions to: sz@clarity.princeton.edu

	Once all players have been picked, a one week test game will
	start to make sure everyone can get in and the code is working ok, 
	then the real game begins.
Newsgroups: rec.games.empire
From: charles@zip.eecs.umich.edu (Charles Jacob Cohen)
Subject: KSU Hidden Empire
Organization: University of Michigan EECS Dept., Ann Arbor
Date: Sun, 8 Nov 1992 21:16:07 GMT

Can someone reactivate the KSU Hidden Empire game please?
Thanks -  Chuck


-- 
"I do not feel obliged to believe that same God who endowed us with sense,
reason, and intellect, had intended for us to forgo their use." - Galileo
"I'm an engineer, not a dictionary!" - Me
From: hendric@silver.ksu.ksu.edu (Richard Hendricks)
Newsgroups: rec.games.empire
Subject: 'weekend warrior'
Date: 12 Nov 1992 13:54:20 -0600
Organization: Kansas State University
NNTP-Posting-Host: silver.ksu.ksu.edu
Summary: sorry guys..

i'd have to say i got a pretty good response to my call for a game run on
the weekend, but i'm sorry guys, i cant diety one. ive never been a diety,
and if im the diety I CANT PLAY (or at least i shouldnt..heh heh).  i'm more
than willing to play in a weekend game, with sort of half-blitzes during the
weekends, and no updates during the week.
-richard hendricks
.sig? .we .dont .need .no .stinkin' .sig!
Newsgroups: rec.games.empire
From: smithw@col.hp.com (Walter Smith)
Subject: Re: Fleet fire (more gripes)
Date: Fri, 13 Nov 1992 15:12:17 GMT
Organization: Colorado Springs IT Center

cwa@oasis.icl.co.uk (Christopher Adams) writes:
> The one MAJOR problem I have is that you cannot fire fleets or groups of forts.
[...]
> What you you guys think of this? If anyone would like to try and write it and
> post the code to the net I think a lot of players would be very glad.

Can you say "C-H-A-I-N-S-A-W"? :-)  I'm playing in my first game with
Chainsaw mods, and that's one of them.  You can fire multiple forts or
multiple ships.  I don't think you can fire a combination of ships and
forts at the same time, but hey...and the defensive fire gets spread
evenly around.  I've been in battles where each side has a wall of forts
3-4 layers deep, and you would get instant-WWI.  Breaking it down was
a real *bitch*, and very costly.  With this chainsaw mod, (it seems) 
that each side is on a more equal footing.  Of course, the attacker
still has to deal with "wind deflects shell" possibility, while the
defender doesn't, but...(note: the HP-Corvallis code has modified this,
so that *both* sides have "wind" chance, and are on equal footing) 

Walter Smith
smithw@cs.itc.hp.com

Newsgroups: rec.games.empire
From: st1ck@rosie.uh.edu (Don Harper)
Subject: Um, what is the latest status of the PCclient?
News-Software: VAX/VMS VNEWS 1.41    
Reply-To: don@xray.phys.uh.edu
Organization: University of Houston
Date: Wed, 11 Nov 1992 02:48:00 GMT

I have not been to up on reading this group recently, but could someone tell me
what the latest status of the PCClient is?  Thanks!


Don
From: mendels@eniac.seas.upenn.edu (Jeffrey Mendelsohn )
Newsgroups: rec.games.empire
Subject: anyone else having trouble connecting to TYRO I?
Date: 8 Nov 92 02:30:23 GMT
Organization: University of Pennsylvania


Just curious...
Newsgroups: rec.games.empire
From: loney@ariel.lerc.nasa.gov (Patrick Loney)
Subject: Re: WAREHOUSES SUCK!
News-Software: VAX/VMS VNEWS 1.41    
Organization: :The state of being organized
Date:  9 Nov 1992 07:47 EST  

In article <1992Nov7.123900.13970@schaefer.math.wisc.edu>, duelge@schaefer.UUCP
>Now, i'm going to risk getting flamed, but the only use i can see for a
>warehouse is during wartime.  You fill it with guns, shells, food and maybe
>pet (depending on the war), and can then move commodities cheaply to the
>front.  If you have a game with lots of small islands, a warehouse is the
>most useless piece of crap you can make.


