HDTenEightyP/NetNews huggingface dataset:
From: dagibbs@quantum.on.ca (David Gibbs)
Newsgroups: rec.games.pbm
Subject: Another Galaxy utility
Summary: calculates a planet's production
Date: 22 Nov 92 05:12:37 GMT
Organization: Quantum Software Systems


Somebody else has probably already written a program to do this
but I havn't seen it, so...

This is a short program that will calculate the mass of ship
and the amount of CAP that a planet can produce in one turn
given that planets Population, Industry and Resources.
A fourth parameter can also be specified, giving the stockpile
of resources on the planet and this will be factored in.  If
not specified it is assumed to be zero.

use:

produce Population Industry Resource [Stockpile]
eg:
produce 1000 1000 10
produce 564.3 345.4 .56 15.3
produce 343 24.43 1.1 0

Hope somebody finds this useful, I have.

-David Gibbs
(dagibbs@quantum.qnx.com)
---------cut here---------------
#include <stdio.h>
#include <stdlib.h>
#include <math.h>

/* takes 3 or 4 floats as arguments, assumes they are: */
/* Population, Industry, Resources, [Stockpile] */
/* and gives: ship mass produceable, capital produceable */
void main( int argc, char **argv )
{
	float p, i, r, s;
	float ei, esm, esc;
	float m, c;
	
	if ( (argc < 4) || (argc > 5) )
	{ 
	  printf("takes three or four floats: Pop Ind Res [Stockpile] \n");
	  exit(-1);
 	}
 	
 	p = atof( argv[1] );
 	i = atof( argv[2] );
 	r = atof( argv[3] );
 	if (argc == 5)
 		s = atof( argv[4] );
 	else
 		s = 0;
 		
 	ei = i + (p-i)/4.0;
 	esm = (ei < s*10.0) ? ei : s*10.0;
 	esc = (ei < s*5.0)  ? ei : s*5.0;
 	
 	m = esm/10.0 + (ei - esm) / (10.0 + 1.0/r );
 	c = esc/5.0 + (ei -esc) / (5.0 + 1.0/r );

 	printf("production is: %5.2f mass of ships or %6.2f Capital\n",
 	       m,c);
}	
Newsgroups: rec.games.pbm,rec.games.board,rec.games.diplomacy,bit.listserv.dipl-l
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.pbm
Subject: FLAGSHIP Back Issue swap
Date: 18 Nov 92 17:15:11 GMT
Distribution: usa
Organization: IDA Center for Communications Research, Princeton

I have not subscribed to FLAGSHIP for a considerable period of time, but
I still have my old issues (#1-12, #14-17).  I would be interested in
exchanging these with someone who is a more recent subscriber and has a
large subset of the issues #18-38, but doesn't have the early issues and
would like to read them.

What I have in mind is that I would mail you my back issues and you
would mail me yours.  After a period of time to read them each of us
would return the issues to their owner.

If you are interested contact me by email to work out the details.  US
addresses only, I think.

                                        David desJardins
                                        desj@ccr-p.ida.org
Newsgroups: rec.games.pbm
From: aiko@avalon.physik.unizh.ch (aiko gieskens)
Subject: Legends: How to conquer a nomadic camp?
Organization: University of Zurich, Department of Computer Science
X-Newsreader: Tin 1.1 PL4
Date: Wed, 18 Nov 1992 23:10:37 GMT

Hi all, I got some questions for you.

First: How do I conquer a nomadic camp? You can't use conquesr location,
because a nomadic camp isn't a location. Has anyone ever done this
before? anyone suggestions?

Second: Has anyone ever had the misfortune of being poisoned at his
setup?? I have a friend, who has this, and I wondered if this happens
more often.

Third: As I got many request on where you canm play legends, I'm
requesting you, the legends players all around the world, to mail me
the following information:

-Address of the company you play legends with. Give this address as
complete as possible including telephone number(s), fax number(s), bank
account(s), and of course the country (and any important indications of
the region: things like State, Province or Region, as far as these are
needed in the address. Think International!).
-Fees for turns (don't forget to mention the type of turn!) also things
as cost of special actions, and cost of messages.
-Modules currently running, together as modules planned fro the (near)
future.
-Any other info that might be important to somebody who's gonna play at
your company (things like service, problems, do turn-sheets get
returned etc)

Last not a question, but a statement:  The restriction on making
only three healing potions II is not implemented in the programm
we can freely make ten potions in one go!

