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+ − 17
+ − 18 Pixmap removed awhile to check that
+ − 19 DEC OSF/1 client croaks with an FPE
+ − 20 on pixmap
+ − 21
+ − 22
+ − 23
+ − 24
+ − 25
+ − 26
+ − 27
+ − 28
+ − 29
+ − 30
+ − 31
+ − 32 Admin: Kearsarge <eld@mpl.ucsd.edu>
+ − 33
+ − 34 deepspace.pnetrek.org is an SGI Indigo2 with 64Mb of memory
+ − 35
+ − 36 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 37 @@b
+ − 38
+ − 39 General Info:
+ − 40
+ − 41 - This is NOT a 'paradise'-style server with warp, but rather a
+ − 42 server built to return to a style of game that has more depth
+ − 43 that the typical warp-capable universe. If you're expecting a
+ − 44 real ParadiseII server, you're out of luck (and sympathy :) ) here.
+ − 45
+ − 46 The Galaxy and Rules:
+ − 47
+ − 48 - This server currently uses a 125k x 125k grid for the galaxy. For
+ − 49 comparison, 'bronco'-style galaxies use a 100k x 100k grid, while
+ − 50 the arch-typical ParadiseII server uses 200k x 200k. Thus the
+ − 51 galaxy is 50% larger than a bronco galaxy, rather than the 4x
+ − 52 larger of a standard ParadiseII server. If you're using a standard
+ − 53 paradise client you will get the smaller galactic smushed up against
+ − 54 the upper left corner of the galactic window; sorry, but the client
+ − 55 is broken. If you can/want to build your own client with a galactic
+ − 56 width fix you're welcome to, since this server doesn't require RSA
+ − 57 authentication. I've got a patch if you want it.
+ − 58
+ − 59 - Awright, no kills to carry is gone. The usual bronco kill/army
+ − 60 ratios are now in effect.
+ − 61
+ − 62
+ − 63
+ − 64 - Taking in mind a comment from GRACCHUS, torp speeds have been
+ − 65 bumped down somewhat (they were bronco standard but I don't
+ − 66 much trust the SGI compiler to do everything right :) ) as
+ − 67 they were too devastating. Helpful fueling has been removed
+ − 68 as well. Helpful fueling should probably be restricted to planets
+ − 69 you own, rather that including neutral planets as well. Comments?
+ − 70
+ − 71 - Popspeed has been lowered some, to make armies more scarce.
+ − 72
+ − 73
+ − 74
+ − 75 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 76 @@b
+ − 77
+ − 78 - _Some_ of the stupid 'Torps come out of your ass' bug has been
+ − 79 fixed by reordering some server->client update data, but there's
+ − 80 still something nasty going on so torps tend to wiggle around
+ − 81 a bit on the display. Just turn shortpackets off unless you
+ − 82 REALLY REALLY need them. Note that your torps look FINE on
+ − 83 everyone elses display, just your display is fucked up 8)
+ − 84 Soon, soon.
+ − 85
+ − 86 - Please tell me if that bitmap up there is too dense.... :)
+ − 87
+ − 88 - I think RCDs work now. Give 'em a try. I'm not sure how one is
+ − 89 supposed to add a macro key for specifying the nearest star yet...
+ − 90 it might be a client thing.
+ − 91
+ − 92 - We're using bronco ship values for all ships, which should
+ − 93 include the bronco det radius. I'm not totally convinced I
+ − 94 should use fuelexplosions yet; the jury is still out.
+ − 95
+ − 96 - You can run 10 updates/sec if you want to, regardless of
+ − 97 wether you're a base or a ship.
+ − 98
+ − 99 - Torps hurt own is default. We'll see about changing it.
+ − 100
+ − 101 - DETDIST is 1800 vice paradise standard of 1750 or bronco
+ − 102 of 1700.
+ − 103
+ − 104
+ − 105
+ − 106
+ − 107
+ − 108
+ − 109
+ − 110
+ − 111
+ − 112
+ − 113
+ − 114 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 115 @@b
+ − 116
+ − 117 Planets
+ − 118 -------
+ − 119
+ − 120 Planets are the core of the game. Defense of a planet is important. However,
+ − 121 different planets have different values depending upon their attributes. To
+ − 122 find out the attributes type 'i' (the Info key) while the mouse is on the
+ − 123 planet. You will see a window similar to:
+ − 124
+ − 125 Name
+ − 126
+ − 127 The planet's Name
+ − 128
+ − 129 Owner
+ − 130
+ − 131 Which team owns the planet (Black
+ − 132 and White Monitors use this).
+ − 133
+ − 134 Armies
+ − 135
+ − 136 How many armies are on that planet.
+ − 137 You must always have at least 3 armies
+ − 138 on a planet, or you take a risk of loosing it to a revolution. Any
+ − 139 armies above 4 show up on the map.
