HDTenEightyP/NetNews huggingface dataset:
From: mage@en.ecn.purdue.edu (Mage)
Newsgroups: rec.games.netrek
Subject: borg
Date: 3 Sep 92 03:53:52 GMT
Distribution: na
Organization: Purdue University Engineering Computer Network

First Thank You All for your response to my request for .xtrekrc files and

a borg.  I have since learned enough to build my own .xtrekrc and add the 

borg specs I would like to use, but I am unable to use the borg functions and

I understand I need a borg program to run the borg specs in my .xtrekrc.

Could someone tell me where I might find a borg program and some more borg 

specs that might enhance what I have.  Or at the least tell me where I might

get a borg program to run what I have right now.  If you have one and dont

mind just mail it to me with instructions on how to use it.  Again Thanks,

Its tough being a newbie,

I get blown up all the time.

Tony aka lupus
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: 3rd space guardian robots
Date: 27 Aug 92 20:25:16 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <lyodav.714880705@vincent1.iastate.edu> lyodav@iastate.edu (Sun God) writes:
>   This demonstrates what I've believed all along: the 4 race galaxy is stupid.
>It's an artifact of days when games actually had 4 teams. If you want to play
>a 2 team game, you have a two race galaxy. The rest is just junk that doesn't
>really belong.

It can be used as a fuel/repair area for scout bombers or planet takers, and
it provides a way to sneak in.  If you change the size of the galaxy you will
SERIOUSLY change the way the game works, whether 3rd-space bombing is allowed
or not.

One more for the FOCS...

>   While I'm posting, I'll repeat my ancient plea: fix detonated torps so
>that the kill goes to the person who detonated.
[...]
>      Can't anyone code this? 

Read the FOCS list.

>--Dave/WeenieBlaster

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: 3rd space guardian robots
Date: 27 Aug 1992 22:08:13 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1992Aug27.213155.8857@ils.nwu.edu> shafto@aristotle.ils.nwu.edu (Eric Shafto) writes:
)
)I will also assume that you have never been on the "winning" side of an
)unbreakable LPS, since you are such a good strategist, and only bad
)strategists could have a problem breaking an LPS.  While we are on the
)subject, I think that you meant "tacticians", not "strategists".  I
)don't really see much use for strategy in an LPS, while tactics can be
)supremely important.

Perhaps this is why you think there is such a thing as an 'unbreakable LPS'.
Strategy is *paramount* in an LPS for the winning side (if they plan
to win).  Tactics are important for the defenders, but mostly
useless for the attackers.
 -Mojo
From: archmage@milton.u.washington.edu (Michael Bakkemo)
Newsgroups: rec.games.netrek
Subject: Death of LaggU
Date: 28 Aug 92 03:26:56 GMT
Organization: University of Washington, Seattle


	LaggU played it's last game last friday against the Berkeley super
team, losing 17-3 or 18-2, something like that. Tom said he would do a
write-up on the game, and actually may do it. We were actually up 2 planets
in the beginning due to them doooshing our base on the first pass. I would
say that they need more practice as a team, as it was constant pressure
of the high talent more than anything that sent us spiraling down to an LPS.
	Their attempt to break our LPS was vicious, be hey, we've had a lot
of practice :) I would probably vote Amazing as MVP, although several others
could be given the distinction.

	And so, you won't have LaggU as a patsy on your schedule anymore.
Since our captain has decided he wants to actually win a game he decided
to defect to an at large team (don't know which one). I can't begrudge
him that, I know I would have liked to win one, it just leaves the faint
taste of rotting fish in my mouth. Thus, LaggU pulls the old self immolation
thing. If any at large teams out there saw anyone on LaggU that they think
they might like, by all means grab them, they deserve a chance to play.