Ok, that's it again (for now)
--
Aiko Gieskens  (The sage of the Thunderaxe-clan)
From: K331280@ALIJKU11.BITNET
Newsgroups: rec.games.pbm
Subject: re: Legends-Bless-spells
Date: 15 Nov 92 16:41:35 GMT
Organization: Johannes Kepler University Linz - Computing Center

Hi |

In your example you will be blessed 80%, the strongest bless-spell always
'overwrites' the weaker ones.

Greetings, Mike
From: dagibbs@quantum.on.ca (David Gibbs)
Subject: Need galaxy utilities
Date: Tue, 17 Nov 92 22:06:24 GMT
Organization: Quantum Software Systems

A while back I noticed mention of a set of Galaxy turn processing
utilities that were available.  I was playing Galaxy at the time,
so I ignored it; but I have now started in a couple of games and
I was wondering if some kind person could mail them to me.

Source would be the most useful form, since you probably aren't
running the same OS as I am.

(I expect they are available for ftp, but unfortunately I only
 have a UUCP link to the world so I am unable to ftp them.)
 
Thanks, 
-David Gibbs
( dagibbs@quantum.qnx.com)
Newsgroups: rec.games.pbm
From: aiko@avalon.physik.unizh.ch (aiko gieskens)
Subject: Legends: Ancient Arcana spell
Organization: University of Zurich, Department of Computer Science
X-Newsreader: Tin 1.1 PL4
Distribution: World
Date: Sun, 22 Nov 1992 23:19:24 GMT

Hi all, for all our interested mages, here are two ancient arcana spells
from the New Crown of Avalon Module.

Spell 343: Rite of The Illusionist;
Spell 343 is a strategic spell out of the Illusionist school. It has a
rating of 3 and cost a minimum of 10 spell points. It has a short range
and is cast upon the caster himself. It requires one dream essence
(resource 1106). The effect of the spell is that it increases the
illusionist skill rating by one, but at the same time, because of the
enourmous drain of energy, causes 25% wounds and decreases the
constitution by one...

Spell 319: Create Enchanted Silverbow;
(I don't know the exact text of this one)
enchanter spell-rating 3, 15 spell-points to cast, makes from 5 silver
and 5 elven-longbows one enhanted silverbow.

Hoping of being helpful with this, I say goodbye,
--
Aiko Gieskens (Sage of the Thunderaxe-Clan)

Newsgroups: rec.games.pbm
From: kjp@cvcgicv.ic.ac.uk (Mr K.J. Pankhurst)
Subject: Looking for md04@le.ac.uk who is joining my galaxy game
Organization: Imperial College (Dept. of Civil Engineering)
Date: Tue, 17 Nov 92 12:02:49 GMT

Hi,

I am looking for md04@le.ac.uk, who is joining my galaxy game. He said he
was moving to that address and that all his mail should be sent there. However,
any attempts to mail him there has bounced due to user being unknown and I do
not have his old address anymore. 

If you might be md04@le.ac.uk or you know who this might be e-mail me.

Thanks,

Kev


-- 

********************************************************************************

Satellite Safety Tip #14:
	If you see a bright streak in the sky coming at you, duck.

********************************************************************************
Kevin J. Pankhurst, Civil Engineering, Imperial College, London SW7 2BU.
kjp@cv.ic.ac.uk
Newsgroups: rec.games.pbm
From: jas@rdii.com (Jim Smith)
Subject: Re: DM: Help with fighting my slasher
Followup-To: rec.games.pbm
Keywords: DM, slasher
Organization: Racal-Dana Instruments, Inc.
Date: Wed, 18 Nov 1992 01:33:02 GMT

I have received a lot of answers both posted and e-mailed in regards 
to my original request for advice and I want to thank all of you for
taking the time to help me keep my slasher alive.

