HDTenEightyP/NetNews huggingface dataset:
From: baj@acfcluster.nyu.edu
Subject: Re: LEGENDS: arcane status
Followup-To: rec.games.pbm
Organization: New York University
Distribution: rec
Date: Tue, 15 Dec 1992 16:10:27 GMT

In article <1992Dec14.221752.495@udel.edu>, baidins@dori.cis.udel.edu (Juris Baidins) writes:
> I just had my main character acquire arcance champion as a reward.
> The special action sheet mentioned ``2nd level Enchanter status given.''
> 
> How is arcane status related to the Enchanted status tree ?
> 
> Has arcane status something
> to do with Enchanting (the enchanter spell caster) ?
> 
> Finally, is ten turns into the game rather late
> for getting this sort of status, normal or ahead of the game ?
> 
> I am not complaining, this status added 5 to magic resistance, 3 to
> special attack resistance, almost doubled my combat factor and
> INV 4/ DMG 4 (not much, but it keeps the small fry away).
> 
> Juris Baidins
> baidins@cis.udel.edu

Being relatively new to Legends, I can't answer most of your questions,
but from what I've heard, getting the status 10 turns into the games
sounds like you're ahead of things to me. <g>

   Barbara

Newsgroups: rec.games.pbm
From: bryan@stiatl.salestech.com (Bryan Donaldson)
Subject: Re: Legends Guardian spirit
Organization: Sales Technologies, Inc.
Date: Thu, 17 Dec 1992 18:39:19 GMT

<K331280@ALIJKU11.BITNET> writes:
>Best try it with emphatic self cure-the wounds transferd will not be
>dividied by the monsters magic resistance.
[deleted some stuff about other ways of doing damage]

Uhhh, in my RTI game just a few turns ago, that was not the case.  
I was wounded by about 50 points, and in the duel, the monster
sustained 25 points of damage (he had a MR of 2) 

Just another point on the data plot.


-- 
Bryan Donaldson                    bryan@stiatl.salestech.com 
Sales Technologies, Inc            
3399 Peachtree Rd, NE               If one is born into an era of decadence,
Atlanta, GA  (404) 841-4000         one may as well enjoy it while it lasts.
Organization: Johannes Kepler University Linz - Computing Center
Date: Wednesday, 16 Dec 1992 12:33:32 CET
From: <K331280@ALIJKU11.BITNET>
Newsgroups: rec.games.pbm
Subject: re: Legends arcane status

Hi |

The 1st arcane status, is given to a character with the enchanter spell-
'Enchant Character'. I think it is very good to get such a status after 10
turns-especially if the char is a combat oriented hero or a diplomat.
The most status trees have 5 different states. Some advance during combat-
mostly the weaker ones, some only in a production.
It always depends on some luck to get a good position in Legends-in one game
my battle-hero got Vampirelord within the first 12 turns-so I got miles
ahead of the most other players.
To your other questions: The status is available for all charcters, the char
does not have to be enchanter or another magic discipline, but you will get
some bonuses on regaining magic power with this status or eaven save some
spellboints each spell you cast.

Greetings, Mike.
Organization: Johannes Kepler University Linz - Computing Center
Date: Wednesday, 16 Dec 1992 12:43:45 CET
From: <K331280@ALIJKU11.BITNET>
Newsgroups: rec.games.pbm
Subject: re: Legends Guardian spirit

Hi |

Best try it with emphatic self cure-the wounds transferd will not be
dividied by the monsters magic resistance.
It is nearly impossible to get 6500 magic or special attack damage, and
DAM 20 weapons are very rare, I know only this ones:
-Swords of Power-DAM 20 or more, 8 in one game
-Power 7 stick.

