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2 ###### ####### ####### ######
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10 ##### ###### # ##### #######
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11 # # # # # # # # #
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14 # # ####### # #
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15 # # # # # # # #
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16 ##### # # # ##### #######
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17
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18 Pixmap removed awhile to check that
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19 DEC OSF/1 client croaks with an FPE
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20 on pixmap
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31
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32 Admin: Kearsarge <eld@mpl.ucsd.edu>
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33
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34 deepspace.pnetrek.org is an SGI Indigo2 with 64Mb of memory
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35
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36 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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37 @@b
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38
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39 General Info:
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40
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41 - This is NOT a 'paradise'-style server with warp, but rather a
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42 server built to return to a style of game that has more depth
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43 that the typical warp-capable universe. If you're expecting a
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44 real ParadiseII server, you're out of luck (and sympathy :) ) here.
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45
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46 The Galaxy and Rules:
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47
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48 - This server currently uses a 125k x 125k grid for the galaxy. For
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49 comparison, 'bronco'-style galaxies use a 100k x 100k grid, while
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50 the arch-typical ParadiseII server uses 200k x 200k. Thus the
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51 galaxy is 50% larger than a bronco galaxy, rather than the 4x
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52 larger of a standard ParadiseII server. If you're using a standard
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53 paradise client you will get the smaller galactic smushed up against
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54 the upper left corner of the galactic window; sorry, but the client
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55 is broken. If you can/want to build your own client with a galactic
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56 width fix you're welcome to, since this server doesn't require RSA
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57 authentication. I've got a patch if you want it.
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58
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59 - Awright, no kills to carry is gone. The usual bronco kill/army
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60 ratios are now in effect.
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61
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62
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63
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64 - Taking in mind a comment from GRACCHUS, torp speeds have been
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65 bumped down somewhat (they were bronco standard but I don't
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66 much trust the SGI compiler to do everything right :) ) as
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67 they were too devastating. Helpful fueling has been removed
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68 as well. Helpful fueling should probably be restricted to planets
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69 you own, rather that including neutral planets as well. Comments?
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70
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71 - Popspeed has been lowered some, to make armies more scarce.
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72
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73
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74
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75 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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76 @@b
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77
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78 - _Some_ of the stupid 'Torps come out of your ass' bug has been
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79 fixed by reordering some server->client update data, but there's
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80 still something nasty going on so torps tend to wiggle around
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81 a bit on the display. Just turn shortpackets off unless you
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82 REALLY REALLY need them. Note that your torps look FINE on
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83 everyone elses display, just your display is fucked up 8)
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84 Soon, soon.
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85
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86 - Please tell me if that bitmap up there is too dense.... :)
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87
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88 - I think RCDs work now. Give 'em a try. I'm not sure how one is
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89 supposed to add a macro key for specifying the nearest star yet...
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90 it might be a client thing.
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91
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92 - We're using bronco ship values for all ships, which should
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93 include the bronco det radius. I'm not totally convinced I
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94 should use fuelexplosions yet; the jury is still out.
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95
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96 - You can run 10 updates/sec if you want to, regardless of
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97 wether you're a base or a ship.
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98
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99 - Torps hurt own is default. We'll see about changing it.
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100
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101 - DETDIST is 1800 vice paradise standard of 1750 or bronco
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102 of 1700.
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103
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104
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105
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106
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107
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111
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112
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113
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114 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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115 @@b
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116
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117 Planets
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118 -------
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119
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120 Planets are the core of the game. Defense of a planet is important. However,
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121 different planets have different values depending upon their attributes. To
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122 find out the attributes type 'i' (the Info key) while the mouse is on the
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123 planet. You will see a window similar to:
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124
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125 Name
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126
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127 The planet's Name
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128
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129 Owner
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130
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131 Which team owns the planet (Black
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132 and White Monitors use this).
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133
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134 Armies
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135
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136 How many armies are on that planet.
