HDTenEightyP/NetNews huggingface dataset:
From: charles@zip.eecs.umich.edu (Charles Jacob Cohen)
Subject: Damage from Forts
Organization: University of Michigan EECS Dept., Ann Arbor
Date: Thu, 12 Nov 1992 20:56:58 GMT

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

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


-- 
"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
Newsgroups: rec.games.empire
From: eddy@boulder.Colorado.EDU (Sean Eddy)
Subject: Re: Solving an annoying problem....
Organization: University of Colorado, Boulder
Date: 11 Nov 92 15:05:25 GMT


elvis@netcom.com ('kEvin') writes:
>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...

Newt dung. 

Empire games are decided by brutal Machiavellian diplomacy, followed
by unrestrained application of force majeur to one after another
carefully diplomatically isolated victims.Preferably those victims
who believe that Empire is a game of exponential accumulation of resources,
or some other such new age mumbo jumbo, rather than the
macho game of out-machoing the enemy -- such victims tend
to roll over and die quickly and painlessly.

As People's Exhibit Number One, I suggest the Holy Scriptures
of the Suboceanan Hall of Fame, wherein one may read of
the exploits of a certain RudeDog. 

-unauthorized Mirkwood chapter of the 
 Suboceanan Arts & War Association (SAWA)
- His Royal Highness the Elven-King, presiding grand poobah
- as told to sean eddy, chief spin doctor for the Elven Gov't
- sre@mrc-lmb.cam.ac.uk
From: kpearce@magnus.acs.ohio-state.edu (BULLDAWG)
Newsgroups: rec.games.empire
Subject: Re: Um, what is the latest status of the PCclient?
Date: 11 Nov 92 13:10:27 GMT
Organization: The Ohio State University

In article <10NOV199220485473@rosie.uh.edu> don@xray.phys.uh.edu writes:
>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
>


Currently in suspended animation until the author can free up some time from
his busy research schedule  }:(

A semi-working copy is in ftp.cis.ksu.edu.  I mean semi-working because
you can't mail from it.

Ken
LSF

kpearce@magnus.acs.ohio-state.edu
            __          _____       ________
           / /\        //  __\     / /_____/\
          / / /       //  ( |||   / /\_____\/
         / / /        \\  \      / /_/___
        / / /           ))  )   / /_____/\
       / /_/__           )) )  / /\_____\/
      /______/\    |||__|| /  / / /
       \_____\/    \\____/    \_\/  (tm)

where I work, not where I play.
Newsgroups: rec.games.empire
From: iane@cc.aoyama.ac.jp (Ian Elliott)
Newsgroups: rec.games.empire
Subject: games
Date: 11 Nov 92 04:31:18 GMT
Organization: Aoyama Gakuin Univ., Tokyo, Japan.


  Hi I am looking for a few empire game to connect to...
                       ^one actually^
I have empire client...Thanks much.

-- 
iane@cc.aoyama.ac.jp

Xref: sparky rec.games.empire:3313 news.answers:3865
From: roholdr@ccu.umanitoba.ca (R Ross Holder Jr)
Subject: Re: WAREHOUSES SUCK!
Organization: University of Manitoba, Winnipeg, Canada
Date: Sun, 8 Nov 1992 03:07:47 GMT

In <1992Nov7.123900.13970@schaefer.math.wisc.edu> duelge@schaefer.math.wisc.edu (Jason Duelge) writes:
>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.
Flamed?  Not from me - you seem to have hit the nail on the head.  I'm
still a relative novice at empire (still in my first game!).  But, I didn't
find _any_ documentation that brought up the issue of the highway thingie.
>I don't know who Augie Kuo is, but when i find his warehouse spotted island
>i'm going to laugh with joy.  His 'advice' post was pretty lame.  Funny that
>he didn't sign with his country name.  Maybe then we would have all realized
>what a joke it was.