Greetings Mike.
From: curt@oasys.dt.navy.mil (Curt Welch)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Option Requested
Date: 14 Dec 92 05:54:03 GMT
Reply-To: curt@oasys.dt.navy.mil (Curt Welch)
Organization: Carderock Division, NSWC, Bethesda, MD

>Brian Sutin <sutin@helios.ucsc.edu> writes:
>> O AutoUnload
>> which when set would cause groups carrying cargo to automatically unload
>> cargo upon arrival at a planet owned by the player regardless of the
>> existence of a route.

In rec.games.pbm, desj@ccr-p.ida.org (David desJardins) writes:
>Why not have it work at uninhabited planets, if the cargo is colonists?
>Same justification: it would eliminate all of these bogus routes I now use.

Here are some more ideas on this subjec:

Allow an optional U keyword at the end of send commands that would
make the group auto-unload when it arrived.  Something like:

S group planet [ number ] [ U ]

Or modify the concept of routes to allow a value of U to mean unload
this type of cargo (instead of shipping it somewhere).  This:

R The_Garden CAP U

Would mean auto-unload any ship carrying cap that shows up at that
planet.  This is what I normally want, but it wouldn't solve the
problem of colonizing new planets.

But this also isn't as much of a problem now that the order of things
have been changed.  In older versions of galaxy, unloading at the
end of routes took place before production.  Which meant that using
fake routes from other planets to foce an auto-unload gave you a
one-turn advantage.  On newer versions of Galaxy, unloading takes place
after production, so using a route is now the same thing as using a
U command on the next turn.  So routes are no longer required to
maximise your production, they are just a convenence feature.

Curt
From: mcspikgfm@dct.ac.uk
Newsgroups: rec.games.pbm
Subject: Re: Quest (UK)
Summary: Quest
Date: 10 Dec 92 18:23:54 GMT
Organization: Dundee Institute of Technology

In article <1992Dec9.095835.25534@lut.ac.uk>, A.M.Salt1@lut.ac.uk writes:
> 
>  To Yamashiki Tsuyoshi and others, I'm active in game II, and happy to swop some information. I'm afraid I don't have too much, but anyone wanting help could    mail a question to me at the address above and I'll try to answer it.
> 
>  Alun.

	Well......Finally a few people interested...

	There a small group of dedicated reasonably new players

	up here....but...information we do have..and its fairly good

	seperately that is  as we dont work together

	I would be happy to swap any information....

	Depending of course upon what you want....

							Mel.

	This applies to either of you ..and anyone else..
From: markhof@ls12r.informatik.uni-dortmund.de (Ingolf Markhof)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Option Requested
Date: 14 Dec 1992 09:12:21 GMT
Organization: CS Department, Dortmund University, Germany
Distribution: world
NNTP-Posting-Host: ls12r.informatik.uni-dortmund.de

In article <1ggfruINN4gp@darkstar.UCSC.EDU>, sutin@helios.ucsc.edu (Brian Sutin) writes:
|> I would like to se the following option available in Galaxy:
|> 
|> O AutoUnload
|> 
|> which when set would cause groups carrying cargo to automatically unload
|> cargo upon arrival at a planet owned by the player regardless of the
|> existence of a route.
|> 
|> Each turn I send each group by a separate set of orders, and create a route
|> from an arbitrary planet so that the group unloads on arrival.  This seems
|> a bit silly to me.
|> 
|> This option would have no effect on play during the game, since AutoUnload
|> would have no effect at uninhabited or alien planets, and a route would then
|> be required.

So, if you want to have the "auto-unload" feature for you colonies, only, you
can simply use a route from a planet to itself, e.g.,

R Terra COL Terra

will ensure that all COLs on ships at Terra will be unloaded, automatically.
This works for CAP and MAT, too.