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137 You must always have at least 3 armies
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138 on a planet, or you take a risk of loosing it to a revolution. Any
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139 armies above 4 show up on the map.
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140
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141 Resources
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142
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143 Resources are current variables to the planet which CAN and do change
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144 through the play of the game. Resources are linked with a surface
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145 attribute (srfc). For an attribute to appear the surface must be
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146 available on the planet. Resouces can be destroyed by continual
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147 bombing of a planet, after excess armies have been destroyed. All
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148 Resources which can appear are:
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149
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150
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151
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152
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153 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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154 @@b
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155
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156
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157 RPR: Repair Station. These will raise the repair rate of your ship
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158 if you orbit the planet and enter repair mode (repair mode is
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159 entered through the 'R' key). Repair Stations require Metal
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160 deposits on a planet ('M').
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161 FUEL: Fuel Station. Fuel Stations quickly refuel the ship (rather
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162 than waiting for the recharge). Fuel Stations require
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163 Dylithium deposits ('D').
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164 AGRI: Agricultural planets. This is somewhat of a misleading name.
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165 An AGRI planet will boost army production (when in reality
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166 the planets which would boost army production would be metro
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167 planets). Agricultural planets require Arable Land ('A').
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168 SHPYD: The Shipyard. Shipyards are entrance points for players.
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169 A Shipyard cannot appear unless a Repair Station is available.
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170 Shipyards, as Repair Stations, require Metal deposits on the
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171 planet ('M').
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172 NOTE: Player entry is figured by taking first the most valuble
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173 Shipyard, or, if no Shipyards are available, it is the
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174 most valuble planet. Armies and resources are taken
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175 into consideration when figuring the most valuble planet.
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176 _If you refit on a planet it becomes your home port_, and
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177 you appear there until the Shipyard is destroyed or you
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178 refit elsewhere.
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179
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180
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181 Atmospheres
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182
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183 The Atmosphere of a planet effects the Army production rate. The
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184 best Atmosphere to have is a Standard Atmosphere. Toxic Atmospheres
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185 are the lest favorable, and can actually destroy armies after a certain
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186 number of them exist. Atmospheres are:
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187
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188 STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic)
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189
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190
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191
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192 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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193 @@b
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194
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195
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196
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197 Surface
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198
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199 The Surface of a planet defines what Resources can be developed upon
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200 it. If a surface type does not exist, that relative Resource can
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201 never be developed there. Surface types are:
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202
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203 D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic)
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204 M = Metal deposits (Repair/Shipyard)
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205 A = Arable land (AGRI)
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206
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207 Time
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208
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209 The time since your team last recieved an update on the planet. Planets
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210 do not instantly update, your team must make a physical effort to get
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211 updates. To do this each ship has a scaner. Due to the fragility and
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212 expense of the equipment scanner ranges for war vehicles are rather
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213 limited, usually not extending past their shields, with the exception
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214 of scouts who have a much larger increased range (Bases also have a larger
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215 scanner).
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216
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217 NOTE: Scouting is _EXTREMELY_ important! Enemies can take planets and
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218 your team can be completely unaware of it. Have one roving scout AT
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219 LEAST every 5 minutes. If you wonder which planets have been scouted
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220 lately, toggle the galactic map until there are solid, grayed, and
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221 empty planets. This is the scout display. Solid planets represent
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222 those which information is so old it is obviously unreliable. Open
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223 planets represent those where the information is generally reliable.
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224
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225 Visit
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226
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227 Visit represents which teams have gotten information on that planet, at
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228 some point in the game.
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229
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230
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231 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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232 @@b
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233 Movement
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234 --------
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235
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236 There are 2 different engines available on most ships, which in return
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237 provide 2 different speed types. They are Impulse and Afterburners.
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238
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239 Impulse
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240
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241 Impulse is the speed used while in regular combat. It is suggested
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242 that you dogfight at slightly lower than normal cruising speed to
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243 give you greater maneuverability and higher fuel recharge.