No flame here.  I am one of those few that do use warehouses.  It's pretty
tough moving 7 guns 14 hexes deep into enemy territory so situations like
that are where w's stand out.  In medium sized countries (define medium
by your own taste) where land is still a premium, I would rather have one
w and several "productive" sectors than a highway system taking up a signicicant
number of sectors.  It is however, a matter of taste.  Most of us tend to
stay with one of the three basic types of distribution systems anyway:

1)  Highways
2)  Warehouses
3)  None.

You can win a game with the first two systems.

Pat Loney
From: rlewis@isi.edu (Roger Lewis)
Newsgroups: rec.games.empire
Subject: Newbie wants a country
Date: 10 Nov 92 07:03:49 GMT
Reply-To: rlewis@venera.isi.edu (Roger Lewis)
Distribution: world
Organization: USC-Information Sciences Institute


Well, *almost* a newby.  It's been 5 years since I've played.

Anyway, if there are any countries lying around abandoned, or any
players that want out of their losing positions, I'd like to take
a country to refamiliarize myself with the game.

Send the host address and port number as well as country name and
password.  Also include any alliances/agreements you want me to
honor.
From: fein@acsu.buffalo.edu (L. Fein)
Newsgroups: rec.games.empire
Subject: Re: Damage from Forts
Date: 13 Nov 92 05:23:25 GMT
Organization: UB

In article <1992Nov12.205658.5834@zip.eecs.umich.edu> charles@zip.eecs.umich.edu (Charles Jacob Cohen) writes:
>I'm not a Diety, just a player.  I was *gasp* looking at the code
>trying to figure out how ships against forts would work.  It seemed
>that the return fire damage from a fort (after a ship had shelled it)
>was between a range of 20-30.  Is this true? I'm using the Chainsaw 
>II code, and it looked something like
>

	Well, maybe before armor was taken into account... I've shelled
(and been shelled) with BB's for 35% damage, and return fire damaged the ship
5% on the average. I've also shelled BB's for 9% damage, and RECEIVED 40%
damage in return. OUCH!

>damage = ((random() % 10) * 0.01 * sector_eff) + 20.0
>
>Is this really true?  If so, how can a sea unit take out a fort
>so that it can't fire back.  Do you have to do 98% damage to take
>out all its guns or something?  Any help would be appreciated. - Chuck
>

	See above. You're welcome :-)
Newsgroups: rec.games.empire
From: akuo@mazda.ece.cmu.edu (Augie Kuo)
Subject: Re: Warehouses suck
Organization: Electrical and Computer Engineering, Carnegie Mellon
Date: Mon, 9 Nov 1992 16:49:08 GMT

Aggi's produce a lot more food than they can move out so of course you're
going to run out of mobility and starve your people.  Warehouses aren't
your problem, you just have to know how to do it right - basically your 
production centers should be connected with highways so that you can move
things easily, for aggi's it's no different.  To make sure you get enough
food out from your aggi, you'll have to set a deliver threshold in addition
to your distribution threshold.  So say your distribution threshold is 96
and your delivery threshold is 48.  Then the warehouse gets all the food the
aggi can move into it and then your highway sector gets the rest.  If you
set both thresholds for distribution and delivery for your highways (each
highway delivers excess food to another), then you should have lots of food
every update with your aggi and highway sectors moving food into the warehouse.

Augie
-- 
WOOF!   ^ ^     "...Life is complex.  It has real and imaginary parts..."
        o o
        (v)             INTERNET: akuo@mazda.ece.cmu.edu 
         U              UUCP:     bsw!augie@uunet.uu.net
Newsgroups: rec.games.empire
From: vaitkus@ceres.lexmark.com (Keith Vaitkus)
Subject: Re:  *** Lunch Bunch Empire applications are now being accepted ***
X-Disclaimer: These views are the poster's and not necessarily those of Lexmark
Organization: Lexmark Iternational
Distribution: na
Date: Tue, 10 Nov 1992 13:41:58 GMT

What happened? Is this game going to exist? I submitted a race
over a week ago, but I haven't gotten a response back. The
weds. deadline is rapidly approaching....


