HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.netrek
Date: Sat,  7 Nov 1992 04:02:11 -0500 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: new no-profanity rule at rwd4

Excerpts from netnews.rec.games.netrek: 6-Nov-92 new no-profanity rule
at rwd4 Josh Hayes@cqs.washingto (2184)

> Gosh, kids, there's a new no-profanity rule at rwd4. I admit,
> it's right there on the MOTD screen, where it helpfully refers
> you to "the student handbook". Gosh, I think I'll write to
> CMU and order one so I'll know what the FUCK you're talking
> about.


	Most CMU students have never seen the Student Handbook.
	As for the real complaint. . . I guess that Randy can do whatever he
wants with rwd4.  Normally, he doesn't bother with something like a
random curse.  Must have been in a bad mood or something.
	There is some history involved.  There were a number of people who
really riled some other people up, and the rule was made.  The problem
with a rule like that is that sometimes it gets used for other than it
was created.
	I still write "Fuck you, Asshole." Every time I kill a Terminator, and
I intend to continue.  I imagine it will get me punted somewhere
sometime, but it seems worth it.

ZZnew guy
Newsgroups: rec.games.netrek
From: wang@db.toronto.edu (Huaiqing Wang)
Subject: Re: NHL: Let's Get rjones Back! [was Re: Hockey All-Star team...]
Keywords: GO CANADIENS!!!! (9-0-1 and counting)
Organization: Department of Computer Science, University of Toronto
Date: 9 Nov 92 17:59:20 GMT


Well, I am in, this time, U of Toronto maybe the powerhouse. Yep, we are
going to be arrogant and obnoxious. :) :)

	-- Eric Lindros 2 (I will definitely turn down $50mil+ from CMU, :)) 
Newsgroups: rec.games.netrek
From: isae@IASTATE.EDU (ISU Boy !!!!!)
Subject: Re: more exodus bashing; also call for scrimmages
Reply-To: isae@IASTATE.EDU (ISU Boy !!!!!)
Organization: Iowa State University
Distribution: na
Date: Fri, 6 Nov 1992 20:50:06 GMT

>I really hate to rain on your parade Andy, but the ISU posters are correct.
                                                    ^^^^^^^^^^^^^^^^^^^^^^^^
 Of course we ARE.  ;-)
 

-Rony aka Gajah Mada
 isae@IASTATE.EDU

Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: ENL result - CTH-NS over RISC 20-0 at iacrs2
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Wed, 11 Nov 1992 21:59:20 GMT

The first (at least that I know of) ENL result is now in.

The CTH Netrek Society (the Swedish team) came to visit RISC (Raised in
Schwarzeneger's Company, the Austrian team).  Well, it was a neutral server
that favored the Austrians (iacrs2) anyway - the rematch will be on a nuetral
server that favors the Swedes (fisher).

CTH (what's that stand for, anyhow?) NS chose Roms, RISC was Fed.

The game started out with our Canuck mercenary (Radix) getting ghostbusted, and
me trying to play from a VMS workstation (hint - don't try this at home).

After a few minutes of one-sidedness, CTHNS graciously consented to a restart. 
After another round of net confusion and another restart (in between which I
got back my normal RS6000), we started a 4-4 game (Radix was terminally GB'd,
so a Swede was kind enough to sit out).

The real start was followed by the usual frenzy of bombing, which came out
about even.  Our base (Pumping Iron) sandbagged a pile of armies, and we left
most of their core unbombed due to a screw up.  RISC quickly jumped out into
possesion of their front line, but then lost it in a deluge of unbombed little
Red armies.

CTHNS pushed forward as both teams traded many planets.  Their base moved up,
we ogged it (splut!).  Then we ran out of armies, they ogged our base, and
their scout bombing (in heavy ships, actually) picked up.  In a chaotic blast
of armies, ships, and planets flying everywhere, RISC was pushed into a LPS (at
Can, no less) and genocided soon after the 1/2 way mark.