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244
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245 Impulse speeds are regulated by the 0-1 keys as well as ^number (for
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246 speeds higher than 9). The Greater and Less than signs will adjust
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247 impulse speed by one poing relatively.
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248
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249 Afterburners
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250
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251 Afterburners can be extremely handy when in a dogfight, however they
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252 require a high level of skill to use without burning up a ships
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253 engines. Afterburners are engaged with the ` key and disengaged
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254 by initiating any Impulse speed.
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255
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256
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269
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270 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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271 @@b
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272
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273 Messages
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274 --------
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275
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276 Messages are the root to playing in Netrek. The game is designed to use a
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277 high element of teamwork. You _CAN_ survive without working as a team, but
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278 those who learn to work together using the "buddy" system usually stomp
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279 across the galaxy. All communication between players uses the message
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280 system.
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281
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282 There are several 'boards' to the messages system. The main board
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283 is the ALL board. Any message sent to this will be seen by everybody.
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284 Following the ALL boards are the team boards, the GOD board, and lastly
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285 the personal board. To send message to any board, place the cursor in a
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286 message window. To specify the board use any of the following keys:
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287
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288 'A' -> ALL board 'F' -> FED board
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289 'R' -> ROM board 'K' -> KLI board
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290 'O' -> ORI board 'G' -> GOD board (these are logged)
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291
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292 Any lowercase number/character relative to a players connection is used
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293 as a reference for that player's personal board (i.e. player F4 would be
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294 a FED on connection 4).
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295
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296 NOTE: Because using the message board is so important the server will
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297 send a Cluecheck to each player. Simply reply as it requests to avoid
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298 getting ejected from the game. You have 5 minutes to reply so do not
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299 panic. Keep in mind, the server will not run a cluecheck on you
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300 when you immediately log in, but rather at a random later time.
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301
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302
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303
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304
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305
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306
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307
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308
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309 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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310 @@b
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313
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315
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317
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318
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319 Lingo
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320
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321 Once you begin reading messages you will see lots of terms which
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322 may seem unfamiliar. This is a quick overview of the most common:
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323
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324 OGG: to attack or suicide a specific person (ie: OGG 4! means to kill
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325 player 4 using every means possible (suicide if you must))
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326
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327 <player> ++ means that the player <player> is carrying armies (ie: 4++)
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328
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329 STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources.
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330
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331 Planet references are usually done with: <planet>:<star> (ie: Cla:Sol)
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332
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333 Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol)
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334
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335 SCUM: somebody who does 1 thing above all else, often equated with
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336 planet scumming (taking planets with fervor).
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337
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338
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339
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340
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341
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345
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346
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347
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348 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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349 @@b
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350
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351
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352
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353
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354
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355
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356 Ramblings
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357 ---------
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358
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359 * The idea of the game is to conquer the other race. Taking
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360 planets on the periphery which are nowhere NEAR the frontline is simply
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361 a waste of time, and is considered 'scummy' and 'twinkish'.
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362
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363 * If somebody does something which frustrates the hell out of you, rather
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364 than getting pissed and quitting, study how they do it, and try to repeat
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365 the same maneuver on them.
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366
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367 * Paradise (NetrekII) is not Netrek
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368
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369 * Netrek is not Startrek (nor is it Starfleet battles (not the comp game))
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370
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371 * the rule of attrition: In paradise EVERYTHING will wear down after a
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372 while. All you have to do is keep the heat on. IF the enemy is placing
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373 the heat on you, do NOT take a defensive position and try to dig trenches,
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374 it wont work! Take the offensive immediately, get in their faces, bomb
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375 their planets, SCREW THEM! Only by doing this can you win.
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376
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377 * The buddy system is the key to stomping across the galaxy, work as a
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378 team.
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379
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380
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381
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382
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383
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384
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385
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386
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387 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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388 @@b
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