HDTenEightyP/NetNews huggingface dataset:
From: bampton@cs.utk.edu (Howard J. Bampton)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy transporter design
Date: 29 Jul 92 17:10:20 GMT
Organization: University of Tennessee, Knoxville - CS Department
NNTP-Posting-Host: hydra3c.cs.utk.edu

In article <1992Jul29.164049.18493@uwm.edu> bruno@cerberus.csd.uwm.edu writes:
>The other reason to make big cargo ships is to have all of your eggs in one
>basket in case of attack. Depending on what kind of defense you are using
>this may be a good or a bad idea.

Having had the (mis)fourtune to attack several planets where the enemy
had 100-200 unshielded cargo ships, I have this to say:
As an attacker, I would MUCH rather that they had built fewer ships,
even if they were heavily shielded. Do you have any idea how
frustraiting it is to have your warships spend several rounds
attacking unshielded cargo ships, while the enemy's warships are
pounding your warships? Had the Magi's original player built bigger
cargo ships, the Magi would have died on turn 40 in game 1. As it was,
the Southern alliance lost the battle and 2000 mass worth of ships.
Had we not had to deal with all the merchant ships (most of which we
shot up), the Southern Alliance would have removed the only
significant threat to its rear members.

On the big/little cargo ship debate, let me point this out: when
manufacturing things, it is generally cheaper to build them in volume.
Therefore, one could argue that it is more effient to build 50 mass 2
ships, than 1 mass 100 cargo ship....

Task Force Games Star Fire, which is somewhat similar to Galaxy,
allows you a 10% discount for building ships of the same design, at
the same shipyard, if it is done at the same time....


Howard, Galaxy junkie
Newsgroups: rec.games.pbm
From: ccmdenis@fella.ucdavis.edu (Donald Trump)
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Roll-Up Help
Date: 25 Jul 92 19:45:18 GMT
Organization: Trump Gladiatorial Enterprises

Thanks to everyone for the replies.  

We've apparently been having some mailer problems here at UCD, because
our "rn" program hasn't allowed me to reply to your answers, and then has
deleted the appropriate messages.

I haven't sent the roll-up in yet, so anyone else with ideas, PLEASE
POST THEM!!!  

Once again, thanks.

Trump
From: morrow@romulus.rutgers.edu (John Morrow)
Newsgroups: rec.games.pbm
Subject: Re: Olympia: The heir system, what's the sudden quiet?
Date: 25 Jul 92 00:01:07 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

>Frits Kuijlman writes
>> Well, the discussion about heirs seems to have died down a
>> bit, so I`ll try to restart it. 

cedman@714-725-3165.nts.uci.edu (Carl Edman) replies:
>One reason for that may be that we are all discussing these things on the  
>olympia internals mailing list which has had over a hundred posts in the last
>few days.

Before you ask Rich to be added to the internals mailing list, keep in
mind that it HAS had over a hundred posts in the last few days -- with
few signs of letting up... :-)

John Morrow - Varian [856]
From: bampton@cs.utk.edu (Howard J. Bampton)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy game starting
Date: 21 Jul 92 14:44:14 GMT
Organization: University of Tennessee, Knoxville - CS Department
Distribution: world
NNTP-Posting-Host: hydra2b.cs.utk.edu

In article <l6jat3INN8m4@utkcs2.cs.utk.edu> I wrote:
>I will be starting a game of Russell Wallace's Galaxy. This will be the
>standard version (i.e. not the Blind version). There will be 2 turns
>per week (Wed & Sat). Setups will go out July 26.
>

This game is now full! There are about 30 players in it.

A message will go out shortly to all those who I have heard from with
all the pregame stuff (deadlines, e-mail addesses, victory conditions,
etc.). If you haven't seen the message by 5 (10 PM GMT), e-mail
probably bounced to you.