After mulling over all the comments, I have decided to run using the 
following strategy:

Armor: ALE-L

(0,7)  HA
(8,12) SC
(13,+) BS
Backup: SS

 1  2  3  4  5  6+ D
---------------------
10  8  6  6  6  6 10
 8  6  4  1  1  1 10
 6  6  6  6  6  6 10
HE HE LA LA LA LA HE
HE HE AM AM AM AM HE
 x  x  s  s  s  s  x 
 x  x  x  x  x  x  x

As far as training goes, I will train CN once initially and then
once again later if she survives the first 5 turns.  I'll post the
results of the first fight so you can all see how it turns out.
Thanks again.

Jim Smith
aka Mundamugu, Manager of Zulus from Hell, Arena 58
-- 
jas@rdii.com                  | "If you put tomfoolery into a computer, nothing
Opinions (tm) property of     | comes out but tomfoolery. But ... having passed
James A. Smith, Sr. Engineer  | through a very expensive machine, ... no one
Racal-Dana Instruments Inc.   | dares criticize it."  Pierre Gallois
Newsgroups: rec.games.pbm
From: burgesmw@cnsvax.uwec.edu
Newsgroups: rec.games.pbm
Subject: Re: DM - Jim Smith's Slasher
Date: 19 Nov 92 14:04:34 -0600
Organization: University of Wisconsin Eau Claire

In article <1992Nov19.101117.2437@cnsvax.uwec.edu>, leeme@cnsvax.uwec.edu writes:
> In article <PICASSO.92Nov18231136@bass.bu.edu>, picasso@bass.bu.edu (David Ondzes) writes:
>> 
>> 
>> One question for debate is which slasher has better init given
>> everything else the same ?
>> 
>> A) 17 SPD 11 DFT
>> B) 11 SPD 17 DFT
>> 
> 
> I like the 17 DF guy better, mainly because later on in life slashers
> make those crit dodges too, and speed just isn't going to give it to
> em.  I always considered speed for any style kind of a waste, even
> for strikers or slashers.  Points better spent in DF, WT, or WL.  
> 
> Of course, this is only my opinion on what a character should look like,
> people can do well with a high speed and maximize skills associated
> with speed.
> 
> mike lee
> 

   Gee, and how many Slashers, and Strikers have you run Mike?   8)  
I know speed can be very important for certain styles because I ran them!  Now,
I regret using some of those rollups the way I did.  Live and learn.  I think 
the 17 SPD guy would get the jump on the 17 DFT guy.  It would be interesting 
to figure out who actually ends up with the better defense and parry...

   Of course, if you look at the long term, through stat raises the 17 DFT will
gain more skills than the 17 SPD (comparing raising SPD to 25 to DFT to 25).  I
could live with them both.

Matt
-- 
BURGESMW@cnsvax.uwec.edu
From: hardlj@druwa.ATT.COM (HardouinLJ)
Newsgroups: rec.games.pbm
Subject: Pbem: The Russian Campaign
Date: 19 Nov 92 02:50:46 GMT
Distribution: rec

I have played Avalon Hill's The Russian Campaign a few times, but I
can not find any opponents in Denver, Colorado.  Anyone out there near
Denver play this game?  Would anyone like to play by email?

Larry Hardouin
hardlj@druwa.att.com
From: rwallace@unix1.tcd.ie (russell wallace)
Newsgroups: rec.games.pbm
Subject: Results of Galaxy Game 5
Date: 18 Nov 92 12:37:35 GMT
Organization: Trinity College, Dublin

Galaxy Game 5 has been won by the Vermin, played by
gah00@duts.ccc.amdahl.com.
Since this game had 15 players to start with, this gives the winner 15
points
in the Hall of Fame. Congratulations!
 
		Galaxy Game 5 Turn 63 Report for Vermin
 
		Status of Players
 
N		  D	W     S  C	   P	     I	 #  R
Mutants        1.00  2.25  1.00  1	0.00	  0.00	 0  War
Shadow People  1.05  2.74  1.00  1	0.00	  0.00	 0  War
Vermin	       4.12  5.57  3.13  1  16726.68  14967.43	44
Dorfbrains     1.97  5.46  4.50  1	0.00	  0.00	 0  War
Klingons       3.54  2.88  2.34  1	0.00	  0.00	 0  War


--
"To summarize the summary of the summary: people are a problem"
Russell Wallace, Trinity College, Dublin
rwallace@unix1.tcd.ie
From: ben@abby.chem.ucla.edu
Newsgroups: rec.games.pbm
Subject: Re: DM: First Roll-ups
Date: 18 Nov 92 01:59:40 GMT
Reply-To: ben@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA


 
>11-9-8-9-8-13-12  I dont see much here.  Figure I'll DA after a few
> fights.
Not so fast.  Unless you 're looking for primus gods already:

11-9-8-15-13-13-15   This would make a decent slasher.  Not great, but decent. 
Granted, if he doesn't learn well, it will take hime 30-40 fight to get to AD,
but he'll have decent starting skills.