R5 (sorry, don't remember the name offhand) was voted the Swedish MVP for his
relentless ogging and all around good play - when he wasn't stuffing antimatter
up your tailpipe, he was avoiding having the favor returned as he ferried the
Evil Red Horde onto peace loving Federation planets.

The members of team RISC would like to thank Zaphod for setting up the server -
iacrs2 is the best server in Europe IMNSHO (sorry Peter - get melmac a real
connection and the world will beat a path to your door).

Also, the CTH Netrek Society were the absolute best sports I've ever met in
netrek.  They were really accomodating in restarts and in sitting a player. 
Plus they played a great game.  I look forward to the rematch, guys - it's
never much fun to lose, but I wish all netrek teams had as much class as you.

	Alec
	Hercules and minister of ACTUAL REAL INFORMATION for team RISC.

PS - is the ENL mailing list still functional?  Haven't gotten anything from
that direction in a while.
Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: sunscreamer's How to be a Scoutbomber, part 2.5
Organization: School of Computer Science, Carnegie Mellon
Date: Tue, 10 Nov 1992 02:14:49 GMT

Wreck writes
> No, the scout should never let an ASW (anti-scout warfare) player kill
> him.  Just dance away... remember the huge advantage that the scout

Not really true.  The issue is relative armies verus kills.  If a team has  
alot of kills, and not many armies..you should go for the armies.  If a  
team has few kills, and many armies, you should not go for the armies.   
Trouble spots arise in those occassions when they have few kills and few  
armies...or many kills and many armies.  The former, i'd say you bomb.   
The latter requires bombing and ogging.  These are the most frequent  
problems to scout bombing in "clued" games.

Scout bombing is difficult because of the judgement factor.  Make the  
wrong move, and you hose your team (like I did last night on an australian  
server).  Make the right choices, and you are your team's MVP.  

> So, then the defending team has TWO people sitting near some pop
> looking foolish.  Not good.

Two people should never defend the same armies...as leonard says.  It will  
rarely occur in an even war(unless it is the home planet).  

> This all assumes that the ASW player has no kills... if that is the

Good point...if the ASW player has kills...you need to go for the  
planet...especially if that player is in a scout, since he can't use the  
extra kill anyway.

> The reason for this is not simple... I think it has to do with the
> utility of various missions you can carry out.  Your goal as a player

A *VERY* good point here.  I personally hate to stay in my backfield  
because I feel I am playing too tentatively.  I often must do it, however,  
to save our armies.

> -Wreck

Anti scout bombing is very useful...good scout bombers *must* know how to  
react to various ship types who are anti scout bombing.  

Some anti-scout bombers make it their goal to get kills.  Others make it  
their goal to defend armies...most combine the goals.  Know your  
opponent...some people will favor the kills over the armies, others will  
favor the armies over the kills.  By knowing which type of opponent you  
face allows you to more effectively combat them.


See you on the net,

Rob
aka Spaceace!
Newsgroups: rec.games.netrek
Subject: Proposal: re-read resource file
From: Rick <stimpy+@cmu.edu>
Date: Fri, 6 Nov 1992 03:54:48 -0500 
Organization: Carnegie Mellon, Pittsburgh, PA

Here's another one of those wacky NBR proposals you all know and
love:

I propose adding an option (perhaps in the entry screen) for re-reading
your .xtrekrc file, and having the changes take effect, if possible.
offhand, I can't think of any reason why this would be difficult to
implement. then again, I can only think of a couple good reasons it
should be...  what say you??  seconds to me or leonard. he loves mail.


--Rick
"Bronco Netrek Server. You will never find a more wretched hive of
scum and villainy." -- Admiral Kenobi (aka Terence Chang)
Newsgroups: rec.games.netrek
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: HOW DO I GET RSA (Re: NEW RSA SERVER!!!!!)
Organization: School of Computer Science, Carnegie Mellon
Date: Wed, 11 Nov 1992 16:34:51 GMT

jwh@cs.bham.ac.uk (James "Oolon Colluphid" Hawtin) writes
> No one has answered the question yet:-
> 
> HOW DO PEOPLE OUTSIDE THE US USE RSA.
> 
> Answer is they cannot, question why is it so important that RSA is
> used, there are many better systems available outside the US why not
> use one of them? 