------------------------------------------------------------------------------
      ____                                                                    
  UniDo  /  Ingolf Markhof  University of Dortmund, LS Informatik XII         
 ___/   /                   P.O. Box 500 500, D-4600 Dortmund 50, F.R. Germany
 \  \  /                    Phone: +49 (231) 755 6142, Fax: +49 (231) 755 6555  
  \__\/                     Email: markhof@ls12.informatik.uni-dortmund.de    
                                                                              
------------------------------------------------------------------------------

Newsgroups: rec.games.pbm
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: It's time to write your PBEM article
Organization: University of North Carolina Extended Bulletin Board Service
Date: Fri, 11 Dec 1992 20:03:08 GMT

oooooooopss! I hit the wrong command, followup instead of reply-by-mail...
(don't kill me!! Aiiiii!!!)

JT

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
Xref: sparky rec.games.pbm:3343 rec.games.board:12432
From: kjp@cvcgfcv.ic.ac.uk (Mr K.J. Pankhurst)
Subject: Re: multiple products per planet should be realistically possible
Keywords: galaxy code programming
Organization: Imperial College (Dept. of Civil Engineering)
Date: Fri, 18 Dec 92 10:16:38 GMT

In article <1gqbsqINNt1j@crcnis1.unl.edu>, tmyers@unlinfo.unl.edu (tim myers) writes:
|> I'm running a small galaxy game within our campus. The main question/complaint
|> I have gotten is that you can only produce one thing per turn per planet. This
|> is a reasonable rule but it is not correct. The upgrade ships command uses
|> production points BEFORE production takes place. So, somewhere the used/total
|> production points is kept rather than being calculated just before production
|> takes place. 
|> 
|> The idea would be to add a quantity parameter to the end of the produce
|> command, and allow multiple produce commands per planet. Leaving off the
|> quantity parameter would behave as it does now. 
...
I do not approve of doing this. It complicates the game too much. I would like
to know how you propose what production at a planet you are going to stop making
when you bring in a new type of production. e.g.

say you have a planet with 1000 industry. 700 is going into building a ship
and 300 into drive research. The you decide you want to have 500 in weapon 
research leaving 300 into building the ship and 200 into drive research. How
will tell the program that you want this? Are you going to have to specify
all the productions at a planet when you change the production type. How
are you going to show this split of production on the turnsheet?

I am for making minor changes in the code, but I don't think this is feasible.
I am sure Russell Wallace has already looked into this and probably considered
it unreasonable for a similar reason.

|> 
|> --
|> --
|> Toli the Curious, Shire of Mag Mor, Kingdom of Calontir
|> Tim Myers, University of Nebraska-Lincoln, Lincoln, Nebraska
|> tmyers@unlinfo.unl.edu

Kev Pankhurst
gwars Alpha & Beta GM

-- 

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

Conversation, n.:
	A vocal competition in which the one who is catching his breath
	is called the listener.

********************************************************************************
Kevin J. Pankhurst, Civil Engineering, Imperial College, London SW7 2BU.
kjp@cv.ic.ac.uk
Newsgroups: rec.games.pbm
From: d_jaracz@oz.plymouth.edu (David R. Jaracz)
Subject: Mailer probs
Reply-To: d_jaracz@oz.plymouth.edu (David R. Jaracz)
Organization: Plymouth State College - Plymouth, N.H.
Date: Tue, 15 Dec 92 21:04:17 GMT

Would the guys who's running the new AD&D pbm email me your address?
The one I have isnt working...

Dave
From: smash@oucsace.cs.ohiou.edu (Scott Mash)
Newsgroups: rec.games.pbm
Subject: RPG Fanzine X-Mas Issue Ready!
Date: 17 Dec 92 18:26:23 GMT
Distribution: usa
Organization: Smasher Land RPG BBS (614)593-8359


The DOUBLE X-MAS ISSUE of "Silver, Swords & Slaughter" is ready!

"Silver, Swords & Slaughter" is an amateur rpg zine that covers
nearly every rpg past and present.  All articles have been submitted
by readers, friends and net-folks.  The only charge for this small
zine is $1 which will cover the cost of the paper and stamp and will
only be distributed in the USA. (this is to keep the costs down).