Howard
Newsgroups: rec.games.pbm
From: rsocia@alberti.cray.com (Rick Socia)
Subject: Re: Olympian work granularity
Organization: Cray Research, Inc.
Date: 29 Jul 92 13:10:29 CDT

In article <92211.044253JOKHC@CUNYVM.BITNET>, Joshua Kronengold <JOKHC@CUNYVM.BITNET> writes:
|> Well, I know rich is going to answer this, but what the hell...
|> 
|>   Due to popular urging, Rich long ago made most commands one day granular, and
|> has, as far as I know, always made wait completions inturupt idles.  So, if you
|> want to, say, work until 543 arives, just
|>          set idle "work"
|>          wait char 543
|> If he arrives on the 5th day, you get 5 days worth of gold, and continue with
|> your orders.
|> 

I wish this were true.  I did the same thing with study, and did not get the wait
to execute until a weeks worth of study (the default) completed.  However if
the Olympia engine can be modified to work as you suggest, I would whole-heartedly
agree to remove the granularity.

-- 

Rick Socia
From: SASSVH@MVS.SAS.COM ("Stacy Hobson")
Newsgroups: rec.games.pbm
Subject: Legends!
Date: 23 Jul 92 20:13:00 GMT


Legends Players,

I'm in search of an Elven Overlord in Realm of the Immortals game #7
whose net address has been lost. If you are named Overlord or know the
address of the Overlord, please mail my address. Thanks Alot!!

Stacy Hobson
sassvh@mvs.sas.com
Newsgroups: rec.games.pbm
From: finn@convex.com (Tom Finn)
Subject: Re: Galaxy transporter design
Organization: CONVEX Computer Corporation, Richardson, Tx., USA
Date: Wed, 29 Jul 1992 15:19:29 GMT
X-Disclaimer: This message was written by a user at CONVEX Computer
              Corp. The opinions expressed are those of the user and
              not necessarily those of CONVEX.


I've heard several people say that planet development is too slow, and
nobody say it's too fast.  Rather than penalizing small ships how about
enhancing bigger ships?  This is a simple equation that does that, and some
examples of how it effects transport loads for various values of x, assuming
100 cargo are built.

load = (cargo * tech) + (cargo * (x + size/100))

cargo	x=.1	x=.05	x=0
1	111	106	101
5	115	110	105
10	120	115	110
20	130	125	120
50	160	155	150

Not perfect, by any means; as cargo size rises the gain is too much.  Any
other suggestions?

tom
Newsgroups: rec.games.pbm
From: andre@ph.tn.tudelft.nl (Andre Verweij)
Subject: Re: Galaxy transporter design
Organization: Delft University of Technology
Date: Thu, 30 Jul 1992 09:14:03 GMT

I am also wondering what people are transporting. Ofcourse everybody
transports Colonists and Capital, but who produces Mat on one planet and
moves it to another. I am currently in a game with the following situation.

Planet A : Size 650 Resource factor 9.7
Planet B : Size 800 Resource factor 0.67
Distance between A and B is 0.777
On this moment I am trying to find out if it is interesting to have the
Materials produced on Planet A and moved to Planet B. I guess that production ofmaterials and the ships take three turns, so I have at least to wait about
20 turns before it pays off.

But now the ships design. My freighters have only to move 0.777 in one turn
when loaded. My drive tech is 2.84, so I should have a drive/cargo factor
of 1/36. This leads to a design :
 1 0 0 0 36. 

However I can't make two such ships on planet A, so I will change this into
either 1 0 0 0 31
or     1.xx 0 0 0 63
or some numbers closely to that.

Has anyone tried this thing out too? If it takes so long before Material
shipping pays off in this quite interesting setup, isn't the game unbalanced
for the case of materials ?

Andre Verweij
From: jgould@adobe.com (Jim Gould)
Newsgroups: rec.games.pbm
Subject: DM: First match results...
Date: 29 Jul 92 21:43:49 GMT
Distribution: na
Organization: Adobe

Hello Sports Fans,

 I just got my first Dm results.  I had 2 wins and 3 losses.  I had no idea
what I was doing.  Ok, maybe I had a very small idea.  Here are two guys that
lost, let me know what you would train, and how you would run them...

BASHER
st-15, cn-8, sz-16, wt-12, wl-15, sp-11, df-7 ...

SLASHER
st-11, cn-11, sz-11, wt-14, wl-8, sp-17, df-13 ...