Because PKP owns the rights to all US patents covering public-key
encryption schemes, and no-one big enough has yet said "hey, those
algorithms were developed with US tax dollars, so we can use them
too".  Therefore, if someone in the USA used anything other than
RSAREF or a licensed form of RSA, they would be leaving themselves
open to legal action.  PKP seems to have limited themselves to
stomping on just the authors of eg PGP, rather than the users, so
using it is *probably* ok.  If you really wanted to be safe, someone
outside of the USA should do the actual incorporation of the PGP 2.0
authentication algorithm into the client and server code, and then
make it available for anonymous FTP.  I suggest that the non-USA
Netrek community get together and pick a server hacker to do this. 

Oh, btw, I would like to publically announce that if you see anyone
using an RSA client and playing from jch@gs69.sp.cs.cmu.edu, then
obviously they're not me.  Because if *I* were to do that, I'd be
breaking the law.  They must be one of my office mates.  Or my evil
twin, Skippy.  Or they're using a client that fakes host names.  Or
they've broken into my machine.  But it's not going to be me.  Nuh-uh. 

Spaceman "Yes, Mr PKP Lawyer, I'm going into retirement, honest" Spiff
Newsgroups: rec.games.netrek
From: josh@cqs.washington.edu (Josh Hayes)
Subject: Apology
Keywords: surprise
Organization: University of Washington
Date: Sat, 7 Nov 1992 21:37:05 GMT

I am sorry to have flown off the handle yesterday after
being ejected at rwd4. It's just a lot easier to take being
ejected if a) one has done something worthy of it, and
b) one doesn't have a pile of kills.....I so rarely get
them that I really hate it when I lose them for no good
reason....

It's true. I'm a free kill. Take me now.

Maybe the MOTD should reflect the REAL policy at the
server, for each different server, like:

"No obscenity will be allowed, wink wink, nudge nudge."

Well, anyway...I'll still play at rwd4 since it's one of
two places likely to have any clue during the day....

Garden Angel IS doctor

the doctor is      HUNG OVER

--
Josh Hayes, Quantitative Sciences HR-20 U of Washington
josh@mowgli.cqs.washington.edu             206 543-5004
      We got a kinder, gentler, machine gun hand.
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: ARF-MOO client
Date: 12 Nov 1992 05:10:53 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <Af0RiPm00VoxQrwlRq@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
)	Yesterday and today, I've held witness to a client called the ARF-MOO
)client.  It is basicly the same as the the Berkeley client, but the
)planet bitmaps have been changed.  On the tactical map, All planets with
)>5 armies show as plain empty circles.  All planets with <5 armies
)should as empty dashed circles.  On the galactic map, planets show as
)normal, except that planets without armies are dashed.
)
)Questions: Do people think that this is an info-borg?  If so, why so? 
)If not, why not?  Should this be blessed?  Should it be suggested as an
)NBR change, or does it not matter?  Should it be allowed for INL play?

I don't think it's an info-borg; it isn't revealing any information
that any Hugh Moore Approved Client doesn't; changing the planet bitmap
is, in essence, no different than putting an army bitmap on it.

It sounds kinda silly, really.  It wouldn't hurt to have it as an
option in the NBR, of course, except for the extra size.  Bitmaps tend
to be big, so we shouldn't add them with impunity.
 -Tom
Newsgroups: rec.games.netrek
From: josh@cqs.washington.edu (Josh Hayes)
Subject: NIT matchup: Hell's Bagels vs. 12AM:TNG
Summary: AUGGGHHHHH!
Keywords: AUGGGGHHH!
Organization: University of Washington
Date: Sun, 8 Nov 1992 00:54:04 GMT

See summary and keywords.