--

---------------------------------------------------------------------------
                                              /\    Keith Vaitkus
                                             //\\   
                                            ///\\\  Lexmark International
                                            \\\///  email: vaitkus@lexmark.com
                                             \\//   voice: (606) 232-4382 
                                              \/
From: joltman@cookie-crisp.ai.mit.edu (T. Andy Frakes)
Newsgroups: rec.games.empire
Subject: Re: Solving an annoying problem....
Date: 12 Nov 1992 18:54:24 GMT
Organization: MIT Artificial Intelligence Lab
Distribution: world
NNTP-Posting-Host: cookie-crisp.ai.mit.edu

In article <1992Nov12.030610.12314@athena.mit.edu>, ranald@athena.mit.edu (Gregory L Yantz) writes:
|> 
|> |> >Or you could simply always have one update worth of extra materials stockpiled
|> |> >where neccessary. Simple, except in the VERY earliest stages of the game.
|> |> 
|> |> Which has the same effect as missing a turn of production relative to
|> |> the country with its resources on top. 
|> |> 
|> |> Since a good chunk of empire games are decided in the VERY earliest stages,
|> |> I'd like to see some way to prevent falling behind, other than moving
|> |> everything by hand.
|> |> 
|> |> (big multi-player continents and small start islands with lots of islands
|> |>  around for expansion require much faster growth at the beginning than
|> |>  big single player islands; I'm referring to those games.)
|> |> 
|> |> kEvin
|> 
|> You have missed my point, which is that where your resources are located
|> is random chance. So deal with it, instead of taking the weenie way out-
|> adding more code.
|> 
|> Greg DAK/Ministry
|> 

Exactly.  Obviously, one should try (to a certain extent) to use the
resources in the upper part of the country, but you cannot do this
like a robot with no regard for common sense.  For instance, you can't
put your civs in a 20 mineral sector in the north and ignore a 90
mineral sector in the south.  It would be a waste of time to
implement code to improve fairness in an aspect of the game that
isn't very critically important compared to other aspects.  Doing
this would be like replacing a link in a chain with a super-strong
link and ignoring the weaker links.  It certainly wouldn't do much
harm (other than adding yet another dose of complexity to the game)
and people may want this added feature if someone has enough
disposable time to spend on it, but there are much more important
areas that need improvement than this.

-- 
T. Andy Frakes (joltman@ai.mit.edu)
From: robertw@calvin.usc.edu (Robert Watkins)
Newsgroups: rec.games.empire
Subject: Re: Solving an annoying problem....
Date: 13 Nov 1992 15:38:52 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: calvin.usc.edu

joltman@cookie-crisp.ai.mit.edu (T. Andy Frakes) writes:

>Doing
>this would be like replacing a link in a chain with a super-strong
>link and ignoring the weaker links.

One super-strong link in empire is all that one usually needs...  :)
Newsgroups: rec.games.empire
Subject: Blitz Game 2nd Call
From: Chad Zabel <UD177385@NDSUVM1.BITNET>
Date: Sat, 7 Nov 1992 23:36:21 CST
Organization: North Dakota Higher Education Computer Network

Well there are a few open slots left for tomorrows blitz game.
In case you missed my earlier posting I'll repeat some of the
general info.

HOST  128.211.1.26
PORT  1617

MAP:  64X32

CODE: BDS Empire1.1  patch level 5   Ksu dist.  1.04

GAME TIME:
      The game will open up at   8:00AM  Central time
      First update will be at    9:00AM
      updates will will run every 5 minutes until 10:00AM
      After that the game will run with 10 minute updates
      until the game is over.
      The winner will be declared after the 11:00PM update.

ETU rate:  50 / update.

No food is needed in this game.

Unlike the past blitz games I've put up this game DOES not have
a perfect world format.  I've used a rather generous ore program
to create the goodies for this one and resources are similar
for most players.

All players have a 20 sector start island.
All unused countries will be removed from play if not claimed by
the 10AM update.

The current open countries are:

Country:  7-12,visitor
Rep    :  7-12,visitor

Max players:  12

Good luck to all of ya,
Chad Zabel
ud177385@vm1.nodak.edu
aka  Rad_Zone
Newsgroups: rec.games.empire