  These guys did not just lose, they didn't even get a swing off.  Any help
is deeply appreciated.  Thanx and advance.

Jim Gould
From: n8841777@beaker.cc.wwu.edu (Mike Toepke)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy transporter design
Date: 29 Jul 92 15:07:44 GMT
Article-I.D.: beaker.n8841777.712422464
Organization: Western Washington University

rwallace@unix1.tcd.ie (russell wallace) writes:

>I agree, it probably would be a good idea to incorporate some sort of
>economy of scale into the design of transport ships, perhaps something
>along the lines of adding one mass point of cost to the ship; though I
>would like to make it profitable to build *really* large freighters. If
>I can think of a sensible way to implement this sort of thing I'll
>probably do it.

In one of the games I am playing in, something similar to this was done with
carriers.  A carrier has a 3 cargo space overhead (for various equipment
which allows them to perform in the carrier role) before they can carry
other ships.  For instance, a carrier with 4 cargo spaces could carry but
one 1 mass fighter (read drone).

Maybe transports should have a one cargo space overhead, which represents
the loading/unloading equipment, electronics, whatever.  Thus a two space
cargo ship would have a carry:cargo ratio of 1:2 while a 20 space cargo
ship would have a ratio of 19:20.

>--
>"To summarize the summary of the summary: people are a problem"
>Russell Wallace, Trinity College, Dublin
>rwallace@unix1.tcd.ie

Mike

| Michael G. Toepke <n8841777@animal.cc.wwu.edu>                       |
| If anything above looks like an opinion, you probably misunderstood. |
| "The truth hurts... so do most types of pain."                       |
Newsgroups: rec.games.pbm
From: dgo@athens.uucp (26265-nachem)
Subject: Adventurer's Guild
Organization: Bellcore, Livingston, NJ
Date: Fri, 31 Jul 92 15:37:59 GMT
Keywords: AG

Hi. Does anyone else on netland play this Game, or is this crowd pure Duelmasters?

E-mail me if you play, (or would like to play Adventurer's Guild...

Dave.
 
Newsgroups: rec.games.pbm
From: rgd3729@tamsun.tamu.edu (Greg Dilworth)
Subject: Re: Another Galaxy Suggestion (Tech non-linear)
Organization: Texas A&M University
Date: Fri, 31 Jul 1992 11:19:28 GMT

In article <1992Jul31.032414.28511@nwnexus.WA.COM> ninja@halcyon.com (Jonathan Roy) writes:
>I like the idea of non-linear tech growth, but perhaps it should be
>much more curved. If you are going to do it at all, do it right. (grin)
>Say.....
>
>Tech 1: 5000*1
>Tech 2: 5000*2
>Tech 3: 5000*3
>
>Or something like that. Thus, to gain tech 3, you'd need to spend 30K
>production on research... Maybe this is too steep, but it's more realistic.
>We went from from gound-based to airplanes in a short period of time, but
>it was a while before we hit jets, and another while before we hit
>space. It'll be a massive amount of time before man makes it to another
>star system. (grin)

Actually, if you use this logic it should be exactly reversed.  It
took thousands of years to go from the ground to the air, about fifty
years to develop jets and only another 15 or so before we made it to
space.  Since then things have been rather slow, but there haven't
been any world wars recently to spur people on...

In Galaxy that is not the case.
Newsgroups: rec.games.pbm
From: rwallace@unix1.tcd.ie (russell wallace)
Subject: Re: Galaxy transporter design
Organization: Trinity College, Dublin
Date: Wed, 29 Jul 1992 12:26:11 GMT

I agree, it probably would be a good idea to incorporate some sort of
economy of scale into the design of transport ships, perhaps something
along the lines of adding one mass point of cost to the ship; though I
would like to make it profitable to build *really* large freighters. If
I can think of a sensible way to implement this sort of thing I'll
probably do it.