	A great time was (sometimes) had by all, I made some friends around
the country, I can't say that I regret it.

p.s. Hey Duck, is this how it feels?
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed,  2 Sep 1992 12:34:05 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Hints for Beginners

>1)Instead of using a battleship like the hints in the game suggest, use a
>  smaller, more manueveable ship. Dodging is easier than shooting accurately.
>  you'll probably get blown away a few times, but if you practice you will
>  eventually be hard to kill. You can always run away.

	I've always suggested that new players use an AS.  It teaches fuel
conservation, detting others torps, and bombing.  Recently, I've started
thinking that a BB is a good ship to learn in too.  It teaches phasers,
T/P, and detting your own torps.  DON'T start out with small ships.  The
are a huge number of bad habbits that one gets into when flying small
ships.  It's fine to fly them later on, but they are not the ships to
learn in.

>2)At first, don't play too aggressively. Most of your shots will probably miss
>  and you'll get blasted at point blank by an experienced player. Take pot 
>  shots from long range until your aim improves.

	Always be agressive.  Play up and in people's faces.  Go deep into
their space and bomb.  Use maxwarp whenever your alert status is green. 
You may die more than you would have otherwise, but you will help your
team more, and learn more about the REAL game -- contoling space and
taking it -- instead of the silly dogfighting thing.  The only thing
that you should be cautious about is carrying armies.  Even then, if
your team has a lot of them, go ahead.  It's no worse to have them die
on your ship than be bombed of the planet.

>3)NEVER try to take worlds with a scout or destroyer unless you are very good.
>  Neither can carry very many armies and have low damage thresholds. Use an
>  assault ships until you gain enough experience to become a vaunted scout
>  bomber.

	If your opponent is spread out, try to race to an ungaurded planet in a
small, fast ship.  If they are tightly packed, then use an AS to absorb
damage.

>4)Avoid the robot ships until your aim improves or you will be toasted. Avoid
>  playing during borg hours (unless you have a real good borg.)

	Avoid borg servers in general.  If you plan to really learn the game,
never use a borg.  Only fight the robots if you don't mind diing
(Sometimes you may WANT to die.).

>6)When typing messages always check your tactical screen for closing enemy 
>  vessels. You are helpless when typing messages. It helps to set a
course away
>  from a big battle or stopping in an isolated spot before typing.

	ALWAYS watch yor galactic map, wheather you're typing or not.  Only
look at your tactical when you are actually fighting.

	And remember. . . it's OK to die.  The only time that you realy don't
want to die is when you have a valuble ship.  This may include kills or
armies, or sometimes position.  Do not fear death.  We would gladly
consume those who would subdue us.

ZZnew guy
From: cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee)
Newsgroups: rec.games.netrek
Subject: Re: INL server version 2.0
Date: 25 Aug 92 22:14:17 GMT
Organization: University of California, at Berkeley

Great!

In article <1992Aug25.181122.8126@dsd.es.com> rjones@dsd.es.com writes:
> [...]
>        PAUSE - temporarily stop action
>        CONTINUE - continue play

I wonder if it might be a good idea to insert count-down of say 10
seconds before commencing CONTINUE (and PULSE?)?  This way people can
stop doing other things like sending messages and prepare for the
chaos that will ensue.

> [...]
>Problems, Suggestions, Questions, etc. to rjones@dsd.es.com


- Iolo the Bard
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sun, 23 Aug 1992 17:02:29 -0400 
From: Greg K Chung <gc2n+@andrew.cmu.edu>
Subject: Re: 3rd space planet taking
	<1992Aug18.042746.24420@ils.nwu.edu>

Excerpts from netnews.rec.games.netrek: 18-Aug-92 Re: 3rd space planet
taking Eric Shafto@aristotle.il (1386)

> : 4) The neutral race gets ticked, and some planets join the non-offending team
> : for protection (this is what would happen in a real political situation).

> Ooh, I like this one.





Great!  Then when my team is up 18 planets to 2, I go bomb 3rd space and
then the game is 18-3, 18-4, 18-5 etc.  Which means that WMAM! I finish
bombing and take the planet, getting real DI for them.