Well, maybe he'll find out someday that warehouses need to be fixed.  I
wonder if this is already installed in the new Chainsaw II code.  If not,
does anyone know if it will be in the next Chainsaw version (if there is
such a thing)?
-- 
R. Ross Holder, Jr.    INTERNET: roholdr@ccu.umanitoba.ca   (Winnipeg, Manitoba)
         Department of Philosophy     -     The University of Manitoba
--------------------------------------------------------------------------------
DISCLAIMER: The views I express are not neccessarily those of the U of Manitoba.
From: rtaylor@cie.uoregon.edu (Russ Taylor)
Newsgroups: rec.games.empire
Subject: Help on killing process...
Date: 11 Nov 1992 00:27:20 GMT
Organization: University of Oregon Campus Information Exchange
NNTP-Posting-Host: cie.uoregon.edu


Any tips on killing the process that would not die?
Sigh.

Did the usual (telneted and logged in), killed the process,got a confirmed kill,
but the damn thing just would not go away.  So here I am, locked out of
my empire game :(

If one of the Tyro dieties happens to see this, please kill process 18340 or
do whatever is needed.  I usually log into visitor to get email, but no visitor
is active in this game :(

Brennan the Moping Protector
-- 
************************************************************************
* "Remember, you're not losing an empire game, you're gaining a life." *
*  Russ Taylor/Brennan the Protector rtaylor@cie @honors .uoregon.edu  *
************************************************************************
Newsgroups: rec.games.empire
From: st1ck@rosie.uh.edu (Don Harper)
Subject: blitz-list & empire-list info
News-Software: VAX/VMS VNEWS 1.41    
Reply-To: don@xray.phys.uh.edu
Organization: University of Houston
Date: Thu, 12 Nov 1992 08:07:00 GMT

In case you have not noticed ( like most of you really care :-), I have
been off the net for a while, and I have gotten back on.  But, since
Dave left BBN, I have no clue where empire-list & blitz-list live.  So,
if some kind soul could either email me or post the address, I would be
happy...  :-)


Don Harper,
aka The Grand Quacker of duckland

[ps- someone could start a game sometime soon, or just run some blitzes.
:-) ]


Newsgroups: rec.games.empire
From: anorris@theory.TC.Cornell.EDU (Andrew Norris)
Subject: Re: WAREHOUSES SUCK!
Organization: Cornell Theory Center
Date: Sun, 8 Nov 1992 19:21:59 GMT

In article <BxDx5B.H2G@acsu.buffalo.edu> fein@acsu.buffalo.edu (L. Fein) writes:
>In article <BxDnCz.ur@ccu.umanitoba.ca> roholdr@ccu.umanitoba.ca (R Ross Holder Jr) writes:
>
>	Warehouses aren't broken.. You can make a minor tweek in the code
>to make them as efficient as hiways. Unfortunately, warehouses get a 
>pretty substantial defense bonus. But, that can be changed too.. another
>minor tweek.

Seems to me the best way would be to charge the 1/10 mobility cost
both to and from a warehouse. After all, delivering to a warehouse
is just the same as delivering a negative quantity from a warehouse!

		Andrew N.
From: ts@chainsaw.ecn.purdue.edu (Thomas Ruschak)
Subject: Re: Fleet fire (more gripes)
Organization: Purdue University Engineering Computer Network
Date: Fri, 13 Nov 1992 16:28:24 GMT

In article <1992Nov13.151217.6222@col.hp.com> smithw@col.hp.com (Walter Smith) writes:
>
>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) 

	The code contains a lot of minor advantages for the defense like this.
It tries, but fails, to make up for the MAJOR disadvantage of the defender
usually not being logged on... 

	You can take those out, but I'm not sure it's a good idea...

Tom
Newsgroups: rec.games.empire
Subject: Chainsaw 2, biased report
From: jfeldhouse@miavx3.mid.muohio.edu (Jim Feldhouse)
Date: 10 Nov 92 14:57:13 EST
Distribution: world
Organization: as little as possible

Welp, I will attempt to make this
report as biased and unfair as possible
in hopes of encouraging retaliation from
others in the game, so I can hear about what
is going on.