--
"To summarize the summary of the summary: people are a problem"
Russell Wallace, Trinity College, Dublin
rwallace@unix1.tcd.ie
Newsgroups: rec.games.pbm,rec.games.design
From: rwallace@unix1.tcd.ie (russell wallace)
Subject: Re: New Galaxy Game Solar starting
Organization: Trinity College, Dublin
Date: Thu, 23 Jul 1992 20:15:33 GMT

Erratum: deadline is Saturday 1 August, not 25 July as stated.

As I have said, could people please reply to rob@ccc.govt.nz, NOT to me
(i.e. NOT to the reply address on this message), as I am not starting
the game.

--
"To summarize the summary of the summary: people are a problem"
Russell Wallace, Trinity College, Dublin
rwallace@unix1.tcd.ie
Newsgroups: rec.games.pbm
From: bruno@csd4.csd.uwm.edu (Bruno Wolff III)
Subject: Galaxy suggestion
Originator: bruno@cerberus.csd.uwm.edu
Organization: University of Wisconsin-Milwaukee Computing Services Division
Date: Wed, 29 Jul 1992 18:23:13 GMT

One thing that would probably help Galaxy is a method of having groups of
different types of ships.
If these groups moved at the speed of the slowest ship in the group, then
they could be used for organizing battle fleets.
Another feature would be to allow route definitions for groups. This would
allow ships leaving a single planet with the same resource type for different
destinations to still be handled automatically.
(The manual method of moving cargo should be made equivalent to the automatic
method, but thats a different problem.)
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy transporter design
Date: 30 Jul 92 02:23:34 GMT
Organization: IDA Center for Communications Research, Princeton

Tom Finn <finn@convex.com> writes:
>load = (cargo * tech) + (cargo * (x + size/100))

>Not perfect, by any means; as cargo size rises the gain is too much.  Any
>other suggestions?

Since there are already logarithms in the game, it's natural to
consider something like

   load = tech.cargo * cargo * log(cargo)/log(10)

This would make ships with 10 cargo equal to their current value.
This makes some sense since 10 is already the canonical size for
weapons and shields.  

Ships with 100 cargo would be twice as good.  Ships with only 1 cargo
could not carry anything at all.

Obviously there are some arbitrary constants here which could be
increased or decreased, as desired.  

                                        David desJardins
Newsgroups: rec.games.pbm
Subject: Re: Olympian work granularity
From: Joshua Kronengold <JOKHC@CUNYVM.BITNET>
Date: Wednesday, 29 Jul 1992 04:42:53 EDT
Organization: City University of New York/ University Computer Center

Well, I know rich is going to answer this, but what the hell...

  Due to popular urging, Rich long ago made most commands one day granular, and
has, as far as I know, always made wait completions inturupt idles.  So, if you
want to, say, work until 543 arives, just
         set idle "work"
         wait char 543
If he arrives on the 5th day, you get 5 days worth of gold, and continue with
your orders.
From: mckinney@cs.utexas.edu (Durwood Y. McKinney)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy suggestion
Date: 31 Jul 1992 02:19:10 -0500
Organization: U Texas Dept of Computer Sciences, Austin TX
NNTP-Posting-Host: cash.cs.utexas.edu

It would be nice to be able to specify a speed less than the
maximum speed of the moving group in the move command.

Ken McKinney
From: jhthomas@us.oracle.com ("jhthomas.US1")
Newsgroups: rec.games.pbm
Subject: Middle Earth PBM
Date: 21 Jul 92 17:03:50 GMT


Is anyone else in this, I am playing the Dog Lord in Game #41 I think, looking
for some help from you experts out there, plus some diplomacy if possible

is there a ME-PBM mailing list?

Joe
Newsgroups: rec.games.pbm
From: cap40944@uxa.cso.uiuc.edu (Christopher A Parrinello)
Subject: SFB: PBeM
Organization: University of Illinois at Urbana
Date: Sun, 26 Jul 1992 00:46:17 GMT

Are there any Star Fleet Battle play by E-mail games starting up?
I haven't played SFB in a while and would like to play some through email
to see what it is like...

Thanks in advance...


