Mercurial > ~darius > hgwebdir.cgi > paradise_server
diff 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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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/etc/motd.deepspace Sat Dec 06 04:37:01 1997 +0000 @@ -0,0 +1,388 @@ + + ###### ####### ####### ###### + # # # # # # + # # # # # # + # # ##### ##### ###### + # # # # # + # # # # # +###### ####### ####### # + + ##### ###### # ##### ####### +# # # # # # # # # +# # # # # # # + ##### ###### # # # ##### + # # ####### # # +# # # # # # # # + ##### # # # ##### ####### + + Pixmap removed awhile to check that + DEC OSF/1 client croaks with an FPE + on pixmap + + + + + + + + + + + + Admin: Kearsarge <eld@mpl.ucsd.edu> + +deepspace.pnetrek.org is an SGI Indigo2 with 64Mb of memory + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + + General Info: + + - This is NOT a 'paradise'-style server with warp, but rather a + server built to return to a style of game that has more depth + that the typical warp-capable universe. If you're expecting a + real ParadiseII server, you're out of luck (and sympathy :) ) here. + + The Galaxy and Rules: + + - This server currently uses a 125k x 125k grid for the galaxy. For + comparison, 'bronco'-style galaxies use a 100k x 100k grid, while + the arch-typical ParadiseII server uses 200k x 200k. Thus the + galaxy is 50% larger than a bronco galaxy, rather than the 4x + larger of a standard ParadiseII server. If you're using a standard + paradise client you will get the smaller galactic smushed up against + the upper left corner of the galactic window; sorry, but the client + is broken. If you can/want to build your own client with a galactic + width fix you're welcome to, since this server doesn't require RSA + authentication. I've got a patch if you want it. + + - Awright, no kills to carry is gone. The usual bronco kill/army + ratios are now in effect. + + + + - Taking in mind a comment from GRACCHUS, torp speeds have been + bumped down somewhat (they were bronco standard but I don't + much trust the SGI compiler to do everything right :) ) as + they were too devastating. Helpful fueling has been removed + as well. Helpful fueling should probably be restricted to planets + you own, rather that including neutral planets as well. Comments? + + - Popspeed has been lowered some, to make armies more scarce. + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + + - _Some_ of the stupid 'Torps come out of your ass' bug has been + fixed by reordering some server->client update data, but there's + still something nasty going on so torps tend to wiggle around + a bit on the display. Just turn shortpackets off unless you + REALLY REALLY need them. Note that your torps look FINE on + everyone elses display, just your display is fucked up 8) + Soon, soon. + + - Please tell me if that bitmap up there is too dense.... :) + + - I think RCDs work now. Give 'em a try. I'm not sure how one is + supposed to add a macro key for specifying the nearest star yet... + it might be a client thing. + + - We're using bronco ship values for all ships, which should + include the bronco det radius. I'm not totally convinced I + should use fuelexplosions yet; the jury is still out. + + - You can run 10 updates/sec if you want to, regardless of + wether you're a base or a ship. + + - Torps hurt own is default. We'll see about changing it. + + - DETDIST is 1800 vice paradise standard of 1750 or bronco + of 1700. + + + + + + + + + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + +Planets +------- + +Planets are the core of the game. Defense of a planet is important. However, +different planets have different values depending upon their attributes. To +find out the attributes type 'i' (the Info key) while the mouse is on the +planet. You will see a window similar to: + + Name + + The planet's Name + + Owner + + Which team owns the planet (Black + and White Monitors use this). + + Armies + + How many armies are on that planet. + You must always have at least 3 armies + on a planet, or you take a risk of loosing it to a revolution. Any + armies above 4 show up on the map. + + Resources + + Resources are current variables to the planet which CAN and do change + through the play of the game. Resources are linked with a surface + attribute (srfc). For an attribute to appear the surface must be + available on the planet. Resouces can be destroyed by continual + bombing of a planet, after excess armies have been destroyed. All + Resources which can appear are: + + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + + + RPR: Repair Station. These will raise the repair rate of your ship + if you orbit the planet and enter repair mode (repair mode is + entered through the 'R' key). Repair Stations require Metal + deposits on a planet ('M'). + FUEL: Fuel Station. Fuel Stations quickly refuel the ship (rather + than waiting for the recharge). Fuel Stations require + Dylithium deposits ('D'). + AGRI: Agricultural planets. This is somewhat of a misleading name. + An AGRI planet will boost army production (when in reality + the planets which would boost army production would be metro + planets). Agricultural planets require Arable Land ('A'). + SHPYD: The Shipyard. Shipyards are entrance points for players. + A Shipyard cannot appear unless a Repair Station is available. + Shipyards, as Repair Stations, require Metal deposits on the + planet ('M'). + NOTE: Player entry is figured by taking first the most valuble + Shipyard, or, if no Shipyards are available, it is the + most valuble planet. Armies and resources are taken + into consideration when figuring the most valuble planet. + _If you refit on a planet it becomes your home port_, and + you appear there until the Shipyard is destroyed or you + refit elsewhere. + + + Atmospheres + + The Atmosphere of a planet effects the Army production