I started the game right at the beginning.
Sadly found out there was 2 updates a day,
but decided to play as long as I could keep up.

As things progressed I noticed that I was
bracketed by 2 powerful countries, Tzia to my
north and Albania to my south.  So I decided
to kill one of them.  Since Tzia had just declared
war on a pal of mine to his north, I picked him.

Tzia quickly eliminated my pal Rapture, and along
with his evil henchman Protector thought they would
make mincemeat of the poor backwards Yikes...

Wrong.
My barbian hordes quickly located (stumbled upon)
Protector's capitol, twice, and he basically gave
up the game.  My pirates terrorized the once mighty
Tzia fleet, capturing probably 10 various ships in the
surrounding turns.  Next my fanatical masses swarmed upon
the Tzia shores in an attempt to ruin his economy with 
their rotting corpses!  It worked.

My armies manuevered (retreated) at will through the Tzia
mainland while stealing his gold bars where ever we found them.
I wonder if he ever figured out his bank was emptied into
the highway next to it?

Sadly, our fearless leader was wisked away by the summons
of a higher power.  (Ooops, I meant to do that yesterday,
Mr. Boss-man, I will get right to it.)

I must also thank Sardar for his fresh re-enforcements,
and Metallica and Cacaland for there diversionary attacks.

I suspect my country is in ruins now, but before I left I had
dragged the mighty Tzia from top 10 down into the pits below
me so that our true relative rankings were revealed.

I donate the $1-1000 for this posting to the new owner of mine
country (who can write me if he has any questions.)

Yikes

Newsgroups: rec.games.empire
From: simons@plains.NoDak.edu (C. Patrick Simons)
Subject: Re: Warehouses suck
Date: Tue, 10 Nov 1992 04:58:23 GMT
Organization: North Dakota Higher Education Computing Network

The 1K+ food aggie bug has long been fixed.  The excess food is no longer
there.  However, the food chain along highways is a proven management idea.
But you still need to have more aggie production than food consumption
in a dist net.  (I know, I just starved off about 18K, due to those damn
ever-hungry uncomps!)

-=Chuck/Metzada
Newsgroups: rec.games.empire
From: hassink@cs.UAlberta.CA (Hassink Brian John)
Subject: Re: Fleet fire (more gripes)
Organization: University of Alberta, Edmonton, Canada
Date: Fri, 13 Nov 1992 22:22:50 GMT

cwa@oasis.icl.co.uk (Christopher Adams) writes:

>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.

[blah blah blah deleted for brevity]

Tom has already implemented this in the Chainsaw code, it's called
multi-fire. You have the choice of firing several forts or ships at
once at an individual target.

Brian (Uruk)
hassink@cs.ualberta.ca

Another Chainsaw II update, coming soon to a news feed near you.
Newsgroups: rec.games.empire
From: elvis@netcom.com ('kEvin')
Subject: Solving an annoying problem....
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Tue, 10 Nov 1992 08:19:40 GMT


As people in the Warehouses suck! thread have pointed out, distribution
must take the relative position of the sectors into account. Goods most
easily flow down the screen, since the sectors update left to right and 
top to bottom.  Two islands which are identical, except that one has it's
resources atr the top of the screen, and the other has it's at the bottom
are not equal, the second needs much more mobility to distribute everything.

I therefore suggest the following:

The sector command determines the order in which sectors update.
Sectors which have had the sector command set to the same value
update as normal. This way, a player could set all mines as sector
0, all j's as sector 1, all things which eat lcm's as sector 2,
etc. Since the sector command is already implemented and barely used,
it doesn't look too tough to code. 

