HDTenEightyP/NetNews huggingface dataset:
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: LaggU beat HB (snif) <-- Another Evil Stiletto plot!
Date: 11 Oct 92 04:32:17 GMT
	<BATHURST.92Oct10133257@felix.noaapmel.gov>
Organization: Carnegie Mellon, Pittsburgh, PA


	I had a chance to watch some of the LU-HB game, and here are some
comments. . .

	LU had really good SC-bombing.  Armies that poped for HB were more
likely to be bombed than to be noticed by HB.  HB needed an anti-bomber.
 I'm waiting for Lumchan to write a guide.
	HB needs to invest in a SC-bomber.  I thought that Sunscreamer would SC
bomb, but he seems to be falling prey to the folly of all good
SC-bombers except for Mergatroid -- not bombing.  Mergatroid is a god.
	A number of HB players need to cloak while taking planets.  This
includes their stars.
	The lag and ghostbusts hurt HB.  I think that HB was a somewhat
stronger team, but it would have been a close game even without the lag.
	I have trouble watching a tourney game without wanting to play.

ZZnew guy
From: c164-fb@po.berkeley.edu (Jack Hsu)
Newsgroups: rec.games.netrek
Subject: Figure this
Date: 17 Oct 1992 02:08:19 GMT
Organization: University of California, at Berkeley
Distribution: world
NNTP-Posting-Host: po.berkeley.edu

Can someone enlighten me on this: there are more CMU players than Berkeley
players on bigdog, and there are more Berkeley players than CMU players
on bronco. Hmmm.

Don't people like to play on their local servers more?
From: blojo@xcf.berkeley.edu (Jon Blow)
Newsgroups: rec.games.netrek
Subject: Re: Plasma Tactic
Date: 13 Oct 1992 20:08:00 GMT
Organization: Experimental Computing Facility
NNTP-Posting-Host: graft.berkeley.edu


El Kabong writes:

> I don't remember seeing anything but the briefest mention of plasmas in the
> hint files on the ftp sites, let alone anything on plasma tactics.  

That's because all the SECRET WISDOM of ELITE XTREK FU is hidden away where
the non-worthy will never find it.

> So what other little-known tactics (little-known being defined as moves one
> doesn't see every day)

How about the det-one-single-torpedo-while-cloaked-and-scumming-a-defended-
planet maneuver?  Actually, you probably see this every day (especially in
clue games) but don't know that you see it.

  -Jon (Hell Peacock)
Newsgroups: rec.games.netrek
From: von@cory.Berkeley.EDU (Steve Von Worley)
Subject: Re: Scimmage Results: Target Practice vs. the World
Organization: University of California, at Berkeley
Date: Fri, 9 Oct 1992 21:26:43 GMT

In article <ldbjp7INNgs5@notrees.cs.utexas.edu> davidt@cs.utexas.edu (David Eng-Yeow Teo) writes:

>I've been watching Target Practice for a while and I think I know where its weaknesses lie :-
>
>Its strength :-
>
>1)  Very Good phaser locking
>2)  Very Good dodging
>Its dog-fighting ability is great.

Yes, it also Oggs very well.  It's how well a robot can weave through
incoming torps at close to maxwarp.

>
>Its weaknesseses :-
>
>As with almost all robots :-
>
>1)  Predictability
>2)  Lack of strategy
>3)  Lack of adaptivity

The lack of strategy is perhaps its biggest flaw.  Right now it only
works as a team when deciding which planets to bomb.  As soon as I add
some space control and threat assessment algorithms, I think it
will improve immensely.

The ogging target code also needs to be tweaked so that people with kills
are treated as a threat almost equivalent to people who are known to
carry.  This will turn Target Practice into a Pretty Little Kill Removal
Machine; the carnage should be great!  I was going to change this before
the game, but I didn't expect the quality opposition that I got, so I
didn't.

The scout bombing algorithm is also poor; scout bombers are free kills.

There was one big bug I noticed during play; the cloak cycling that
ZZnewguy pointed out.  Some of the robots were toggling between modes 
and not refueling, which was very Bad.  This also caused them to 
spew many messages to the server and be told to "be quiet", which
would have been worse if they were coordinated better.

>At the moment, I feel that if TP were to play against clueful borg players, and I'll like to emphasize clueful, TP should lose.  This is because borgs help to complement dogfighting skills with a clueful player's wits.

TP would lose against any group of clueful players! :)>  But someday...