Sigh.

This was a heartbreaker.

It was marked by a remarkable occurrence, however: 12AM:TNG
had EIGHT players on the server BEFORE THE SCHEDULED START
TIME!!!!! Hosannas rang out! Manna fell from my ceiling (ouch!)!
The Bagels were completely unimpressed!

So we began more or less on time. Initial bombing runs slightly
in Bagel favor, but quickly rectified. Armies became scarce.
More scarce than scarce, even....I sweear I saw planets pop
little guys onto them, they threw their little hands up and
screamed "EEEEEEE!" and disappeared. I guess Sunscreamer will
do that to you.

We settled into the grunge of trying to take frontline planets.
Bagels switched to a largely scout team; they may want to 
name themselves "Meat on a Rope" next year if they plan to
continue doing this. Yours truly managed to acquire a ratio
above 1.0 (an unusual occurrence for me) solely because so
many crunchy scouts went pop in the darkness.

Push, shove, push, shove. Two hours went by in a blur. Porkchop
was deleted from the game because his lab closed; we added a
substitute (whose name escapes me; sorry!), and ventured forth
into overtime, tied 10-10.

The pace picked up. Even _I_ scummed a planet. They scummed it
back. Then they took one of our frontlines. We took it back.
They took it back. We took--but you get the idea. At one point
we were up 11-9. Then 10-9-1. Then POOF! as we raced to take
the independent planet they snuck in and got another frontline,
with about five minutes left in OT, I think.

There was much weeping and wailing and gnashing of teeth.
And we weren't happy, either. Still, I think TNG put up a
better-than-expected fight against the Bagels; if we'd been
a little more attentive it would have wound up being a tie,
I think. I'll leave it to someone else to pick MVPs; we played
a very balanced game, I think, and I don't think we had a
real standout player this time.

Good luck to the Bagels as the NIT progresses.....

doctor

P.S. boy, was my wristrest SWEATY after 2 1/2 hours of ogging....
I need to remap my keymap if for no other reason than to let it
air out a little....


--
Josh Hayes, Quantitative Sciences HR-20 U of Washington
josh@mowgli.cqs.washington.edu             206 543-5004
      We got a kinder, gentler, machine gun hand.
Newsgroups: rec.games.netrek
From: farrow@ucsu.Colorado.EDU (J. Scott Farrow)
Subject: Re: blessed binary for HP Apollo 400 running Mt. Xinu BSD 4.3?
Organization: University of Colorado, Boulder
Date: Tue, 10 Nov 1992 18:35:56 GMT

ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:

>In article <1992Nov10.150154.24536@ucsu.Colorado.EDU> farrow@ucsu.Colorado.EDU (J. Scott Farrow) writes:
>>Maybe when our IBM RS6000 gets upgraded to AIX 3.2, that will work, but
>>for now I'm kind of stuck with the HP's.

>The ftp source at iacrs2.unibe.ch (?) has AIX 3.1 binaries.  At least it used
>to, and if they aren't there anymore, I've got one.  I upgrade to 3.2 tomorrow,
>should be fun!

>	Alec
>	(Entropy)

I tried those, but all the proper fonts are not installed, and Netrek will
not run, no matter how I jiggle the fonts in my .xtrekrc. Boy, I feel guilty
when I ftp around the planet. :)

I'd rather run it on the HP's in our lab because the IBM is a file server and 
the only access is through Xterms. The admins, although they are students who 
enjoy some fun too, take a dim view of games on the servers. The HP's in 
contrast are complete workstations, although diskless.

Here's another problem too, when I remotely display Netrek from my workstation,
a DECstation 3100 with Mono display, to a machine with a color monitor, I
can't read anything. It seems to be still trying to put things in color, 
even though I have the some of the colors changed to bw patterns in my 
.xtrekrc like so:

-------
#color.white:            white
#color.black:            black
#color.red:              red
#color.green:            green
#color.yellow:           yellow
#color.cyan:             cyan
#color.light grey:       light grey

GAlertPattern:          0xf
YAlertPattern:          0xa 0x5
RAlertPattern:          0x0f 0x0f 0x0f 0x0f 0xf0 0xf0 0xf0 0xf0
---------

Are there similar "0xf" type definitions for the colors to get Netrek to 
always use BW no matter which display I use?

