annotate etc/motd @ 14:b7fe2e0e4b86

Added #defines which hold the chance of nebulous terrain affecting your weapons systems.
author darius
date Sat, 06 Dec 1997 06:27:50 +0000
parents 2719a89505ba
children
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4 This file is etc/motd
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23 help files further into the motd
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26 Admin: me <me@mymachine.world>
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34 mymachine.world is a Sparc 10 with 32 Megs ram running Solaris (SunOS 5.3)
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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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49
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50 Help on ANY aspect of paradise is available via WWW access:
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51 http://www.cis.ufl.edu/~thoth/paradise
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52
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53 You can ftp new clients from both:
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54
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55 ftp://ftp.cis.ufl.edu:/pub/netrek.paradise/ntparadise.[version].[system].gz
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56 ftp://ftp.reed.edu:/mirrors/netrek.paradise/ntparadise.[version].[system].gz
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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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79 Planets
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80 -------
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81
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82 Planets are the core of the game. Defense of a planet is important. However,
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83 different planets have different values depending upon their attributes. To
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84 find out the attributes type 'i' (the Info key) while the mouse is on the
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85 planet. You will see a window similar to:
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86
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87 Name
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88
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89 The planet's Name
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90
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91 Owner
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92
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93 Which team owns the planet (Black
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94 and White Monitors use this).
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95
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96 Armies
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97
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98 How many armies are on that planet.
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99 You must always have at least 3 armies
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100 on a planet, or you take a risk of loosing it to a revolution. Any
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101 armies above 4 show up on the map.
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102
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103 Resources
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104
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105 Resources are current variables to the planet which CAN and do change
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106 through the play of the game. Resources are linked with a surface
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107 attribute (srfc). For an attribute to appear the surface must be
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108 available on the planet. Resouces can be destroyed by continual
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109 bombing of a planet, after excess armies have been destroyed. All
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110 Resources which can appear are:
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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
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118 RPR: Repair Station. These will raise the repair rate of your ship
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119 if you orbit the planet and enter repair mode (repair mode is
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120 entered through the 'R' key). Repair Stations require Metal
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121 deposits on a planet ('M').
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122 FUEL: Fuel Station. Fuel Stations quickly refuel the ship (rather
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123 than waiting for the recharge). Fuel Stations require
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124 Dylithium deposits ('D').
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125 AGRI: Agricultural planets. This is somewhat of a misleading name.
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126 An AGRI planet will boost army production (when in reality
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127 the planets which would boost army production would be metro
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128 planets). Agricultural planets require Arable Land ('A').
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129 SHPYD: The Shipyard. Shipyards are entrance points for players.
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130 A Shipyard cannot appear unless a Repair Station is available.
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131 Shipyards, as Repair Stations, require Metal deposits on the
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132 planet ('M').
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133 NOTE: Player entry is figured by taking first the most valuble
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134 Shipyard, or, if no Shipyards are available, it is the
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135 most valuble planet. Armies and resources are taken
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136 into consideration when figuring the most valuble planet.
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137 _If you refit on a planet it becomes your home port_, and
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138 you appear there until the Shipyard is destroyed or you
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139 refit elsewhere.
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140
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141
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142 Atmospheres
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143
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144 The Atmosphere of a planet effects the Army production rate. The
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145 best Atmosphere to have is a Standard Atmosphere. Toxic Atmospheres
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146 are the lest favorable, and can actually destroy armies after a certain
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147 number of them exist. Atmospheres are:
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148
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149 STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic)
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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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157
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158 Surface
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159
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160 The Surface of a planet defines what Resources can be developed upon
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161 it. If a surface type does not exist, that relative Resource can
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162 never be developed there. Surface types are:
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163
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164 D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic)
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165 M = Metal deposits (Repair/Shipyard)
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166 A = Arable land (AGRI)
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167
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168 Time
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169
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170 The time since your team last recieved an update on the planet. Planets
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171 do not instantly update, your team must make a physical effort to get
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172 updates. To do this each ship has a scaner. Due to the fragility and
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173 expense of the equipment scanner ranges for war vehicles are rather
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174 limited, usually not extending past their shields, with the exception
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175 of scouts who have a much larger increased range (Bases also have a larger
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176 scanner).
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177
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178 NOTE: Scouting is _EXTREMELY_ important! Enemies can take planets and
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179 your team can be completely unaware of it. Have one roving scout AT
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180 LEAST every 5 minutes. If you wonder which planets have been scouted
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181 lately, toggle the galactic map until there are solid, grayed, and
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182 empty planets. This is the scout display. Solid planets represent
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183 those which information is so old it is obviously unreliable. Open
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184 planets represent those where the information is generally reliable.
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185
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186 Visit
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187
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188 Visit represents which teams have gotten information on that planet, at
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189 some point in the game.