rate. The + best Atmosphere to have is a Standard Atmosphere. Toxic Atmospheres + are the lest favorable, and can actually destroy armies after a certain + number of them exist. Atmospheres are: + + STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic) + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + + + + Surface + + The Surface of a planet defines what Resources can be developed upon + it. If a surface type does not exist, that relative Resource can + never be developed there. Surface types are: + + D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic) + M = Metal deposits (Repair/Shipyard) + A = Arable land (AGRI) + + Time + + The time since your team last recieved an update on the planet. Planets + do not instantly update, your team must make a physical effort to get + updates. To do this each ship has a scaner. Due to the fragility and + expense of the equipment scanner ranges for war vehicles are rather + limited, usually not extending past their shields, with the exception + of scouts who have a much larger increased range (Bases also have a larger + scanner). + + NOTE: Scouting is _EXTREMELY_ important! Enemies can take planets and + your team can be completely unaware of it. Have one roving scout AT + LEAST every 5 minutes. If you wonder which planets have been scouted + lately, toggle the galactic map until there are solid, grayed, and + empty planets. This is the scout display. Solid planets represent + those which information is so old it is obviously unreliable. Open + planets represent those where the information is generally reliable. + + Visit + + Visit represents which teams have gotten information on that planet, at + some point in the game. + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b +Movement +-------- + +There are 2 different engines available on most ships, which in return +provide 2 different speed types. They are Impulse and Afterburners. + + Impulse + + Impulse is the speed used while in regular combat. It is suggested + that you dogfight at slightly lower than normal cruising speed to + give you greater maneuverability and higher fuel recharge. + + Impulse speeds are regulated by the 0-1 keys as well as ^number (for + speeds higher than 9). The Greater and Less than signs will adjust + impulse speed by one poing relatively. + + Afterburners + + Afterburners can be extremely handy when in a dogfight, however they + require a high level of skill to use without burning up a ships + engines. Afterburners are engaged with the ` key and disengaged + by initiating any Impulse speed. + + + + + + + + + + + + + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + +Messages +-------- + +Messages are the root to playing in Netrek. The game is designed to use a +high element of teamwork. You _CAN_ survive without working as a team, but +those who learn to work together using the "buddy" system usually stomp +across the galaxy. All communication between players uses the message +system. + +There are several 'boards' to the messages system. The main board +is the ALL board. Any message sent to this will be seen by everybody. +Following the ALL boards are the team boards, the GOD board, and lastly +the personal board. To send message to any board, place the cursor in a +message window. To specify the board use any of the following keys: + + 'A' -> ALL board 'F' -> FED board + 'R' -> ROM board 'K' -> KLI board + 'O' -> ORI board 'G' -> GOD board (these are logged) + +Any lowercase number/character relative to a players connection is used +as a reference for that player's personal board (i.e. player F4 would be +a FED on connection 4). + + NOTE: Because using the message board is so important the server will + send a Cluecheck to each player. Simply reply as it requests to avoid + getting ejected from the game. You have 5 minutes to reply so do not + panic. Keep in mind, the server will not run a cluecheck on you + when you immediately log in, but rather at a random later time. + + + + + + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + + + + + + + + + Lingo + + Once you begin reading messages you will see lots of terms which + may seem unfamiliar. This is a quick overview of the most common: + + OGG: to attack or suicide a specific person (ie: OGG 4! means to kill + player 4 using every means possible (suicide if you must)) + + <player> ++ means that the player <player> is carrying armies (ie: 4++) + + STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources. + + Planet references are usually done with: <planet>:<star> (ie: Cla:Sol) + + Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol) + + SCUM: somebody who does 1 thing above all else, often equated with + planet scumming (taking planets with fervor). + + + + + + + + + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b + + + + + + +Ramblings +--------- + + * The idea of the game is to conquer the other race. Taking + planets on the periphery which are nowhere NEAR the frontline is simply + a waste of time, and is considered 'scummy' and 'twinkish'. + + * If somebody does something which frustrates the hell out of you, rather + than getting pissed and quitting, study how they do it, and try to repeat + the same maneuver on them. + + * Paradise (NetrekII) is not Netrek + + * Netrek is not Startrek (nor is it Starfleet battles (not the comp game)) + + * the rule of attrition: In paradise EVERYTHING will wear down after a + while. All you have to do is keep the heat on. IF the enemy is placing + the heat on you, do NOT take a defensive position and try to dig trenches, + it wont work! Take the offensive immediately, get in their faces, bomb + their planets, SCREW THEM! Only by doing this can you win. + + * The buddy system is the key to stomping across the galaxy, work as a + team. + + + + + + + + +-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============- + @@b