Does this sound too involved, or would it just add more complexity to
an already complex game?


kEvin
Newsgroups: rec.games.empire
From: elvis@netcom.com ('kEvin')
Subject: Re: Solving an annoying problem....
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Wed, 11 Nov 1992 08:39:37 GMT

ranald@athena.mit.edu (Gregory L Yantz) writes:

>In article <1992Nov10.081940.9963@netcom.com>, ('kEvin') writes:

>|> I therefore suggest the following:

>|> The sector command determines the order in which sectors update.
>|> Sectors which have had the sector command set to the same value
>|> update as normal. This way, a player could set all mines as sector
>|> 0, all j's as sector 1, all things which eat lcm's as sector 2,
>|> etc. Since the sector command is already implemented and barely used,
>|> it doesn't look too tough to code. 

>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
From: jde@Unify.com (Jeff Evarts)
Newsgroups: rec.games.empire
Subject: Installing a new emp_tm
Keywords: emp_tm, restart, admin, deity
Date: 9 Nov 92 16:42:37 GMT
Article-I.D.: Unify.ovtcb6s
Organization: Unify Corporation (Sacramento)


This is a really obvious question, but I have R all the FMs I can find,
including perusing the source (gasp), and I am still not sure how to go.

How do I safely terminate & restart the emp_tm?

I am running BSD Empire 1.1 patch level 5.
I am running on a Sparcstation ELC under SunOS 4.1.1

I would guess that SIGHUP or SIGQUIT should do the job, but the source
seems to indicate SIGTERM is the accepted method.

Since there is a game in progress (my first as a deity) I don`t wanna
screw something up and have to restart the game from scratch.

Anyone wanna take pity on a fledgling deity and help out?

-Jeff Evarts
--jde@unify.com
---#include <sys/disclaimer>
From: fein@acsu.buffalo.edu (L. Fein)
Newsgroups: rec.games.empire
Subject: Re: WAREHOUSES SUCK!
Date: 8 Nov 92 06:39:10 GMT
Organization: UB

In article <BxDnCz.ur@ccu.umanitoba.ca> roholdr@ccu.umanitoba.ca (R Ross Holder Jr) writes:
>In <1992Nov7.123900.13970@schaefer.math.wisc.edu> duelge@schaefer.math.wisc.edu (Jason Duelge) writes:
>>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.
>Flamed?  Not from me - you seem to have hit the nail on the head.  I'm
>still a relative novice at empire (still in my first game!).  But, I didn't
>find _any_ documentation that brought up the issue of the highway thingie.
>>I don't know who Augie Kuo is, but when i find his warehouse spotted island
>>i'm going to laugh with joy.  His 'advice' post was pretty lame.  Funny that
>>he didn't sign with his country name.  Maybe then we would have all realized
>>what a joke it was.
>
>Well, maybe he'll find out someday that warehouses need to be fixed.  I
>wonder if this is already installed in the new Chainsaw II code.  If not,
>does anyone know if it will be in the next Chainsaw version (if there is
>such a thing)?

	Warehouses aren't broken.. You can make a minor tweek in the code
to make them as efficient as hiways. Unfortunately, warehouses get a 
pretty substantial defense bonus. But, that can be changed too.. another
minor tweek.
Newsgroups: rec.games.empire
From: hjpoell@paramount.nikhefk.nikhef.nl (Henk Poell)
Subject: Re: Warehouses suck
Organization: NIKHEFK
Date: Tue, 10 Nov 1992 06:47:44 GMT

Yet another possibility: have an aggy south of the warehouse. Or: an aggy
that distributes later then the warehouse. Let them distribute to eachother.
Set food threshold for the warehouse at 9999, and the threshold for the aggy
at 60 or so. Works fine. *IF* you need a warehouse anyway.