> 
>21-9-11-6-6-9-8  Well, with a 21 ST I figure hes going to be a basher.
> Maybe something like 21-15-11-7-6-11-13.

This guy I would DA.  If you want to run a dixie basher, sink 5 in WL, 3 in DF
and 6 in SP. Run 10-10-10-D.  The average SZ doen't guarentee decent damage,
even with a 21 ST.  DA if he does less than Great.

  
> 
>11-12-15-9-10-4-9  Maybe 11-12-15-15-15-5-11  WS?
WS _do not_ need the extra point of SP.  Also, 15 WL is a little low. Make ST
12 and try WS, TP or maybe BA (run slow, in APA/F, DA if he doesn't do at least
Great Damage).  For TP, put the extra point in CN.  


> 
>9-10-13-11-16-3-8  He looks like the best of the group. Something like
> a 9-10-13-17-17-7-11 ?
Uhhhhh, Lunger? (joke) This is a classic LU roll-up.  Oh.  Forget the SP.  Put
those 4 points in WL!!!!  21's are great!  If you don't want to make a LU this
slow, this would make a _GREAT_ WS.  Much better than the last one.  You should
train ST to 11 at some point, though.  At nine you can use the SC (great
weapon), and sort of use BS and QS (other good WS weapons, req. 11 ST,
technically).  Remember: SP is one of the more useless stats.  You could also
make this a PL, though DF is a little low.  WS win alot more often than PL's,
if run properly.




> 
>and lastly 5-12-16-9-8-10-10  Ugh. No clue.

Ug. Kill it.  If you were morally opposed to DAing warriors, you could trry
8-12-16-15-8-10-15 Striker, might be entertaining...

> 
>Well, any ideas? 
> 
>Hank
>turowski@sciences.sdsu.edu

Ben Hitz
hitz@cuhhca.hhmi.columbia.edu
From: ck257@cleveland.Freenet.Edu (Michael E. Lee)
Newsgroups: rec.games.pbm
Subject: Re: DM - Jim Smith's Slasher
Date: 20 Nov 92 13:56:06 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


yeah, i ran only ONE striker to AD (the NINE speed striker who, 
in platemail, a large shield i believe, and a mace, got the jump
on your NO armor striker, matt!!!!) 8) back!

i never thought much of the slasher, striker, bashing, and
aimed blow styles.  even though i got an aimed blow to AD and 
got to see her do flying kicks and crit fist attacks, i wouldn't
run another aimed blow even if i got to run one for free.

the question is now, what is the average number of skills to 
get an expert defense for a slasher? if you had a 21 WT/WL and
17 DF what would it be? or even 17 WT/WL/DF? would it be as good
as a PLU with the same stats?

mike lee
Newsgroups: rec.games.pbm
From: simons@plains.NoDak.edu (C. Patrick Simons)
Subject: .rst file transfer for VGA Planets pbm
Summary: VGA Planets file problems
Date: Sat, 21 Nov 1992 02:07:08 GMT
Organization: North Dakota Higher Education Computing Network
Keywords: VGA Planets .rst
Followup-To: rec.games.pbm 

Greetings.

Has anyone had problems transfering the *.rst files from the VGA Planets
games?  I've had nothing but 5 days of frustration.  The game host is
shipping the .rst files to me uuencoded and attached to an internet mail
item.  I've done everything I can do to it, but it won't successfully
activate in the planets exec.

The pc I'm using is an IBM ps2 55sx.

During unpack, it works ok until it's in the message area.  The first few
seconds runs like it's supposed to, then it seems to scan the entire
hardrive for messages.  
I know that it is not the code here, I've had it running in local mode for
2 days now, with no problem.  It has to be somewhere in the file
transmission.  

If anyone has any knowledge of what's going on here, I'd appreciate a note
on it.

Many thanks.