Sandia
-- 
Steve Von Worley
von@cory.berkeley.edu
Computer Science Gradual Student
University of California at Berzerkly 
Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: The neverending thread
Followup-To: rec.games.netrek
Organization: Real/Time Communications
Date: Tue, 13 Oct 92 18:32:21 GMT

botelle@eniac.seas.upenn.edu (Justin Botelle) writes:
>rhodesia@wixer.cactus.org (Felix S. Gallo) writes:
>)
>)Yes.  I have killed Justin with armies, "solo", in a scout.  I use quote
>)marks to open up the possibility that because there were 7 other people
>)on my team all thinking of Justin, he might consider that a 'team' effort,
>)but I provided all the damage points.

>As I stated earlier, I have been killed with armies:  on the way to take
>a planet (trying to get by defenders), as a starbase (though not with many),
>or picking up off a crucial planet to prevent it being bombed below 4.
>
>Assuming I was playing seriously at the time (always a big assumption if
>clue level is low), then either the situation you described fit one of the
>above scenarios or did not happen.

well, make as many excuses or rationales as you like, but I slaughtered you
like a cow in an abbatoir in your space after you picked up to come to ours.
Yeah, you were on the way to a planet, of course, but you were hardly in
ballistic taking mode.  Look, you're hard to ogg, but you're not Superman.
Accept that you're not really invulnerable.  Stop claiming you are.

>Justin
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
Newsgroups: rec.games.netrek
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: Something seriously amiss
Summary: did someone say fnord?
Organization: School of Computer Science, Carnegie Mellon
Date: Sat, 17 Oct 1992 02:39:32 GMT

davidt@cs.utexas.edu (David Eng-Yeow Teo) writes
> echeverr@scf.usc.edu (Evil Geniuses For a Better Tomorrow) writes:
> > Counter-argument:  If you phaser someone before he cloaks, your phaser
> > will still be there.
> 
> True, but you have to be real good at phaserlocking the cloaker manually in
> order for your phaser line to follow him around.

Whuh?  "Real good"?

> As for the tractors, once you
> managed to tractor him before he cloaks, your tractor lines will always 
> show on your local map unless he is fast enough to get out of your tractor
> range or you turn off your tractor/pressor on him.

If you've got a tractor on someone and you're NOT phasering him to
death, you need all the help you can get.  The visible tractors are a
disadvantage in this case; as soon as the tractored ship cloaks, you
get the distraction of your beams zipping around all over the place,
rather than a nice calming piece of space on which to practise Zen And
The Art Of Out-Guessing A Cloaker.

Jonathan H., jch@cs.cmu.edu                        Spaceman Spiff, Flying Pig
I run a Netrek information archive.   Access: [1] WAIS (gourd.srv.cs.cmu.edu, 
port 6000, name netrek-ftp)  [2] AFS (try cd /afs/cs.cmu.edu/user/jch/netrek)  
[3] Anon FTP from gs69.sp.cs.cmu.edu   [4] e-mail from ftpmail@decwrl.dec.com
Newsgroups: rec.games.netrek
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: NBR Proposal
Organization: School of Computer Science, Carnegie Mellon
Date: Sat, 17 Oct 1992 02:54:57 GMT

jmn@crown.berkeley.edu (J. Mark Noworolski) writes
> I have been thinking a great deal about how much wind I pass playing netrek
> recently and have come up with the idea of limiting my game play to some
> amount of time each day. Rather than write a little alarm clock to do this I
> have thought that it might be a good idea to incorporate this into a client. 
> 
> When you start a game you send a message to yourself indicating the amount
> of time you want to play and when the time is up it sends a bunch of messages
> to you basically saying "GET THE HELL OFF- YOU HAVE PLAYED ENOUGH TODAY" or
> something to that effect (or kills the job? 8-P )
> 
> This is NOT a joke.
> 
> I am willing to hack the code to do this myself and figure that it is minimal 
> overhead to the client so people shouldn't object, right? Presumably I would
> start by using Mehlhaff's client code or some other client code which is 
> partway conformal to NBR proposals already passed. 

Sheesh.  Talk about using a genocide to ogg a player.  Why bother
hacking the client code?  Why not just write a shell script that
starts up the netrek client in the background, sleeps the appropriate
amount of time and then sends a nasty signal to Mr Netrek Client?  Or
start up random_weird_x_program to make your game unplayable (screen
dissolve, stroboscopic root window, whatever you want -- every site
has their favorites).  Or if you _really_ have the _urge_ to write C
code, do mean and nasty things to your network interface, like
monotonically increasing packet loss... 