Henk Poell.
From: duelge@schaefer.math.wisc.edu (Jason Duelge)
Subject: Re: WAREHOUSES SUCK!
Reply-To: duelge@schaefer.UUCP (Jason Duelge)
Organization: Univ. of Wisconsin Dept. of Mathematics
Date: Sat, 7 Nov 92 12:39:00 GMT

In article <BxBFuu.Frp@ccu.umanitoba.ca> roholdr@ccu.umanitoba.ca (R Ross Holder Jr) writes:
>They suck because when using the "distribute" command, there is this push/
>pull and order aspect that isn't documented very well; either within the
>game or any of the external documentation written by experienced players.
>In <1992Nov5.205918.25023@fs7.ece.cmu.edu> akuo@mazda.ece.cmu.edu (Augie Kuo) writes:
>>5.  Warehouses are good - even on a small island, you should have a warehouse
>>    if you have a lot of industries going and especially if you plan to be 
>>    away a lot.
>Don't listen to him!  Your warehouse _may_ work depending on where it is
>
>I wish someone out there would take a _serious_ look at distribution and
>produce some code that would correct this gaping flaw in Empire.

First off, i'm *positive* that the help manuals tell you to use roads instead
of warehouses.  The one i read two years ago did.  Also, in most games i'm
in, there are people telling other people (myself included) to use ROADS
instead of warehouses, if you want that type of distribution.
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.
I don't know who Augie Kuo is, but when i find his warehouse spotted island
i'm going to laugh with joy.  His 'advice' post was pretty lame.  Funny that
he didn't sign with his country name.  Maybe then we would have all realized
what a joke it was.

Still retired (but maybe a bit backward lately)

Jason  --  Temekula

ps  Rumor has it that Queen Kushana and Lord Yupa are now in the Merchant
class.  Sailing ships filled with tradegoods around some small 'EarthSea'
like world.  Xandra hasn't figured prominently in the trading yet, but
it is known that she is fond of aircraft, and might be tinkering with
some new aerial technologies.
-- 
-----------------------------------------------------------------------------
| Jason Duelge                                                              |
| 141 Lakewood                                                              |
|  Gardens ln                                                               | 
Newsgroups: rec.games.empire
From: thompson@sun425.nas.nasa.gov (Keith C. Thompson)
Subject: Re: For newbies to Chainsaw II
Organization: NAS, NASA Ames Research Center, Moffett Field, CA
Date: Thu, 5 Nov 92 23:19:33 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.

Not unless somebody changed that code recently.  Military on ships do
indeed cost money.

Besides, putting a large percentage of your mil on ships is a great way
to lose the use of them, unless you know what you are doing.  Any newbie
following your advice is much more likely to get munched all that much
faster.

- Keith (aka Gunjin)
Newsgroups: rec.games.empire
From: stz@phoenix.Princeton.EDU (Stephen Zehl)
Subject: Lunch Bunch Empire - Registration Closed.
Originator: news@nimaster
Organization: Princeton University
Distribution: na
Date: Tue, 10 Nov 1992 21:48:05 GMT

-

			Lunch Bunch Empire!!!

	Thanks to all of you who submitted requests to play, I wish I
was able to get you all in, but six is all I can take.  I've sent
e-mail to the six that were chosen, but just to be sure, here are the
country names that will be playing in Lunch Bunch Empire I.

	Dichterland	Kenaitze	Tenarchy
	Hajtaj		Tanlorn		Pacificus

If your country is listed above, and you did not receive e-mail from me,
Please send me more e-mail IMMEDIATELY!  If I do not here back from
all six countries by Thursday, I will pick from the (large) waiting list.

Once again, thanks for all those showing interest, perhaps I can get you
in on my next game.

				Steve.

Steve Zehl
Princeton University
Princeton NJ.




Newsgroups: rec.games.empire
From: ranald@athena.mit.edu (Gregory L Yantz)
Subject: Re: Solving an annoying problem....
Organization: Massachusetts Institute of Technology
Date: Thu, 12 Nov 1992 03:06:10 GMT


|> >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

Newsgroups: rec.games.empire
From: nrepond@ulys.unil.ch
Subject: Help
Organization: University of Lausanne - CH (Switzerland)
Date: Mon, 9 Nov 1992 14:25:25 GMT

Hello,
I have the bsd-empire's client. How can I find an empire host ?

----
E-mail : cangemiv@ulima.unil.ch


				thanks
	
					Valdo