Chris Parrinello                    | One slip, and down the hole we fall
lcdata@uiuc.edu                     | It seems to take no time at all
cap40944@uxa.cso.uiuc.edu           | A momentary lapse of reason
                                    | That binds a life for life
------------------------------------| A small regret, you won't forget
"Awake on the Verge of Insanity"    | There'll be no sleep in here tonight
------------------------------------| "One Slip", _aMLoR_, Pink Floyd
From: n8841777@beaker.cc.wwu.edu (Mike Toepke)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy transporter design
Date: 31 Jul 92 16:33:36 GMT
Organization: Western Washington University

rwallace@unix1.tcd.ie (russell wallace) writes:

>In <JCHO.92Jul30151026@dante.nmsu.edu> jcho@nmsu.edu (CHO) writes:

>>I've already mentioned this to Russell...but what about transport ships
>>that can carry small fighters???  That would really revolutionize
>>the strategy and tactics of the game... 

>This would be mucho hassle to implement. Also, how do you distinguish
>between fighters and satellites?

>--
>"To summarize the summary of the summary: people are a problem"
>Russell Wallace, Trinity College, Dublin
>rwallace@unix1.tcd.ie


In one of the games I am playing in (this is presently a private game which
is being tested, but should be open to the public soon), there are both
carriers and tugs.  Any ship with drives can tug other ships/bases through
hyperspace (the mass of the ship they are tugging counts double though),
and a ship with cargo spaces can carry others ships around provided they fit
into the cargo bay (and you can carry multiple ships if more than one fits).
When carrying ships internally, you move just as if you were loaded with
cargo (there is a 3 space overhead, however-- see my earlier post).
It does change strategy a bit, but nice carriers take a while to build.


Ken McKinney writes:

>It would be nice to be able to specify a speed less than the
>maximum speed of the moving group in the move command.

It has this also and a few other things.

If you want to get more information, send mail to:
	gag@henson.cc.wwu.edu
with the exact subject:
	galaxy gag rules


| Michael G. Toepke <n8841777@animal.cc.wwu.edu>                       |
| If anything above looks like an opinion, you probably misunderstood. |
| "The truth hurts... so do most types of pain."                       |
From: tah2@jaguar.uofs.edu
Newsgroups: rec.games.pbm
Subject: Re: Middle Earth PBM
Date: 27 Jul 92 04:19:27 GMT
Organization: University of Scranton

In article <9207211703.AA04402@oasun1.us.oracle.com>, jhthomas@us.oracle.com ("jhthomas.US1") writes:
> 
> Is anyone else in this, I am playing the Dog Lord in Game #41 I think, looking
> for some help from you experts out there, plus some diplomacy if possible
> 
> is there a ME-PBM mailing list?
> 
> Joe
-----------------------------------------------------------------------------

  I was one of the original playtesters for ME-PBM (Game #2) and am currently
playing in Game #8 -- Witch King and Dark Lts. respectively.  There are usually
great ME-PBM discussions on Compuserve's PBM board, as well as lists of PCs,
magic items, and encounter results.

  Personally, I like MEPBM a lot. (I'm still trying to decide if it's my
favorite, or if I prefer Alamaze.)  For your own info, the Dog Lord's a pretty
good position, but it's very tough for the evils to do anything worthwhile. 
The goods seem to do most of the winning in my experience.

                                                 --Matt
From: espt@es.flinders.edu.au (Peter Turner)
Newsgroups: rec.games.pbm
Subject: Information wanted
Date: 27 Jul 92 16:24:32 GMT
Organization: None
Originator: espt@gaea.es.flinders.edu.au

I have enjoyed one or two pbm games in the past, and now that I have email
access, I am interested in joining in a pbem game of some sort.  What games
are around?  I like space conquest type games mostly.  I assume player manuals
etc are available via ftp somewhere?

Peter Turner        <espt@es.flinders.edu.au>
From: cm9@prism.gatech.EDU (MCKEITHAN,CLIFFORD M.)
Newsgroups: rec.games.pbm
Subject: Judge Down?
Date: 27 Jul 92 20:25:55 GMT
Organization: Georgia Institute of Technology

Has it happened?  Just as the doomsayers predicted?  Has, only moments after
Ken logged out on vacation, the Judge collapsed in total failure?