Cool...
From: yohan@shadow.ksu.ksu.edu (Jonathan W Newton)
Newsgroups: rec.games.netrek
Subject: Re: Hockey? An Offsides Rule
Date: 3 Sep 92 05:30:27 GMT
Article-I.D.: shadow.185b2jINNdih
Distribution: world
Organization: Kansas State University
NNTP-Posting-Host: shadow.ksu.ksu.edu


In article <la8dc1INNda4@aludra.usc.edu>, rone@aludra.usc.edu (Ron Echeverri) writes:
>In article <1992Sep1.114823.3636@news.cs.indiana.edu> mvanheyn@whale.cs.indiana.edu writes:
>>Thus said jgr@ecl.psu.edu (Jim Reisman):
>>>  Also there is the hockey "goal scum" who lurk outside the enemy
>>>goal waiting for the puck to come to them.
>>What's wrong with this?  It's a reasonable strategy.
>
>Eh, no.  It's 'reasonable' when it's a full 8on8 game so one guy can sit out
>in front of the goal.  If and when the server is modified (as many have pointed
>out) to accept only 6 on 6 hockey games, it will become a detriment, as it
>would be to have one guy sit under the hoop in a basketball game.
>
>5150
>strictly MO

I have to disagree, unless you mean someone who sits there for the entire game. 
At any rate, on games of 6 on 6 or smaller, scores have tended to decrease as
players got better, and this does involve people hanging around the goal (when it
is appropriate) waiting for a pass.  These games with experienced players on both
sides usually result in scores of less than 10 per side, and they seem to be
decreasing.  If cherrypicking were a problem, I don't think you'd see these
results.

Jon Newton aka Ender

P.S.  I'm sure these articles are just food for thought, but if they aren't, I
think we should play hockey for a few more weeks before anyone seriously
considers mods (IMHO of course).
From: aew@spitfire.unh.edu (Allan E. Wright Jr.)
Subject: Desparately seeking UDP 
Keywords: udp
Organization: University of New Hampshire  -  Durham, NH
Date: Wed, 2 Sep 1992 19:23:26 GMT

Can some kind soul point me in the right direction? I'm looking for a 
blessed client for a decstation 3100 runing ultrix that has UDP.
I've looked around on the FTP sites but have not found one.

Thanks
Fezek


-- 
===============================================================================
Allan Wright Jr.            | Pole-Vaulters Get a Natural High!  | GO Celts!
University of New Hampshire +--------------------------------------------------
Research Computing Center   | You keep using that word. I do not think it means
Internet: AEW@UNH.EDU       | what you think it means. -The Princess Bride
===============================================================================
Newsgroups: rec.games.netrek
From: lyodav@iastate.edu (Sun God)
Subject: Re: Hockey Night
Organization: Iowa State University, Ames IA
Date: Thu, 27 Aug 1992 22:55:41 GMT

In <1992Aug27.222530.22054@wuecl.wustl.edu> flan@starling.wustl.edu (Ian Flanigan) writes:

>In article <1992Aug27.194325.16344@wuecl.wustl.edu> flan@starling.wustl.edu  
>(Ian Flanigan) writes:
>> >  Though late, it's better than never!  Come to nova.ksu.ksu.edu around 9:00
>> >  PM CDT and we'll try for some real hockey action!
>>  
>> My mistake: geo1s.mps.ohio-state.edu.
>>  
>> Caught not reading enough r.g.n. :-)  Too bad 'bout nova.

>BAV just wrote and said that nova will be up for just a weee bit longer.  So,  
>we can use nova one last time and give it a good sendoff.

>See you all there!

>--
>Ian Flanigan		"You can never have too many napkins."

>Project Zeus
>Washington University in St. Louis
>flan@starling.wustl.edu

   Uh oh, the 12 Angry Men have decided to have an internal scrimmage there
tonight. Could be a war of Angry men vs. Hockey players. :)
--Dave/WeenieBlaster
Gender: Male  
Mood: Angry

Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu,  3 Sep 1992 13:11:25 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Hints for Beginners
	<BtzBJ4.4tA.1@cs.cmu.edu>

	I'd like to add to Bert's comments on Ogging.