Scott
--
************* Repeal Amendment 2! - Shame On You, Colorado. ******************
J. Scott Farrow-Student SysAdmin/Programmer, University of Colorado at Boulder
Computing & Network Services, Boulder, Colorado, USA, phone: (303) 492-4428
Internet: farrow@spot.colorado.edu, farrow@cs.colorado.edu
Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: ENL pre-season result - DT over RISC 13-7 at fisher
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Fri, 6 Nov 1992 19:05:35 GMT

Team RISC ("Raised In Schwarzenegger's Company", from Austria) played against
the Dutch team "Dutch Treat" yesterday at fisher in an ENL preseason game.

The game started up on the brand new AIX 3.1 INL server with nary a hitch, and
RISC muscled it's way into possesion to DT's front line after the opening
bombing left both teams nearly flat.  At this point the lag worsened for the
Austrians, and DT hit their stride, jumping  into scouts and flying circles
around us.  DT recaptured their line and part of ours for interest, and held a
two planet edge most of the game through the tenacious scout dropping of Speed
(F1).

RISC surged back at the 20 minute left mark, fighting ghostbusts and buzzing
scouts, evening things up.  However, the last push left RISC flat and with a
number of below strength planets, and DT then used the last of their army
reserve to nab 3 more planets for the win.

The Dutch MVP has to be Speed, who proved nearly unoggable (only 15 deaths all
game) in his scout dropping rampage.

DT was really good about pausing things when lag got too unbearable, but even
at an average loss of 10% the game was quite fun.  The sad shape of the
European net makes for a different schedule than the INL - we will play a
home-away series with each opponent to see who's really better, but mostly the
games are for fun, as the lag is there for all.

	Alec (Entropy)
	Hercules of team RISC

Newsgroups: rec.games.netrek
From: dvtoft@iastate.edu (Daniel V Toft)
Subject: Re: How Not To Pick A Captain (was Re: more exodus bashing; also call for scrimmages)
Organization: Iowa State University, Ames IA
Date: Thu, 5 Nov 1992 19:21:00 GMT

In <Bx8z2u.CuJ.2@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>r.g.n.  The older teams have learnt this and appointed ministers of
>truth/disinformation/whatever to do their flaming for them.  iastate
>has the misfortune to have a captain who has done more to ruin their
>image than any other school in the history of netrek.  Learn from this
>mistake. 

>Spaceman "Da Sprouty One" Spiff

Is it too late to transfer?!

Black Knight (hated for the school he attends and not how he plays)
Grr!




Newsgroups: rec.games.netrek
From: jive@spanky.ssc.gov (Jim Ivey)
Subject: Re: New Server: ww2.cs.ucla.edu
Organization: SSC Laboratory, Dallas, TX
	<1992Nov6.212104.4142@magnus.acs.ohio-state.edu>
	<srt.721085621@sun-marino>
Date: Fri, 6 Nov 1992 22:25:19 GMT


In article <srt.721085621@sun-marino> srt@aero.org (Scott R. Turner) writes:

>   * Fog Of War.

>   In vanilla Netrek you pretty much always know where someone is.  Only
>   ships on the back edge of the map are likely to be invisible.  I think
>   an interesting mod would be to greatly decrease the radius used for
>   ship detection, perhaps as low as 1/10 of the galaxy width.

     This is a FOCS, right?  If not, it should be.  I think everyone
(including me) has suggested this at different times in different ways.

>   On the surface it might appear that this would make ogging much
>   easier, because you wouldn't have as much advance warning.  That may
>   be true, but remember that oggers will also not be able to see their
>   targets as easily.  I think it will balance out; but maybe not.  Worth
>   a try to see, though.