Spaceman "whatever happened to the Unix philosophy, anyway?" Spiff
Newsgroups: rec.games.netrek
Subject: Re: Base
From: David Reeve Sward <sward+@CMU.EDU>
Date: Thu, 15 Oct 1992 09:16:07 -0400 
Distribution: usa
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 15-Oct-92 Base by Saumya
Meattle@usc.edu 
> An idea to save armies from bombing would be to get a base to pile 99 armies
> on the home planet as soon as the game starts. the base could further carry 
> 25. After that the base could just sit on the home planet protecting the
> armies.  

Nope!  The planet would plague down and you'd be out a whole lotta armies...
From: maroo@soda.berkeley.edu (Maroo Lieuw)
Newsgroups: rec.games.netrek
Subject: Re: LA Riot -vs- GB, game stats
Date: 10 Oct 92 17:59:35 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1992Oct10.084452.18771@cs.ucla.edu> jsin@oahu.cs.ucla.edu (Jonghoon Sin) writes:
>In article <2AD6748B.4432@ics.uci.edu> hadley@broadway.ics.uci.edu (Tedd Hadley) writes:
>>
>>LA Riot (Fed, Home) -vs- Golden Bears (Rom, Away)
>>
>>Conquer! Fri Oct  9 22:38:12 1992
>>
>>  The galaxy has been conquered by the Federation:
>
>The game ended with Feds winning 19-1 when the time ran out.  I didn't 
>play, but I watched the whole game over the shoulders of 3 UCLA players.
>

[deleted]

>I was rather astonished at the GBs' ability to phasor lock during the LPS,
>which must've lasted 90min or so or more.  They were hitting cloaked
>carriers on their first shot all night long.  Lag or no lag, Amazing and
>the rest of the crew were amazing.  They were obviously using borg clients. 
>(now, now, back off.  I'm kidding).

	Well I need to make a little comment about this.  Obviously
you were not looking over my shoulder as my futile attempt to ogg resulted
in 1 torp damage for the enemy out of my entire 10k fuel.  Yes he was not
even cloaked but when you phaser comes out 2 secs after you press the 
button if they show up at all(by that time usually too late).

	Reason for obviously easy ogging and phaser locks against LA RIOTS.
I found myself saying to myself, damn who is this cloaker that I can't hit.
First phaser missed, Second phaser missed with 8 torps, Third phaser missed
with another 8 torps, and ack no more fuel.  Damn it's Terence the only 
La Riot member who knows not to fly straight into the planet in a LPS
with a bunch of clued players.  The Amusing point of the agony we were
put through playing on calvin is watching 8 berkeley players spraying torps
in every direction to kill their carrying.  Final result I believe that
chain reaction explosions of the entire Rom space resulted in ogging their
carriers. (laugh) Just to amusing.  Got to look on the amusing aspect of
things when you can't change the fact that anyone laying at Calvin with shit
we played with will lose--no matter how clueless LA RIOTS may be.

[deleted]

>
>Thanks to both team members!
>-- 
>John Sin       <jsin@janet.ucla.edu>  ...!uunet,ucbvax)!seas.ucla.edu!jsin
>UCLA EE Dept.  53-109 Engineering IV, Los Angeles, CA 90024  (213)206-7983




--Amazing
(To insult LA RIOTS my revenge, and To laugh at the game my consolaton)

p.s.
	A rematch is in order on a neutral server so we may squish and doosh
your little butts giving you a sense of dis-order and chaos after which you
shall crawl to your which we shall already have looted and burned down.
Newsgroups: rec.games.netrek
Newsgroups: rec.games.netrek
Date: Fri, 9 Oct 1992 06:23:59 -0400 
From: Tomato Boy <stimpy+@cmu.edu>
Subject: Side Salad beats Angry Men


Side Salad genocided the Angry Men tonight with only around 15
minutes to go. The angry men were not very angry, really. I saw
no rusty crowbars and only one GRRRRRRR.  In fact, when the score
was 17-3 with about an hour to go, the angry men captain (Crack Pot)
requested that we end the game and call the final 17-3.  We felt
confident we could genocide, however, and play continued. About
45 very painful minutes later, I slipped in under 4 out of fuel,
plasma scumming battleships and destroyed Rom.

Angry Men were away, and chose Roms with HYD and ERI agri.
Side Salad chose our beloved Fed quadrant with ALT and CAN agri.
AM had an interesting opening strategy: don't get a base, and let
us bomb their core flat. We left about 20 armies on IND and CAP
which they used to take a few fed planets while we DOOSHed their
belated base; who had to go down to CAP to pick up and was hung
out to dry. Our base (me) was in good shape covering 40 armies on
Earth with a full load on board. AM threw a couple decent ogg waves
at me, but with escorts like Yea Boy and Spaceace I was never in
any danger and they aborted. The Side Salad Scout Scumming machines
then went into high gear and quickly reduced AM to their core.
I finally ran out of armies and ended up drifting all the way to
ERI (agri) to cover our take of it. Once their agris were ours, it
was just a matter of time...