Several changes have been made since issue 3.  The typeface and layout 
have both changed which has made SS&S 100% easier to read.  There is
also more artwork and a greater variety of articles.  In this months
issue there is a survey, which if filled out and returned, makes you
eligable to win a prize donated by a loyal reader.

This issue of SS&S has articles written by Peter Adkinson (creator of
The Primal Order, currently working with Wizards of the Coast), 
Nick Parenti (recently published in Dragon), Brandon Cope and many
others.....

There are articles on Amber, Fantasy Hero, Talislanta, AD&D, Gurps,
Creating your own RPG, and many many other articles....

I am making no money from this magazine all the money goes back into
the next issue of this zine.  "Silver, Swords & Slaughter" is done in
black and white on standard 8 1/2 paper.

If you have any questions feel free to email me at
sss@smashland.nelsonville.oh.us

Submissions are needed for the fifth issue.  The authors of the
articles that have been used will receive a free copy of SS&S.
Submissions can be emailed to the address above.

Silver, Swords & Slaughter
c/o Scott Mash
11685 SR 691
Nelsonville, Ohio  45764

-- 
| smash@oucsace.cs.ohiou.edu         |  Scott A. Mash               |
| smash@bigbird.cs.ohiou.edu         |  Smasher Land RPG BBS        |
| system@smashland.nelsonville.oh.us |  (614) 593-8359, 2400 Baud   |
|                                    |  RPG Textfiles And Utilities |
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Option Requested
Date: 14 Dec 92 04:31:14 GMT
Organization: IDA Center for Communications Research, Princeton

Brian Sutin <sutin@helios.ucsc.edu> writes:
> O AutoUnload
> which when set would cause groups carrying cargo to automatically unload
> cargo upon arrival at a planet owned by the player regardless of the
> existence of a route.

> This option would have no effect on play during the game, since AutoUnload
> would have no effect at uninhabited or alien planets, and a route would then
> be required.

Why not have it work at uninhabited planets, if the cargo is colonists?
Same justification: it would eliminate all of these bogus routes I now use.

                                        David desJardins
From: tmyers@unlinfo.unl.edu (tim myers)
Newsgroups: rec.games.pbm
Subject: multiple products per planet should be realistically possible
Date: 17 Dec 1992 17:03:22 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: unlinfo.unl.edu
Keywords: galaxy code programming

I'm running a small galaxy game within our campus. The main question/complaint
I have gotten is that you can only produce one thing per turn per planet. This
is a reasonable rule but it is not correct. The upgrade ships command uses
production points BEFORE production takes place. So, somewhere the used/total
production points is kept rather than being calculated just before production
takes place. 

The idea would be to add a quantity parameter to the end of the produce
command, and allow multiple produce commands per planet. Leaving off the
quantity parameter would behave as it does now. It wouldn't change the order
of actions in a turn so bombed planets aren't going to be able to make defenses
during the turn or anything like that.

It will probably increase the number of mistakes as players misfigure points,
but that burden exists already.

Does this sound like a reasonable enhancement?

--
--
Toli the Curious, Shire of Mag Mor, Kingdom of Calontir
Tim Myers, University of Nebraska-Lincoln, Lincoln, Nebraska
tmyers@unlinfo.unl.edu
Newsgroups: rec.games.pbm
From: crb11@cus.cam.ac.uk (Colin Bell)
Subject: Galaxy position up for grabs
Organization: U of Cambridge, England
Date: Tue, 15 Dec 1992 13:06:12 GMT

I'm having to drop out of Galaxy Game Omega (run by GAG) due to lack
of time. My position is hence up for grabs: first person who asks
for it gets it. The next turn is 54 (but this isn't until the first
week of January): very much a mid-game position still with about 20
of the initial 32 players alive, of which I'm probably about halfway
down in terms of size. 

