Mercurial > ~darius > hgwebdir.cgi > paradise_server
comparison etc/motd @ 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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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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33 | |
34 mymachine.world is a Sparc 10 with 32 Megs ram running Solaris (SunOS 5.3) | |
35 | |
36 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
37 @@b | |
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50 Help on ANY aspect of paradise is available via WWW access: | |
51 http://www.cis.ufl.edu/~thoth/paradise | |
52 | |
53 You can ftp new clients from both: | |
54 | |
55 ftp://ftp.cis.ufl.edu:/pub/netrek.paradise/ntparadise.[version].[system].gz | |
56 ftp://ftp.reed.edu:/mirrors/netrek.paradise/ntparadise.[version].[system].gz | |
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75 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
76 @@b | |
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79 Planets | |
80 ------- | |
81 | |
82 Planets are the core of the game. Defense of a planet is important. However, | |
83 different planets have different values depending upon their attributes. To | |
84 find out the attributes type 'i' (the Info key) while the mouse is on the | |
85 planet. You will see a window similar to: | |
86 | |
87 Name | |
88 | |
89 The planet's Name | |
90 | |
91 Owner | |
92 | |
93 Which team owns the planet (Black | |
94 and White Monitors use this). | |
95 | |
96 Armies | |
97 | |
98 How many armies are on that planet. | |
99 You must always have at least 3 armies | |
100 on a planet, or you take a risk of loosing it to a revolution. Any | |
101 armies above 4 show up on the map. | |
102 | |
103 Resources | |
104 | |
105 Resources are current variables to the planet which CAN and do change | |
106 through the play of the game. Resources are linked with a surface | |
107 attribute (srfc). For an attribute to appear the surface must be | |
108 available on the planet. Resouces can be destroyed by continual | |
109 bombing of a planet, after excess armies have been destroyed. All | |
110 Resources which can appear are: | |
111 | |
112 | |
113 | |
114 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
115 @@b | |
116 | |
117 | |
118 RPR: Repair Station. These will raise the repair rate of your ship | |
119 if you orbit the planet and enter repair mode (repair mode is | |
120 entered through the 'R' key). Repair Stations require Metal | |
121 deposits on a planet ('M'). | |
122 FUEL: Fuel Station. Fuel Stations quickly refuel the ship (rather | |
123 than waiting for the recharge). Fuel Stations require | |
124 Dylithium deposits ('D'). | |
125 AGRI: Agricultural planets. This is somewhat of a misleading name. | |
126 An AGRI planet will boost army production (when in reality | |
127 the planets which would boost army production would be metro | |
128 planets). Agricultural planets require Arable Land ('A'). | |
129 SHPYD: The Shipyard. Shipyards are entrance points for players. | |
130 A Shipyard cannot appear unless a Repair Station is available. | |
131 Shipyards, as Repair Stations, require Metal deposits on the | |
132 planet ('M'). | |
133 NOTE: Player entry is figured by taking first the most valuble | |
134 Shipyard, or, if no Shipyards are available, it is the | |
135 most valuble planet. Armies and resources are taken | |
136 into consideration when figuring the most valuble planet. | |
137 _If you refit on a planet it becomes your home port_, and | |
138 you appear there until the Shipyard is destroyed or you | |
139 refit elsewhere. | |
140 | |
141 | |
142 Atmospheres | |
143 | |
144 The Atmosphere of a planet effects the Army production rate. The | |
145 best Atmosphere to have is a Standard Atmosphere. Toxic Atmospheres | |
146 are the lest favorable, and can actually destroy armies after a certain | |
147 number of them exist. Atmospheres are: | |
148 | |
149 STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic) | |
150 | |
151 | |
152 | |
153 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
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157 | |
158 Surface | |
159 | |
160 The Surface of a planet defines what Resources can be developed upon | |
161 it. If a surface type does not exist, that relative Resource can | |
162 never be developed there. Surface types are: | |
163 | |
164 D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic) | |
165 M = Metal deposits (Repair/Shipyard) | |
166 A = Arable land (AGRI) | |
167 | |
168 Time | |
169 | |
170 The time since your team last recieved an update on the planet. Planets | |
171 do not instantly update, your team must make a physical effort to get | |
172 updates. To do this each ship has a scaner. Due to the fragility and | |
173 expense of the equipment scanner ranges for war vehicles are rather | |
174 limited, usually not extending past their shields, with the exception | |
175 of scouts who have a much larger increased range (Bases also have a larger | |
176 scanner). | |
177 | |
178 NOTE: Scouting is _EXTREMELY_ important! Enemies can take planets and | |
179 your team can be completely unaware of it. Have one roving scout AT | |
180 LEAST every 5 minutes. If you wonder which planets have been scouted | |
181 lately, toggle the galactic map until there are solid, grayed, and | |
182 empty planets. This is the scout display. Solid planets represent | |
183 those which information is so old it is obviously unreliable. Open | |
184 planets represent those where the information is generally reliable. | |
185 | |
186 Visit | |
187 | |
188 Visit represents which teams have gotten information on that planet, at | |
189 some point in the game. | |
190 | |
191 | |
192 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