As always, I think stats are silly, but here are my usual ones:

name		kills	losses	 armies	planets	  hours
-------------------------------------------------------
Mergatroid           44      77     132       4    1.58
Scorn!               38      77      74       0    1.71
Spaceace!            74      79      72       7    1.73
VideodromatoBoy      41      37       7       1    0.93
Duck Dodgers         70      86      72       5    1.73
psycho bomber        53      94     105       1    1.75
Yea Boy!!!!!         44      49     113       5    1.61
rYcHe               134      82      81       4    1.72

Generic              52      64     186       0    1.54
Shark                79      70     260       0    1.74
Crack Pot            77      94     151       5    1.72
WeenieBlaster       120      80     257       4    1.65
Black Knight         81      83     148       0    1.72
Vorpal Gandhi        71      62     185       4    1.75
Mighty Scout         41      67     285       0    1.75
sluggo               72      93     181       0    1.72

Starbases:
name		kills	losses	hours
-------------------------------------------------------
Generic            18     2   0.13
VideodromatoBoy    71     2   0.84

(Crack Pot requested we use our more usual names, so I responded
by giving all our players our bronco ranks.  :)

MVP for the Angry Men was probably Shark, who was phaser-locking
every carrier within his reach.
The game was slightly marred by players on both sides getting
booted from their machines.


--Rick
SIDE SALAD!!
    gummi bearz:  yer next!
Newsgroups: rec.games.netrek
From: mdm@stegosaur.cis.ohio-state.edu (Michael Moore)
Subject: Bronco or Sequent -- which is "correct"
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Sun, 11 Oct 1992 12:52:48 GMT

In article <1b8kqsINNkc9@agate.berkeley.edu> sfd@soda.berkeley.edu (Scott Drellishak) writes:
>
>More CMU arrogance.  bronco netrek was a sub-variety of netrek, but
>some people seem to think of it as "correct".
>

	There is no "correct".  But there is a de-facto standard, and
that standard is clearly bronco now.  Back when I started out it
was sequent, since sequent was the only server around.  Then, Winter
Quarter of 1991, sequent went away.... just before this event there
had been some god forsaken mud running underneath it, which irritated
the hell out of everybody (on both sides, but that's another story).
I was told sequent had suffered a massive disk failure, and they were
working to correct it.  But in the interm, there was talk of this
mysterious "bronco" server.... so off I went, and it was hello bronco.

	Then a while later bezier showed up, to my memory about Spring
maybe Summer quarter of 1991.  I remember sitting in wait queues of
17 or 18, for hours, doing homework, then finally getting in about
three hours later.  But for a while bronco was the only place to find
a game, and what with the droves of CMU players out there, it quickly
became the place to be.  So despite a berkeley server reappearing,
bronco was to remain the most popular server.

	And so vanilla netrek is now bronco netrek, not sequent 
netrek.  And that bezier held firmly to the sequent style cannot
change the fact that bronco's style came to be the standard in
the netrek world.

	Hmm.... times change... what else can I say (actually lots,
but most of you wouldn't want to hear it :( ) ?
	
	-Michael (When you enter the game, do you hit "+" first, or
		look around for enemies???)
-- 
 ---------------------------------------------------------------------
|Michael Delbert Moore              \  "If we knew ourselves better we|
|OSU Student Programmer              \  would be more forgiving of    |
|Undergraduate CIS Major             /  others."                      |
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 13 Oct 1992 01:00:22 -0400 
From: Greg K Chung <gc2n+@andrew.cmu.edu>
Subject: Re: Plasma Tactic
	<718887543.3258.0@dacre.bh.andrew.cmu.edu>

Excerpts from netnews.rec.games.netrek: 12-Oct-92 Re: Plasma Tactic
Tomato Boy@cmu.edu (243)

> jonathan@author.ecn.purdue.edu writes:
> #
> # Here's a tactic that Xymox and I invented awhile back:
> # 
> [...]

> shyeah, right. you invented it. Guess you never ran into the
> WALL

> OF

> PLASMA

> And I doubt that WE even invented it.

> --Count SMACKula




The first instance of the Wall Of Plasma was about November of last year.

The KLIs including myself, ryche, Drago and guest (Veritech) started
plasma scumming...  YeaBoy!!!!! and bav were in at various stages of the
game.  John especially knows about it... :)


Greg

Newsgroups: rec.games.netrek
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Definition Time (Re: What is anti-scout-bombing?, Re: Some defs, please)
Keywords: Strike a Blow for Scottish Freedom...
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Wed, 14 Oct 1992 18:53:41 GMT


zanetti@ghost.dsi.unimi.it (Alessandro Zanetti) writes:

]Hello,
]may someone give me the definition of OGGING and DOGFIGHTING?