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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 Movement
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195 --------
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196
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197 There are 3 different engines available on most ships, which in return
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198 provide 3 different speed types. They are Impulse, Warp and
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199 Afterburners.
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200
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201 Impulse
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202
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203 Impulse is the speed used while in regular combat. It is suggested
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204 that you dogfight at slightly lower than normal cruising speed to
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205 give you greater maneuverability and higher fuel recharge.
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206
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207 Impulse speeds are regulated by the 0-1 keys as well as ^number (for
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208 speeds higher than 9). The Greater and Less than signs will adjust
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209 impulse speed by one poing relatively.
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210
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211 Warp
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212
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213 Warp is a set rate for each ship. It is a quick way of getting
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214 somewhere without intense fuel consumption and engine temp.
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215
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216 Warp is actually figured in two segments. There is the initialize
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217 time, where you wait at a low idle speed while the warp coils
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218 build up energy, followed by the actual transport period. While
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219 in either stages of Warp a ship cannot fire nor cloak.
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220
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221 Warp is initialized with '-'. Warp engagement can be suspended
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222 in the initialization stage with '^-' (control minus) and engaged
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223 after a pause with the same key ('^-').
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224
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225 While in warp initialization a tractor or pressor will disrupt
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226 the process, causing a ship to drop into impulse speeds.
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227
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228 NOTE: Warp is not transwarp, please do not call it such.
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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 Afterburners
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234
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235 Afterburners can be extremely handy when in a dogfight, however they
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236 require a high level of skill to use without burning up a ships
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237 engines. Afterburners are engaged with the ` key and disengaged
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238 by initiating any Impulse speed.
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239
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240 Messages
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241 --------
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242
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243 Messages are the root to playing in Netrek. The game is designed to use a
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244 high element of teamwork. You _CAN_ survive without working as a team, but
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245 those who learn to work together using the "buddy" system usually stomp
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246 across the galaxy. All communication between players uses the message
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247 system.
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248
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249 There are several 'boards' to the messages system. The main board
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250 is the ALL board. Any message sent to this will be seen by everybody.
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251 Following the ALL boards are the team boards, the GOD board, and lastly
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252 the personal board. To send message to any board, place the cursor in a
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253 message window. To specify the board use any of the following keys:
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254
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255 'A' -> ALL board 'F' -> FED board
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256 'R' -> ROM board 'K' -> KLI board
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257 'O' -> ORI board 'G' -> GOD board (these are logged)
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258
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259 Any lowercase number/character relative to a players connection is used
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260 as a reference for that player's personal board (i.e. player F4 would be
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261 a FED on connection 4).
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262
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263 NOTE: Because using the message board is so important the server will
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264 send a Cluecheck to each player. Simply reply as it requests to avoid
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265 getting ejected from the game. You have 5 minutes to reply so do not
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266 panic. Keep in mind, the server will not run a cluecheck on you
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267 when you immediately log in, but rather at a random later time.
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268
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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
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274
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275
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276
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277
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278
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279
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280 Lingo
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281
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282 Once you begin reading messages you will see lots of terms which
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283 may seem unfamiliar. This is a quick overview of the most common:
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284
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285 OGG: to attack or suicide a specific person (ie: OGG 4! means to kill
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286 player 4 using every means possible (suicide if you must))
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287
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288 <player> ++ means that the player <player> is carrying armies (ie: 4++)
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289
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290 STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources.
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291
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292 Planet references are usually done with: <planet>:<star> (ie: Cla:Sol)
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293
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294 Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol)
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295
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296 SCUM: somebody who does 1 thing above all else, often equated with
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297 planet scumming (taking planets with fervor).
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298
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299
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300
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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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311
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312
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313
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314
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315
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316
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317 Ramblings
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318 ---------
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319
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320 * The idea of the game is to conquer the other race. Taking
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321 planets on the periphery which are nowhere NEAR the frontline is simply
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322 a waste of time, and is considered 'scummy' and 'twinkish'.
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323
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324 * If somebody does something which frustrates the hell out of you, rather
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325 than getting pissed and quitting, study how they do it, and try to repeat
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326 the same maneuver on them.
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327
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328 * Paradise (NetrekII) is not Netrek
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329
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330 * Netrek is not Startrek (nor is it Starfleet battles (not the comp game))
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331
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332 * the rule of attrition: In paradise EVERYTHING will wear down after a
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333 while. All you have to do is keep the heat on. IF the enemy is placing
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334 the heat on you, do NOT take a defensive position and try to dig trenches,
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335 it wont work! Take the offensive immediately, get in their faces, bomb
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336 their planets, SCREW THEM! Only by doing this can you win.
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337
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338 * The buddy system is the key to stomping across the galaxy, work as a
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339 team.
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340
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341
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342
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343
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344
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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