+ − 140
+ − 141 Resources
+ − 142
+ − 143 Resources are current variables to the planet which CAN and do change
+ − 144 through the play of the game. Resources are linked with a surface
+ − 145 attribute (srfc). For an attribute to appear the surface must be
+ − 146 available on the planet. Resouces can be destroyed by continual
+ − 147 bombing of a planet, after excess armies have been destroyed. All
+ − 148 Resources which can appear are:
+ − 149
+ − 150
+ − 151
+ − 152
+ − 153 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 154 @@b
+ − 155
+ − 156
+ − 157 RPR: Repair Station. These will raise the repair rate of your ship
+ − 158 if you orbit the planet and enter repair mode (repair mode is
+ − 159 entered through the 'R' key). Repair Stations require Metal
+ − 160 deposits on a planet ('M').
+ − 161 FUEL: Fuel Station. Fuel Stations quickly refuel the ship (rather
+ − 162 than waiting for the recharge). Fuel Stations require
+ − 163 Dylithium deposits ('D').
+ − 164 AGRI: Agricultural planets. This is somewhat of a misleading name.
+ − 165 An AGRI planet will boost army production (when in reality
+ − 166 the planets which would boost army production would be metro
+ − 167 planets). Agricultural planets require Arable Land ('A').
+ − 168 SHPYD: The Shipyard. Shipyards are entrance points for players.
+ − 169 A Shipyard cannot appear unless a Repair Station is available.
+ − 170 Shipyards, as Repair Stations, require Metal deposits on the
+ − 171 planet ('M').
+ − 172 NOTE: Player entry is figured by taking first the most valuble
+ − 173 Shipyard, or, if no Shipyards are available, it is the
+ − 174 most valuble planet. Armies and resources are taken
+ − 175 into consideration when figuring the most valuble planet.
+ − 176 _If you refit on a planet it becomes your home port_, and
+ − 177 you appear there until the Shipyard is destroyed or you
+ − 178 refit elsewhere.
+ − 179
+ − 180
+ − 181 Atmospheres
+ − 182
+ − 183 The Atmosphere of a planet effects the Army production rate. The
+ − 184 best Atmosphere to have is a Standard Atmosphere. Toxic Atmospheres
+ − 185 are the lest favorable, and can actually destroy armies after a certain
+ − 186 number of them exist. Atmospheres are:
+ − 187
+ − 188 STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic)
+ − 189
+ − 190
+ − 191
+ − 192 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 193 @@b
+ − 194
+ − 195
+ − 196
+ − 197 Surface
+ − 198
+ − 199 The Surface of a planet defines what Resources can be developed upon
+ − 200 it. If a surface type does not exist, that relative Resource can
+ − 201 never be developed there. Surface types are:
+ − 202
+ − 203 D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic)
+ − 204 M = Metal deposits (Repair/Shipyard)
+ − 205 A = Arable land (AGRI)
+ − 206
+ − 207 Time
+ − 208
+ − 209 The time since your team last recieved an update on the planet. Planets
+ − 210 do not instantly update, your team must make a physical effort to get
+ − 211 updates. To do this each ship has a scaner. Due to the fragility and
+ − 212 expense of the equipment scanner ranges for war vehicles are rather
+ − 213 limited, usually not extending past their shields, with the exception
+ − 214 of scouts who have a much larger increased range (Bases also have a larger
+ − 215 scanner).
+ − 216
+ − 217 NOTE: Scouting is _EXTREMELY_ important! Enemies can take planets and
+ − 218 your team can be completely unaware of it. Have one roving scout AT
+ − 219 LEAST every 5 minutes. If you wonder which planets have been scouted
+ − 220 lately, toggle the galactic map until there are solid, grayed, and
+ − 221 empty planets. This is the scout display. Solid planets represent
+ − 222 those which information is so old it is obviously unreliable. Open
+ − 223 planets represent those where the information is generally reliable.
+ − 224
+ − 225 Visit
+ − 226
+ − 227 Visit represents which teams have gotten information on that planet, at
+ − 228 some point in the game.
+ − 229
+ − 230
+ − 231 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 232 @@b
+ − 233 Movement
+ − 234 --------
+ − 235
+ − 236 There are 2 different engines available on most ships, which in return
+ − 237 provide 2 different speed types. They are Impulse and Afterburners.
+ − 238
+ − 239 Impulse
+ − 240
+ − 241 Impulse is the speed used while in regular combat. It is suggested
+ − 242 that you dogfight at slightly lower than normal cruising speed to
+ − 243 give you greater maneuverability and higher fuel recharge.
+ − 244
+ − 245 Impulse speeds are regulated by the 0-1 keys as well as ^number (for
+ − 246 speeds higher than 9). The Greater and Less than signs will adjust
+ − 247 impulse speed by one poing relatively.
+ − 248
+ − 249 Afterburners
+ − 250
+ − 251 Afterburners can be extremely handy when in a dogfight, however they
+ − 252 require a high level of skill to use without burning up a ships
+ − 253 engines. Afterburners are engaged with the ` key and disengaged
+ − 254 by initiating any Impulse speed.
+ − 255
+ − 256
+ − 257
+ − 258
+ − 259
+ − 260
+ − 261
+ − 262
+ − 263
+ − 264
+ − 265
+ − 266
+ − 267
+ − 268
+ − 269
+ − 270 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 271 @@b
+ − 272
+ − 273 Messages
+ − 274 --------
+ − 275
+ − 276 Messages are the root to playing in Netrek. The game is designed to use a
+ − 277 high element of teamwork. You _CAN_ survive without working as a team, but
+ − 278 those who learn to work together using the "buddy" system usually stomp
+ − 279 across the galaxy. All communication between players uses the message
+ − 280 system.
+ − 281
+ − 282 There are several 'boards' to the messages system. The main board
+ − 283 is the ALL board. Any message sent to this will be seen by everybody.
+ − 284 Following the ALL boards are the team boards, the GOD board, and lastly
+ − 285 the personal board. To send message to any board, place the cursor in a
+ − 286 message window. To specify the board use any of the following keys:
+ − 287
+ − 288 'A' -> ALL board 'F' -> FED board
+ − 289 'R' -> ROM board 'K' -> KLI board
+ − 290 'O' -> ORI board 'G' -> GOD board (these are logged)
+ − 291
+ − 292 Any lowercase number/character relative to a players connection is used
+ − 293 as a reference for that player's personal board (i.e. player F4 would be
+ − 294 a FED on connection 4).
+ − 295
+ − 296 NOTE: Because using the message board is so important the server will
+ − 297 send a Cluecheck to each player. Simply reply as it requests to avoid
+ − 298 getting ejected from the game. You have 5 minutes to reply so do not
+ − 299 panic. Keep in mind, the server will not run a cluecheck on you
+ − 300 when you immediately log in, but rather at a random later time.
+ − 301
+ − 302
+ − 303
+ − 304
+ − 305
+ − 306
+ − 307
+ − 308
+ − 309 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 310 @@b
+ − 311
+ − 312
+ − 313
+ − 314
+ − 315
+ − 316
+ − 317
+ − 318
+ − 319 Lingo
+ − 320
+ − 321 Once you begin reading messages you will see lots of terms which
+ − 322 may seem unfamiliar. This is a quick overview of the most common:
+ − 323
+ − 324 OGG: to attack or suicide a specific person (ie: OGG 4! means to kill
+ − 325 player 4 using every means possible (suicide if you must))
+ − 326
+ − 327 <player> ++ means that the player <player> is carrying armies (ie: 4++)
+ − 328
+ − 329 STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources.
+ − 330
+ − 331 Planet references are usually done with: <planet>:<star> (ie: Cla:Sol)
+ − 332
+ − 333 Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol)
+ − 334
+ − 335 SCUM: somebody who does 1 thing above all else, often equated with
+ − 336 planet scumming (taking planets with fervor).
+ − 337
+ − 338
+ − 339
+ − 340
+ − 341
+ − 342
+ − 343
+ − 344
+ − 345
+ − 346
+ − 347
+ − 348 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 349 @@b
+ − 350
+ − 351
+ − 352
+ − 353
+ − 354
+ − 355
+ − 356 Ramblings
+ − 357 ---------
+ − 358
+ − 359 * The idea of the game is to conquer the other race. Taking
+ − 360 planets on the periphery which are nowhere NEAR the frontline is simply
+ − 361 a waste of time, and is considered 'scummy' and 'twinkish'.
+ − 362
+ − 363 * If somebody does something which frustrates the hell out of you, rather
+ − 364 than getting pissed and quitting, study how they do it, and try to repeat
+ − 365 the same maneuver on them.
+ − 366
+ − 367 * Paradise (NetrekII) is not Netrek
+ − 368
+ − 369 * Netrek is not Startrek (nor is it Starfleet battles (not the comp game))
+ − 370
+ − 371 * the rule of attrition: In paradise EVERYTHING will wear down after a
+ − 372 while. All you have to do is keep the heat on. IF the enemy is placing
+ − 373 the heat on you, do NOT take a defensive position and try to dig trenches,
+ − 374 it wont work! Take the offensive immediately, get in their faces, bomb
+ − 375 their planets, SCREW THEM! Only by doing this can you win.
+ − 376
+ − 377 * The buddy system is the key to stomping across the galaxy, work as a
+ − 378 team.
+ − 379
+ − 380
+ − 381
+ − 382
+ − 383
+ − 384
+ − 385
+ − 386
+ − 387 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 388 @@b