14) 
	I) You are more likely to get the kill if you uncloak in front of the enemy.

ZZnew guy
Newsgroups: rec.games.netrek
From: fortony@sonne.cso.uiuc.edu
Subject: HOW TO AVOID BEING ON THE CMU TEAMS THAT LOSE IN THE FALL
Originator: fortony@murphy
Summary: uncle sunscreamer reveals a useful tip
Organization: University of Illinois at Urbana
Date: Mon, 24 Aug 1992 04:07:26 GMT
Keywords: brou ha ha


Join an at-large team.

OR DIE.

rear ensign sunscreamer
minister of truth, [censored]
-- 
a b c d e f g h i j k l m n o p q r s t u v w x y z
Felix Sebastian Ortony	fortony@murphy.gis.uiuc.edu
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 26 Aug 1992 23:52:12 -0400 
From: Greg K Chung <gc2n+@andrew.cmu.edu>
Subject: Re: playing with extreme lag
	<BtMCCp.BDG.2@cs.cmu.edu>

Excerpts from netnews.rec.games.netrek: 27-Aug-92 Re: playing with
extreme lag Robert Hill@norman.VI.RI (653)


> Sumary of playing with extreme lag:  don't.  You won't enjoy it and you  
> are hurting your team.  Quit out and have some fun playing somewhere else.

> My fall INL team will play the australieans at some future date.

> Rob
> aka Spaceace!


My @L team will play any other INL team at Australia as well. ;)




BTW -- As far as a favored combat direction.  Seemed as tho some people
like to go right, and most hate to go left.  Weird.

Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re:  Fall INL rosters
Organization: School of Computer Science, Carnegie Mellon
Date: Wed, 26 Aug 1992 15:55:01 GMT


I got this from Vampire, I think he meant to post it here, so here is his  
post--rob:

>CS 60C Lab Assistant writes

>> When are the roster for all teams both
>> at-large and school teams due??

>> Duck

Hmmm... Upenn doesn't start until the 10th of september, which could make
it difficult for us to put together a team by any "deadline". But then
I don't know if we will be able to field a team for the first semister 
anyway being that  right now I can only think of 6 people here who have 
any clue.  Ah well... anyone short a person for an at large team?

Doug

Vampyre
guest!
From: mehlhaff@soda.Berkeley.EDU (ERic Mehlhaff)
Newsgroups: rec.games.netrek
Subject: Re: MetaServerII v0.1
Date: 24 Aug 92 02:11:07 GMT
	<b0Qm036168ds00@amdahl.uts.amdahl.com>
	<176i6lINN2qp@agate.berkeley.edu>
Organization: The Dis-Orginization
NNTP-Posting-Host: soda.berkeley.edu
In-reply-to: tom@soda.berkeley.edu's message of 22 Aug 1992 23:21:57 GMT


In article <176i6lINN2qp@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:


   Incidentally, I think it would be a Very Good Idea for the NBR server
   to support the separate-port ck_players concept.
    -Tom

Actually, this is no big deal.  You just run the 'players' server tool from
your startup program (inetd, startd, whatever).
Getting queue size information is a little more difficult, unless you use
the new split queue code I wrote, or figgure out the normal server stuff.

-ERic mehlhaff
NBR server hacker.
--
ERic mehlhaff					Hoser at large
mehlhaff@soda.Berzerkeley.EDU
mehlhaff@ocf.berkeley.EDU
From: srt@aero.org (Scott "TCB" Turner)
Newsgroups: rec.games.netrek
Subject: New Server
Date: 3 Sep 1992 16:30:47 GMT
Organization: The Aerospace Corporation, El Segundo, CA
NNTP-Posting-Host: aerospace.aero.org

Server Name:  synch.cs.ucla.edu
Port Number:  2592
Hours:	      All  (Thursday 5pm - 11pm "Compulsories")
Borg Hours:   NONE
Special:

	Synch.ucla.edu is a netrek synchronized swimming server.
	The server is in beta-test.  Comments and suggestions to 
	srt@aerospace.aero.org and matthew@cs.ucla.edu.