-=C. Patrick Simons
simons@plains.nodak.edu
Newsgroups: rec.games.pbm
From: dagibbs@quantum.on.ca (David Gibbs)
Subject: Yet another Galaxy utility (uses awk)
Date: Sun, 22 Nov 92 05:52:07 GMT
Organization: Quantum Software Systems
Summary: Gives distance between planets based on turn file

Another program that I expect has already been done, but this
one is some what flexible.  It is used as follows:
awk -f <distance_awk> <planet1> <planet2> <input_file>

Where <distance_awk> is the name of the script file
      <planet1> if one of the planets, can contained embedded spaces if
         the name is enclosed in double quote; ie: '"This planet"' is fine,
         as is 'This_planet', but: 'This planet' would cause problems.
      <planet2> name of the other planet
      <input_file> file containing the planet data, generally any turn
         report that contains the two planets in question, it will 
         ignore extraneous junk

Hope this helps someone.
-David 
(dagibbs@quantum.qnx.com)

--------------Cut here-----------------------
BEGIN {
if ( ARGC != 4 ) exit
planet1 = ARGV[1] 
gsub( " ", "_", planet1 )
planet2 = ARGV[2] 
gsub( " ", "_", planet2 )
ARGV[1] = ""
ARGV[2] = ""
}

$0 ~ planet1 {
  if ($1 == planet1) {
    x1 = $2
    y1 = $3
  }
}

$0 ~ planet2 {
  if ($1 == planet2) {
    x2 = $2
    y2 = $3
  }
}

END {
  dist = sqrt( (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) )
  printf("Dist from %s to %s is %7.3f \n", planet1, planet2, dist )
}
From: jozborne@ersys.edmonton.ab.ca (John Osborne)
Newsgroups: rec.games.pbm
Subject: Legends-Helm of Dueling
Date: Sat, 21 Nov 92 23:51:41 MST
Organization: Edmonton Remote Systems #1, Edmonton, AB, Canada

Does anybody know what the Helm of Dueling does?  I believe it is id#929. 
 Is it a PC increase type item?  CF add?

Any ideas appreciated.

John Osborne              jozborne@ersys.edmonton.ab.ca
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.pbm
Subject: Query: Any Interest in American Indian PBeM?
Date: 21 Nov 92 19:44:19 GMT
Distribution: usa
Organization: Tufts University - Medford, MA


	My girlfriend and I (mostly her) are working on a rough draft of a pbem
game based on the life of the plains Indian tribes in the early to middle 19th
century.  Each player would control a single brave, who would use his time in
going on raids, stealing horses, buffalo hunts, joining societies, giving away
stuff for status, etc., with a general idea of improving whatever skills that
indian feels are important (which may be determined by a vision quest type
experience).

	Anyway, we were wondering if there would be any interest in playing this
type of game among the denizens of r.g.pbm.  It's a ways from ready, so this
isn't a call for players, but more a sounding for interest.  So, send mail if
you think you might be interested in a game of this type.

--
gharris@jade.tufts.edu          
George W. Harris              	"He'd kill us if he had the chance."  
Dept. of Mathematics            
Tufts University              			The Conversation
From: simons@plains.NoDak.edu (C. Patrick Simons)
Newsgroups: rec.games.pbm
Subject: VGA Planets - attacking starbases
Date: 24 Nov 92 05:13:43 GMT
Organization: North Dakota Higher Education Computing Network

Ok.  Has anyone playing VGA Planets managed to take out a starbase?

I only have the tech-6 demo, but the only way I've managed to take out a
base was to hit it with a massive fleet, that unfortunately attacked
one ship at a time.  I suffered 97% losses before I took it out.

Is this better with the higher tech ships, or is there an Imbalance here?

-=C. P. Simons
From: rdna@matt.ksu.ksu.edu (Paul Paukstelis)
Newsgroups: rec.games.pbm
Subject: Re: "Lawsuit PBeM"
Date: 16 Nov 92 11:04:26 GMT
Article-I.D.: matt.1e99dqINN784
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

bc@fccn01.fccn.pt (Luis Miguel Sequeira) writes:
>	- So,  the   game  will  be   played    at two   levels,   one
>economic/political   one,    and      one  tactical    one.    On  the
>economic/political level, there  seem to be  no problems there, except
>for   the contracts  by   the  Houses.  Jesse Taylor (again) suggested
>neutral  moderators, eliminating random contracts  which  are nonsense
>and keeping the logical ones.