193 @@b | |
194 Movement | |
195 -------- | |
196 | |
197 There are 3 different engines available on most ships, which in return | |
198 provide 3 different speed types. They are Impulse, Warp and | |
199 Afterburners. | |
200 | |
201 Impulse | |
202 | |
203 Impulse is the speed used while in regular combat. It is suggested | |
204 that you dogfight at slightly lower than normal cruising speed to | |
205 give you greater maneuverability and higher fuel recharge. | |
206 | |
207 Impulse speeds are regulated by the 0-1 keys as well as ^number (for | |
208 speeds higher than 9). The Greater and Less than signs will adjust | |
209 impulse speed by one poing relatively. | |
210 | |
211 Warp | |
212 | |
213 Warp is a set rate for each ship. It is a quick way of getting | |
214 somewhere without intense fuel consumption and engine temp. | |
215 | |
216 Warp is actually figured in two segments. There is the initialize | |
217 time, where you wait at a low idle speed while the warp coils | |
218 build up energy, followed by the actual transport period. While | |
219 in either stages of Warp a ship cannot fire nor cloak. | |
220 | |
221 Warp is initialized with '-'. Warp engagement can be suspended | |
222 in the initialization stage with '^-' (control minus) and engaged | |
223 after a pause with the same key ('^-'). | |
224 | |
225 While in warp initialization a tractor or pressor will disrupt | |
226 the process, causing a ship to drop into impulse speeds. | |
227 | |
228 NOTE: Warp is not transwarp, please do not call it such. | |
229 | |
230 | |
231 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
232 @@b | |
233 Afterburners | |
234 | |
235 Afterburners can be extremely handy when in a dogfight, however they | |
236 require a high level of skill to use without burning up a ships | |
237 engines. Afterburners are engaged with the ` key and disengaged | |
238 by initiating any Impulse speed. | |
239 | |
240 Messages | |
241 -------- | |
242 | |
243 Messages are the root to playing in Netrek. The game is designed to use a | |
244 high element of teamwork. You _CAN_ survive without working as a team, but | |
245 those who learn to work together using the "buddy" system usually stomp | |
246 across the galaxy. All communication between players uses the message | |
247 system. | |
248 | |
249 There are several 'boards' to the messages system. The main board | |
250 is the ALL board. Any message sent to this will be seen by everybody. | |
251 Following the ALL boards are the team boards, the GOD board, and lastly | |
252 the personal board. To send message to any board, place the cursor in a | |
253 message window. To specify the board use any of the following keys: | |
254 | |
255 'A' -> ALL board 'F' -> FED board | |
256 'R' -> ROM board 'K' -> KLI board | |
257 'O' -> ORI board 'G' -> GOD board (these are logged) | |
258 | |
259 Any lowercase number/character relative to a players connection is used | |
260 as a reference for that player's personal board (i.e. player F4 would be | |
261 a FED on connection 4). | |
262 | |
263 NOTE: Because using the message board is so important the server will | |
264 send a Cluecheck to each player. Simply reply as it requests to avoid | |
265 getting ejected from the game. You have 5 minutes to reply so do not | |
266 panic. Keep in mind, the server will not run a cluecheck on you | |
267 when you immediately log in, but rather at a random later time. | |
268 | |
269 | |
270 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
271 @@b | |
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278 | |
279 | |
280 Lingo | |
281 | |
282 Once you begin reading messages you will see lots of terms which | |
283 may seem unfamiliar. This is a quick overview of the most common: | |
284 | |
285 OGG: to attack or suicide a specific person (ie: OGG 4! means to kill | |
286 player 4 using every means possible (suicide if you must)) | |
287 | |
288 <player> ++ means that the player <player> is carrying armies (ie: 4++) | |
289 | |
290 STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources. | |
291 | |
292 Planet references are usually done with: <planet>:<star> (ie: Cla:Sol) | |
293 | |
294 Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol) | |
295 | |
296 SCUM: somebody who does 1 thing above all else, often equated with | |
297 planet scumming (taking planets with fervor). | |
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309 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
310 @@b | |
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314 | |
315 | |
316 | |
317 Ramblings | |
318 --------- | |
319 | |
320 * The idea of the game is to conquer the other race. Taking | |
321 planets on the periphery which are nowhere NEAR the frontline is simply | |
322 a waste of time, and is considered 'scummy' and 'twinkish'. | |
323 | |
324 * If somebody does something which frustrates the hell out of you, rather | |
325 than getting pissed and quitting, study how they do it, and try to repeat | |
326 the same maneuver on them. | |
327 | |
328 * Paradise (NetrekII) is not Netrek | |
329 | |
330 * Netrek is not Startrek (nor is it Starfleet battles (not the comp game)) | |
331 | |
332 * the rule of attrition: In paradise EVERYTHING will wear down after a | |
333 while. All you have to do is keep the heat on. IF the enemy is placing | |
334 the heat on you, do NOT take a defensive position and try to dig trenches, | |
335 it wont work! Take the offensive immediately, get in their faces, bomb | |
336 their planets, SCREW THEM! Only by doing this can you win. | |
337 | |
338 * The buddy system is the key to stomping across the galaxy, work as a | |
339 team. | |
340 | |
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348 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- | |
349 @@b |