	Several players have noticed that it is possible to create
	interesting ship formations by using the "lock on" feature
	and similar or different ship speeds.

	For instances, a group of CAs at the same speed locked
	together in a line form a graceful snake that follows the
	lead ship.  If some of the ships are moving faster/slower
	than the others, the pattern can oscillate in interesting
	ways.  Tractors and repulsors can also modify the pattern.

	Even more fascinating things occur when the lead ship locks
	on to the last ship in the snake, creating a feedback loop.
	These loops can create patterns that change for hours.

	Additional beauty can be added by synchronized use of phasers
	and other weapons.

	Synch.cs.ucla.edu has had most of the planets removed to provide
	a large open space for swimming.  Additional features include
	snakes that echo the movements of nearby ships, and other
	"specials" to improve the grace and beauty of the display.
	Computerized judging to permit competition between teams is 
	being implemented as fast as possible.

	On Thursday nights "Compulsories" are held.  Various figures 
	are drawn on the galaxy and ships earn points by tracing the 
	figures as fast and accurately as possible.  Points are
	weighted by ship type.  All ships are on the same "team" but
	ships may use tractors/pressors to affect other players.
	
Newsgroups: rec.games.netrek
From: rjones@dsd.es.com (Ray Jones - Perp)
Subject: Re: 3rd space guardian robots
Reply-To: rjones@dsd.es.com
Organization: Evans & Sutherland Computer Corp.
Date: Thu, 27 Aug 92 22:48:24 GMT

In article <1992Aug27.213155.8857@ils.nwu.edu>, shafto@aristotle.ils.nwu.edu (Eric Shafto) writes:
>Finally, four races allows four different games to be played.  This
>adds variety.  I was very sorry to hear that Ray was set on a 2-race
>galaxy.  I still hope he changes his mind.  If he does not, I suspect
>that someone will take his code, hack in neutral space, and create
>a very successful server.

Who says the 2 races will be set?  I plan on being able to play not just 4
games, but at least 24 (there are 12 different sets of 2 races taken from 4
possibles, each race having two possible fronts.)  

There'll still have to be some work on the Klingon and Orion races, I
think...  At least a little shifting...  Anyone have suggestions?

>*Eric Shafto             * The excursion is the same when you go looking  *

-- 
                                          rjones@dsd.es.com
Newsgroups: rec.games.netrek
From: schuetz@iacrs2.unibe.ch (Martin Schuetz)
Subject: Re: scws9 down
Reply-To: schuetz@iacrs2.unibe.ch
Organization: University of Berne, Switzerland
Distribution: rec
Date: Mon, 31 Aug 1992 07:45:18 GMT

|> What this means:
|> 	1)Well, no more xtrek on scws9. 
|> 	2)Fortunately, there is someone somewhere else at Harvard who has
|> 	an IBM RS6000 and who is willing to have it used as a server.
|> 
|> I'll keep you all posted, but I was wondering, were there some incompatibility
|> problems with the RS6000?
|> 

adapted server source (final bronco release, UDP 1.0) for IBM rs6k is available
from iacrs2.unibe.ch (130.92.11.4).

Zaphod

Martin Schuetz                              Phone: +41 31 65 42 40
Institute for Physical Chemistry            FAX:   +41 31 65 44 99
University of Berne
Switzerland                                 schuetz@iacrs2.unibe.ch
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 29 Aug 1992 03:32:12 -0400 
From: Greg K Chung <gc2n+@andrew.cmu.edu>
Subject: "Illuminus Cartel" @L vs. Berkeley Scrimmage

My at-large team (Illuminus Cartel) scrimmaged against the Berkeley team
earlier tonight.  The game was, for us, ill organized as our first team
game was thrown together after only a very brief notice.