-- 
-
Colin Bell, CRB11@CUS.CAM.AC.UK
Department of Pure Mathematics, University of Cambridge.
From: DAVGOLD@nervm.nerdc.ufl.edu (David Goldsmith)
Newsgroups: rec.games.pbm
Subject: HELP!!! HYBOREAN WAR
Date: 13 Dec 92 13:37:26 GMT
Organization: University of Florida, NERDC


     Can anyone explan to me how the Eastern Deserts can field a 69 troop army
against me?  I'm playing Kusan and according to the rules the Eastern Deserts
lack national intergrity.  If that is so, how do they field Imperial Armies
with more troops than my entire country?  I can understand them having
provincial armies, even big provincial armies, but 69?!!!
     Also, I recently defeated the Jaga tribes who had expanded into the Swampy
Jungles.  I defeated all of its armies and own all of its territories, but for
the last 5 turns my Chancellor reports that the Jaga tribes 1st Imperial Army
has been sited camped in my province!  I've negotiated piece with them and
they've accepted, but I can't figure out whats going on.  I don't lke the idea
of them just sitting there and I can't do anything about it!
 
 
                  Thanks,
                         Jim
 
Newsgroups: rec.games.pbm
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: FAQ?  How to run a PBEM?
Organization: The Ohio State University
Date: Tue, 15 Dec 1992 15:32:20 GMT

I'm looking for the FAQ for this group, and/or information on running a 
roleplaying pbem.  I want this for my own information as well as to add
to the FAQL for rec.games.frp.*

advTHANKSance

-Coyt
cwatters@magnus.acs.ohio-state.edu

Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.pbm
Date: Fri, 18 Dec 1992 18:04:57 -0500 
From: Greta Bette Bartlog <gb0o+@andrew.cmu.edu>
Subject: Re: Legends Guardian spirit

Excerpts from netnews.rec.games.pbm: 16-Dec-92 re: Legends Guardian
spirit K331280@ALIJKU11.BITNET (323)

> It is nearly impossible to get 6500 magic or special attack damage, and
> DAM 20 weapons are very rare, I know only this ones:
> -Swords of Power-DAM 20 or more, 8 in one game
> -Power 7 stick.

> Greetings Mike.


Also the Pentagram Sword (an 800-number item for Summoners)

Boris
Newsgroups: rec.games.pbm
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: It's time to write your PBEM article
Organization: University of North Carolina Extended Bulletin Board Service
Date: Fri, 11 Dec 1992 19:57:29 GMT

In article <1992Dec10.191144.1961@murdoch.acc.Virginia.EDU> gl8f@fermi.clas.Virginia.EDU (Greg Lindahl) writes:
>The 6th issue of PBEM, a fanzine covering free play-by-electronic-mail
>wargames, is going to press in 5 days, and I'm still looking for
>articles. If you're interested in writing one, please contact me. If
	Uhm.... what kind of articles do you want? I could probably do
some tac-summaries or something on Galaxy Wars...

JT

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
Newsgroups: rec.games.pbm
From: baj@acfcluster.nyu.edu
Subject: Re: Legends Guardian spirit
Organization: New York University
Date: Fri, 18 Dec 1992 18:39:09 GMT

In article <1992Dec17.183919.27929@stiatl.salestech.com>, bryan@stiatl.salestech.com (Bryan Donaldson) writes:
> <K331280@ALIJKU11.BITNET> writes:
>>Best try it with emphatic self cure-the wounds transferd will not be
>>dividied by the monsters magic resistance.
> [deleted some stuff about other ways of doing damage]
> 
> Uhhh, in my RTI game just a few turns ago, that was not the case.  
> I was wounded by about 50 points, and in the duel, the monster
> sustained 25 points of damage (he had a MR of 2) 
> 
> Just another point on the data plot.
> 
> 
> -- 
> Bryan Donaldson                    bryan@stiatl.salestech.com 
> Sales Technologies, Inc            
> 3399 Peachtree Rd, NE               If one is born into an era of decadence,
> Atlanta, GA  (404) 841-4000         one may as well enjoy it while it lasts.