     Also encourages a few different forms of play.  Real 'scouts' become
necessary.  Unfortunately, if this were implemented, I would begin
immediately petitioning for the two-space game again.  Third-space cowards
would be even more prevalent.

>   * Modified Ship Capabilities / Rebirth
>   First, make every ship except the SB and the AS be able to carry 3
>   armies, regardless of number of kills (including with no kills).  The
>   SB still carries 25; the AS 5.  This has a number of effects:
> (1) Obvious ogg targets go away.
       Sounds okay so far, but...
> (2) More coordination is needed to take planets.
       Really?  Why?  Ask a scout-scummer if he needs help/coordination to
       take planets with only 2 armies at a time.  Plus, your _entire_ team
       can just 1) die, 2) come in on their home planet where all the
       armies are stored, 3) everyone grab 3 armies, and 4) probably simo
       take 3 or 4 planets at a time (a conservative figure).
> (3) Planet taking is slowed by the necessity to shuttle armies in.
       Not really.  See above argument about scout-taking.  Most INL games
       I've been in focus around the planets with 1 or 2 armies, with
       fast takes from both sides.

>   Second, make anyone who dies with 1 kill or less and without taking a
>   planet to wait 30 seconds before re-entering the game.  This has
>   several effects: (1) Suicidal ogging becomes much less effective and
>   (2) LPS play will change (exactly how is difficult to say - probably
>   the advantage goes to the attackers).

     Another FOCS.  Unfortunately, in combination with your army-carrying
rules, this makes planet-scumming 99% of the game.
   (By the way..  1 kill or less is a bad idea, since I rarely die when
    ogging without taking _someone_ with me, even if it isn't the carrier)



>   -- Scott T.

     Jim / Fill
Newsgroups: rec.games.netrek
From: mccoy@ils.nwu.edu (Jim Mccoy)
Subject: Re: Brick Verser in 2004
Reply-To: mccoy@ils.nwu.edu
Organization: The Institute for the Learning Sciences
Date: Wed, 11 Nov 1992 03:53:12 GMT

In article <JIVE.92Nov9232147@spanky.ssc.gov>, jive@spanky.ssc.gov (Jim Ivey) writes:
> [vote bav in 2004]
>
> > Streaker
> > aka Running Mate?  --  Take that Jim :)
> 
> 
>      You'll be too young, Phil:)

For once I get to use the wonderful poly-sci degree I paid too damn much
for; there are _no_ necessary qualifications for the veep, nor are there
any for the cabinet (positions 5-15 on the succession ladder).  Now he
would never be able to actually serve should an unforseen ogg take out our
esteemed leader, but he could go golfing with Danny (now that Danny has
nothing to do...  :)

So, will bav be 35?


Clauswitz, who will still not have paid off his students loans by the time
of the aforementioned election....
Newsgroups: rec.games.netrek
From: chuong@ecf.toronto.edu (CHUONG HAN HSING)
Subject: Others aside from netrek
Organization: University of Toronto, Engineering Computing Facility
Distribution: na
Date: Wed, 11 Nov 1992 21:10:31 GMT

I'm curious if anyone knows of a RPG (such as D&D) client and server.

Thanx.
UDie, Big I, Gunner, grinch and hojo
From: jh@heel.CS.Berkeley.EDU (Jack Hsu)
Newsgroups: rec.games.netrek
Subject: Bigdog
Date: 13 Nov 1992 08:50:24 GMT
Organization: University of California, Berkeley
Distribution: world
NNTP-Posting-Host: heel.cs.berkeley.edu

Now that the dogfight tournament has ended, bigdog will resume normal
programming. Vanilla server on every day except Wednesday, where
hyperjump and planet bombs are available.

Bigdog has the original sequent/bezier/bigdog database. See you there.

-Jack

btw, I've just uploaded the dogfight server to barkley.berkeley.edu
in /misc/dogserver.tar.Z.
Newsgroups: rec.games.netrek