The Illuminus Cartel subbed CMU players in for the regulars unavailable
because of the extremely short notice.  Team IC chose Feds, UCB took Ori.

The game was quite close, and the possibility of overtime was very real
up until the end.  Berkeley won 13-7.  

One problem we had was with the Berkeley names... it wasn't clear who
was who, and the organizer (Mojo) hadn't provided me with the player
roster at all...  Who knows who these people are???

========================

Conquer! Sat Aug 29 02:34:10 1992

  The galaxy has been conquered by the Orions:
  The Orions:
           CYBERPUNK (O0) with 6 planets and 77 armies.
       UndeadWarrior (O1) with 6 planets and 34 armies.
              Gaiden (Oa) with 4 planets and 78 armies.
              ksmith (O9) with 5 planets and 7 armies.
            D.I. Joe (Ob) with 3 planets and 15 armies.
         Space Ghost (O4) with 1 planets and 69 armies.
       Rotting Flesh (Oe) with 1 planets and 30 armies.
           PINEAPPLE (O8) with 1 planets and 22 armies.
  The Federation:
            Stiletto (F2) with 9 planets and 122 armies.
               tfeng (F3) with 11 planets and 35 armies.
                5150 (Fd) with 1 planets and 186 armies.
             Sun Tzu (F6) with 5 planets and 55 armies.
           Spaceace! (Fc) with 2 planets and 126 armies.
           MUCUS PIG (Ff) with 1 planets and 121 armies.
             sparrow (F7) with 2 planets and 1 armies.
     unknown warrior (F5) with 0 planets and 22 armies.


This being the first game IC has played, we didn't fare too badly even
considering the calibre of CMU help that we got.  And of course it never
was expected that our little @L team could beat the mighty UCB team!

Game notes:  UCB was again intensely organized as usual.  My @L team was
not.  But that's completely understandably.  I'm sure we'll win our next
scrimmage, vs. D'Spayre's 12AM...

 
 ___                 ___
/ //                 \\ \
\_\\       ___       //_/   "I had a headache this big..."
 | |      '   `      | |    
 | |     @ ~ ~ @     | |    "...so I wrote to
 \  \    |  '  |    /  /        gc2n+@andrew.cmu.edu"
  \  \    \{=}/    /  /     
   \  \___/   \___/  /      "And now I feel better!"
    \               /       
     |             |
From: epa@cis.ksu.edu (Eric P. Armstrong)
Newsgroups: rec.games.netrek
Subject: Re: Hockey? An Offsides Rule
Date: 1 Sep 92 18:07:29 GMT
Organization: Kansas State University
NNTP-Posting-Host: cygnus.cis.ksu.edu

mvanheyn@nectarine.ucs.indiana.edu (Marc VanHeyningen) writes:

>Thus said jgr@ecl.psu.edu (Jim Reisman):
>>  One thing I would like to see added is rules for
>>offsides players.  As it is now, players will move to the
>>opposing team's goalie box after the faceoff and
>>harass/cripple/ogg the goalie repeatedly.  This tends to ruin
>>any usefullness of a goalie.

>I'll agree.  I think the solution to this is to reduce the amount of
>cripple/ogging which can be done, since checking people at random is not
>supposed to be how hockey works.
>  

My idea for this is to add a "penalty box" for each team that would be
on the left and right sides of the arena in the middle.  Players would
be teleported to the penalty box when they kill someone.  This adds
some more difficulty to the game, since you want to only damage
opponents instead of just going ahead and killing them.

Overall, I think netrek hockey is a more interesting game than normal
netrek.  (***Flame Bait***)



-- 
Eric P. Armstrong        epa@cis.ksu.edu        cis.ksu.edu!harry!rtfm!epa
       "I plead the fifth, because I'm too dumb." -- Karl S. Hagen
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA