Mercurial > ~darius > hgwebdir.cgi > paradise_server
comparison etc/motd.deepspace @ 2:2719a89505ba
First entry of Paradise Server 2.9 patch 10 Beta
author | darius |
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date | Sat, 06 Dec 1997 04:37:01 +0000 |
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18 Pixmap removed awhile to check that | |
19 DEC OSF/1 client croaks with an FPE | |
20 on pixmap | |
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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 | |
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108 | |
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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 | |
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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 |