]Thank you, Alessandro

Ogging  = cloaking, throwing yourself at high warp at an enemy whom you
particularly want to see dead (he has kills, armies, bad breath, whatever),
uncloaking at the last moment and blowing them to kingdom come.  Usually
(possibly preferably) a mutual death.  Using your explosion as a weapon is
looked upon favorably.  An art form, if done correctly.

Dogfighting = Picking out one enemy, and spending some time pelting each 
other with torps from a small distance, looking for the one error in your
opponent's tactics that will enable you to strike a death-blow without
being crippled unnecessarily.


janowsky@einstein.rutgers.edu (Steven Janowsky) writes:

>I've recently heard references to anti-scout-bombing.  Could someone
>describe this?

Repeatedly blowing up or driving off potential scout bombers.  This means
someone (or more than one) on your team has to devote their energies to
chasing the scout, in lieu of more productive hobbies.

			--Commodore Video Sex Pope, NCSU
			--"seemed pretty self-evident to me..."

--
                         jecoleb@eos.ncsu.edu 
          ---------     have clue, will travel.    ---------
  "I am a penis. Worship me."--lead singer of rock band Bicycle Face,
vainly attempting to gain attention of the crowd at the Cat's Cradle
in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
Newsgroups: rec.games.netrek
From: isae@IASTATE.EDU (ISU Boy !!!!!)
Subject: Re: INL: Possible server bug.
Reply-To: isae@IASTATE.EDU (ISU Boy !!!!!)
Organization: Iowa State University
Date: Wed, 14 Oct 1992 05:08:45 GMT

In article <2ADB46FB.3914@ics.uci.edu>, hadley@vlsi.ics.uci.edu (Tedd Hadley)
writes:
> >>	4) xtkill did not free up the slots, when we tried to eject players.
> 
>    Ejecting doesn't free the slot.  You need to do 'xtkill <player number> F'
>    This assumes you're using Terence's xtkill program.  (It probably should
be
>    included in future versions of the INL server.)

  I tried that when Greg (Stiletto, or The Network) got ghostbusted last time.
  "xtkill 8 F" didn't give me any sign of errors, but the slot was not 
  actually freed. :(
  Greg seemed to immediately send me a couple of short mails which arrived
  here several hours later.

> 
>    -ted

-Rony
From: milutz@icaen.uiowa.edu (Mike Lutz)
Newsgroups: rec.games.netrek
Subject: NEW STURGEON BASED SERVER is opening
Date: 16 Oct 92 00:55:51 GMT
Organization: ICAEN

Well, ok, its not quite a new server, but it is running new server
software, and based on the number of people that have logged in to
it, it should be new to most :)

Server: -h netrek.ICAEN.uiowa.edu -p 2592
        -h 128.255.21.58 -p 2592

Features:
          -Sturgeon upgrade server code.
          -Up to 10 updates per sec are ok.
          -Borgs are allowed.
          -Open 24 hours.

    Some of Sturgeon's features:
                       -Orbit your home planit and refit into the
                        type of ship you are to enter the upgrade
                        menu.
                       -There are 6 different types of plasmas
                       -Plasmas are bought instead of automatically
                        being gained at 2 kills
                       -New weapons: mines, nukes and fighters.
                       -Star bases are hard on the out side, but
                        have a soft and chewy center.
                       -Phasers do double damage to sheilds while
                        torps do double damage to hulls

                                  And much much more!

Hope to seeya online!

-Mike (MikeL)

(p.s. this friday 10/16 if the people playing are interested there
      will be a upgrade chaos night, were all upgrades will be at
      1/10th cost :)

(p.p.s. So you don't forget the server is "netrek.icaen.uiowa.edu"
        port 2592)
From: botelle@eniac.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 12 Oct 92 00:55:27 GMT
Organization: University of Pennsylvania

In article <1992Oct12.001119.2178@cis.ohio-state.edu) mdm@stegosaur.cis.ohio-state.edu (Michael Moore) writes:
)
)	-Michael (pity me, I have no life)

How should we put you out of your misery? :)

)|Michael Delbert Moore |  Home : (614) 471-1937  Office : (614) 292-7161  |
)|OSU Student Programmer|--------------------------------------------------|
)|Ohio State CIS Major  |     Calories consumed for a 150 pound person     |
)|mdm@cis.ohio-state.edu|       Sitting : 100/hour, Typing : 110/hour      |

Justin