Mercurial > ~darius > hgwebdir.cgi > paradise_server
view etc/motd.deepspace @ 14:b7fe2e0e4b86
Added #defines which hold the chance of nebulous terrain affecting
your weapons systems.
author | darius |
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date | Sat, 06 Dec 1997 06:27:50 +0000 |
parents | 2719a89505ba |
children |
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###### ####### ####### ###### # # # # # # # # # # # # # # ##### ##### ###### # # # # # # # # # # ###### ####### ####### # ##### ###### # ##### ####### # # # # # # # # # # # # # # # # ##### ###### # # # ##### # # ####### # # # # # # # # # # ##### # # # ##### ####### 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