Question:  Were you wounded BEFORE the battle?  If not, empathic self-cure
won't work at all.  

    Barbara
From: markhof@ls12i.informatik.uni-dortmund.de (Ingolf Markhof)
Newsgroups: rec.games.pbm
Subject: Can't send mail to Howard J. Bampton
Date: 16 Dec 1992 13:42:14 GMT
Organization: CS Department, Dortmund University, Germany
Distribution: world
NNTP-Posting-Host: ls12i.informatik.uni-dortmund.de
Keywords: mail problem


I cant get any mail to Howard J. Bampton. It's send back to me:

>    ----- Transcript of session follows -----
> 554 <bampton@kumquat.cs.utk.edu>... Local configuration error

I'm playing in Zeus, and the deadline is TODAY! Anyone there with the same
problem? I you're playing in Zeus, and you're able to send mail to Howard,
it would be nice if you could drop a line to him...

Regards,
Ingolf.


------------------------------------------------------------------------------
      ____                                                                    
  UniDo  /  Ingolf Markhof  University of Dortmund, LS Informatik XII         
 ___/   /                   P.O. Box 500 500, D-4600 Dortmund 50, F.R. Germany
 \  \  /                    Phone: +49 (231) 755 6142, Fax: +49 (231) 755 6555  
  \__\/                     Email: markhof@ls12.informatik.uni-dortmund.de    
                                                                              
------------------------------------------------------------------------------
From: sutin@helios.ucsc.edu (Brian Sutin)
Newsgroups: rec.games.pbm
Subject: Galaxy Option Requested
Date: 13 Dec 1992 23:09:50 GMT
Organization: Lick Observatory UCSC
Distribution: world
NNTP-Posting-Host: ra.ucsc.edu

I would like to se the following option available in Galaxy:

O AutoUnload

which when set would cause groups carrying cargo to automatically unload
cargo upon arrival at a planet owned by the player regardless of the
existence of a route.

Each turn I send each group by a separate set of orders, and create a route
from an arbitrary planet so that the group unloads on arrival.  This seems
a bit silly to me.

This option would have no effect on play during the game, since AutoUnload
would have no effect at uninhabited or alien planets, and a route would then
be required.

Brian Sutin				sutin@lick.ucsc.edu
Lick Observatory, UCSC			Santa Cruz, CA 95064
    Fred:   "May I rescue you?"
    Ginger: "No, thank you.  I prefer being in distress."
Newsgroups: rec.games.pbm
From: rgv9488@ritvax.isc.rit.edu
Subject: Corporate Takeover 2030 - New EPBM Game Test Run
Reply-To: rgv9488@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Mon, 14 Dec 1992 14:50:26 GMT

I'm starting a new EPBM game called Corporate Takeover 203o.
I'm starting a new EPBM game called Corporate Takeover 2030.
I need 10-20 people to test the game for me to iron out details.
The game is a CyberPunk genre EPBM set in the year 2030
where the Corporations are trying to take control of the U.S. Government.
You will represent a corporation to the U.N. Corporate Advisory Board,
You must specify if you are for, or against corporate armies replacing
U.S. Armed forces, as well as the name of the corporation you represent.
For more details, e-mail to RGV9488@ritvax.isc.rit.edu.
From: t_yamasi@hoffman.cc.sophia.ac.jp (Yamashiki Tsuyoshi)
Newsgroups: rec.games.pbm
Subject: Re: Jade Games
Date: 16 Dec 92 04:38:58 GMT
Organization: Computer Center, Sophia Univ., Tokyo, Japan

In article <1992Dec15.161114.22433@ugle.unit.no> gardabr@unix1 (Gard Eggesbo Abrahamsen) writes:
>Does anyone know whatever happened to Jade Games International?

God, I thought they died some years ago!  I used to play
their Avalon but somehow they screwed up and never refunded
my money..oh well..
--
Tsuyoshi Yamashiki, lost boy in cyber space.
Newsgroups: rec.games.pbm