-- 
MCKEITHAN,CLIFFORD M.
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp:     ...!{allegra,amd,hplabs,ut-ngp}!gatech!prism!cm9
Internet: cm9@prism.gatech.edu
Newsgroups: rec.games.pbm
From: pdja@engin.umich.edu (Pete D Jennings)
Subject: Join in a warp gunboat Diplo game!
Date: Wed, 22 Jul 92 18:50:47 EDT
Organization: University of Michigan Engineering, Ann Arbor
Summary: (Or else) 

Game karlxii has been created on Judge (judge@u.washington.edu).
It is a regular, gunboat game, and needs only two more players
to begin.  It has a blistering pace of one turn every 24 hours.
(O gee, can you handle it.)  So join in and let's start!

-- 
|       pdja@engin.umich.edu         |        "War is peace."        |
|                                    |     "Freedom is slavery."     |
|         Pete D. Jennings           |    "Ignorance is strength."   |
Newsgroups: rec.games.pbm
From: amead@s.psych.uiuc.edu (Alan Mead)
Subject: Re: Galaxy transporter design
Organization: UIUC Department of Psychology
Date: Fri, 31 Jul 1992 18:29:57 GMT

rwallace@unix1.tcd.ie (russell wallace) writes:

>In <JCHO.92Jul30151026@dante.nmsu.edu> jcho@nmsu.edu (CHO) writes:

>>I've already mentioned this to Russell...but what about transport ships
>>that can carry small fighters???  That would really revolutionize
>>the strategy and tactics of the game... 

>This would be mucho hassle to implement. 

This I don't know about.  But it would add a lot.

>Also, how do you distinguish between fighters and satellites?

I don't think that's a problem, but who gets to load?  Can you 
pirate a ship?  Maybe with a new attack command like Tractor?

:)

-alan mead
From: jwoolsey@gfx.engga.uwo.ca (John J. Woolsey)
Subject: Olympia Teaching
Organization: University of Western Ontario, London
Date: Thu, 23 Jul 1992 00:39:58 GMT

Now that the guilds are gone how about we change teaching. First let's surcharge
the % bonus that the teacher gives to all students. This means that if the
teacher, and the student are the same faction they transfer money to the teaching
unit. This is the same as it works currently, but if the teacher, and the
student are of different factions the teacher makes money. The student pays the
teacher. Now we get complicated. You can teach with no arguements (or teach 0)
This makes you teach anyone who is studying something you can teach them. For
example if you have a spell caster who uses his magic research, and you can
teach a spell he doesn't know you will teach him a spell. He pays you, and life
goes on. This allows people in towers to teach, and make money at it
automatically rather then relying on the pay command.

I hate pay since I gave someone 4 horses three turns ago, and they still keep
promissing to pay me. What kind of a joke is this when I wouldn't have given
him horses without recieving the cash in a normal circumstance.
pay is not the answer for this. Teachers should make cash if they can find 
someone to learn from them... Anyone disagree?
Newsgroups: rec.games.pbm
From: 860099w@dragon.acadiau.ca (Marty Ward)
Subject: DM: Slash 'Em Up
Summary: Kick-Ass Slasher
Keywords: slash, slash, slash 
Organization: Acadia University
Date: Wed, 22 Jul 1992 16:33:45 GMT

Well, I just have to tell everyone about this new, cool, kick-ass
slasher that my brother has designed.

First, the stats ... 11-4-10-17-17-12-13.
Quite a good overview, but no starting experts. 

Second, and the best parts, are the two fights he has run in.
His first fight was a match up with a 6-4-0 Striker.  Three quick
hits to the head and he was dead.  Next, the bloodfeud by a 6-5
Plate-wearing Basher, ended with a few shots to the body and head.
Okay, the opposition might not have been much, looking at the records,
but, still, killing a fighter with 10-fights experience is pretty
damn good.  He hasn't got any experts yet, just 1 learn in 4 skill
areas, but I hope he will be able to acheive Adv Master in some.

Marty

-- 
~+\!@ 
                 Marty Ward, comix addict
 ...because after reading CEREBUS, everthing else is just comics.