>	Another suggestion would be a game with two  types of players:
>some play for the Houses, some are mercenaries...

>	Perhaps  it would be simpler to  assign a  group of players to
>each of  the Houses, and  leave the  rest as merc forces. When joining
>up, each player would declare if he wants to be on his  own or prefers
>to work with one of  the Houses. This  would mean that players working
>with the Houses would get equipment free (or not?), but needed to obey
>orders.
My friends and I were coming up with a concept similar to this, and I was
about to post to see if anyone was interested in a PBeM BattleTech when
I read this discussion. We felt it would be benifical to actually have 
several Houses with specific House leaders. This way it wouldn't be just
a free-for-all Battle. It discusses orders above, but there needs to be
someone to administer those orders. Why not split it up into divisions 
similar to the game? Have Dukes, Counts, Barons, etc. who gain control
of a planet or two, but still must conform to the ways of the House Leader.
This would allow for people with better fighting and political skills to move
up quicker and become more powerful.

In our original developments of a large-scale BattleTech conflict we came
up with a decent economic system. It consisted of having 4 basic types of
planets: Industry, Agriculture, Water, Trade. In general, a planet would
have a major, consisting of one of these four, and a minor to be taken
from: Outpost, Base, or Industry. The system is based upon interdependence
between planets to sustain the economy. For example, and industrial planet
needs certain units of water in order to keeps its growth going. All planets
need Ag. to survive (this is very general, e-mail for more specifics).

Just some suggestions.

--rDNA of MLF
industriaL musiC froM manhattaN, kS
Newsgroups: rec.games.pbm
From: shire::rob@kosmos.wcc.govt.nz (Rob McNeur)
Newsgroups: rec.games.pbm
Subject: AD&D (1st ed) PBeM Starting...
Date: 19 Nov 92 05:37:22 GMT
X-Received: by usenet.pa.dec.com; id AA14256; Thu, 19 Nov 92 16:01:52 -0800
X-Received: by inet-gw-1.pa.dec.com; id AA17844; Wed, 18 Nov 92 20:39:18 -0800
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          +1200
X-To: rec.games.pbm.usenet
X-Vmsmail-To: KOSMOS::MX%"rec.games.pbm.usenet@decwrl.dec.com"

Greetings
(reply to "Rob@ccc.govt.nz")

I intend to start an AD&D 1st edition PBeM shortly and am now taking
characters. Characters should be 1st - 3rd level, and oriented towards 
group play. Total loners or party killers are *NOT* wanted.
5-8 characters wanted, experience preferred although not vital.

I allow any classes from the Players Handbook and also Cavaliers and
Barbarians from UA except *NO* assasins or evil characters.

Please don't include 2nd edition as I don't have the manuals or knowledge of
the changes.

I have played and GM'ed AD&D for 10+ years and prefer role-players to
munchkins or min-maxers, but will try anyone. I'll accept entrants until 
Wednesday 25th 18:00 GMT and will select characters based on content and 
suitability to a (semi-) balanced group.

Email to

Rob McNeur
Christchurch City Council                      Rob@ccc.govt.nz
Christchurch, New Zealand
Newsgroups: rec.games.pbm
From: hturowsk@nyx.cs.du.edu (Hank Turowski)
Subject: DM: First Roll-ups
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Sun, 15 Nov 92 22:18:18 GMT


Ok, I just got my first roll-ups in the mail and figured Id see if
anyone out there could give me some help with them.
 
11-9-8-9-8-13-12  I dont see much here.  Figure I'll DA after a few
 fights.
 
21-9-11-6-6-9-8  Well, with a 21 ST I figure hes going to be a basher.
 Maybe something like 21-15-11-7-6-11-13.  
 
11-12-15-9-10-4-9  Maybe 11-12-15-15-15-5-11  WS?
 
9-10-13-11-16-3-8  He looks like the best of the group. Something like
 a 9-10-13-17-17-7-11 ?
 
and lastly 5-12-16-9-8-10-10  Ugh. No clue.
 
Well, any ideas? 
 
Hank
turowski@sciences.sdsu.edu

If you respond via e-mail please use the sdsu address. Thanks.

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