SWINE/Win32 ** BETA RELEASE ** A port of the SWINE 1.30beta Netrek Client
  to Microsoft  Windows  NT  and  Windows  3.1/Win32s  by  Jonathan  Shekter
 (shekter@hookup.net)


 Contents:

         0. For People Who Already Play Netrek

         1. Introduction

         2. System Requirements And Installation

         3.  Basic  Instructions              
		3.1  Connecting  To  A  Server
		3.2  Logins
		3.3 The MOTD, Teams, And Ships
		3.4 Essential Commands
		3.5 How Not To Be Obviously A Twink

         4. Finer Points And Strategy             
		4.1  Dogfighting  Strategy
		4.2 Essential Operations
		4.3 Taking Planets
		4.4 Complete Command Reference

         5. Configuration            
		5.1  Keymaps              
		5.2  Complete Xtrekrc  Reference              
		5.2  Macros  And RCD            
		5.3 Default Macros And Distresses

         6. Technical Stuff            
		6.1  Where  To  Find  More              
		6.2 Netrek Dictionary

         7. Resources            
		7.1 UDP,  Short   Packets,  and  SLIP
		7.2 Ghostbusts


         8. Features  Specific  To   This   Client                      

	9.  Troubleshooting And Hints




 0. For People Who Already Play Netrek

         This document is a  somewhat  extensive  player's  manual.  If  you
 already know netrek in general and SWINE (formerly COW-lite) in particular,
 then all you really need to read is sections 2 and 7.  This  program  is  a
 direct  port of COW-lite v1.20, including all features (UDP, short packets,
 RSA, metaserver ) and command line and xtrekrc options  (except  fonts  and
 color.)  In other words, if you're clue, read sections 2 (installation) and
 7 (Windows-specific features.)

         If you're new to netrek, read on!


 1. Introduction

         Welcome! You are now the proud owner of  the best (and only at  the
 moment)    port   of   a   netrek   client   to   the   Microsoft   Windows
 environment.client.

         According to the FAQ (Frequently  Asked  Questions)  list  for  the
 newsgroup Netrek,

         "Netrek is a 16-player graphical real-time battle simulation with a
 Star  Trek  theme.   The game is divided into two teams of 8 (or less), who
 dogfight each other and attempt to conquer each other's planets.  There are
 several different types of ships, from fast, fragile scouts up to big, slow
 battleships; this allows a great deal of variance in play styles."

         It is played over the Internet, against real human oppenonents.  If
 you  do  not have a Windows computer on the internet, or connected via SLIP
 or PPP, you will not be able to play.

         I did not invent Netrek, as anyone who plays will know. I  did  not
 even  (really)  write  this  client.  SWINE  was written primarily by Steve
 Sheldon at Iowa State University. Even he did not write SWINE in a sense as
 it was based on the BRMH client, which itself was a modification of the BRM
 client by Ted Hadley, which was worked on by a team of people (and has  now
 evolved  into  COW)  and was originally derived from the Berkely and Rick's
 Moo clients.

         In other words, this game has a history and can actually be  traced
 back  through  various  ancestors  to  1972.  Andy  McFadden  has written a
 wonderful history of the game, see which for more.

         Up to 16 players, often widely seperated geographically, connect to
 a central "server" running at some site. There are maybe 100 public servers
 in the world and of  these  maybe  20  are  well  known  and  popular.  The
 individual players use a "client" program to connect to the server of their
 choice. Once in the game, the server recieves commands from the client (and
 hence  player)  and  sends  the  positions  and  status of the other ships,
 planets, etc, to all players, several times per second. The net  effect  of
 all this is to create a virtual galaxy where everyone can see eachother and
 interact, or to put it less academically, everyone plays in the same galaxy
 to try to take it over.


 2. System Requirements And Installation

         SWINE/Win32  is a full 32-bit binary, developed under  Windows  NT,
 but  will also run on Windows 3.1 with Win32s, minimally v1.15a, installed.
 If you do not have Win32s it is available by ftp from  ftp.microsoft.com as
 /SoftLib/MSLFiles/PW1118.EXE.  (I  didn't  invent the filename!) It is also
 available on wuarchive.wustl.edu  or ftp.cica.indiana.edu, in  the  windows
 directories.

         You will need  a  WinSock  implementation  for  your  machine.  Any
 flavour  of  WinSock should work, including Trumpet WinSock, although there
 are better TCP/IP stacks (Trumpet is somewhat slow).  If  you  are  already
 using  other  TCP/IP applications, such as Mosaic, Netscape, Eudora, WinVN,
 you already have a winsock.dll installed.

         SWINE/Win32 will run with a display driver of any number of colors,
 from  a  monochrome (1-bit) to 24-bit displays, and everything in between .
 But, you are STRONGLY advised to be  running  in  1024x768  resolution,  as
 otherwise you will have trouble fitting everything on the screen.

         The  follwing  files  are  included  in  this   release:
 *       netrek.exe              -           Netrek/Win32         executable
 *       netrekrc                -  sample  configurartion  file  with  nice
 window  placements  *       ntrk6x10.fon            -  6  by 10 pixel fonts
 file *       ntrk6x10.alt            - alternate font file, for large fonts
 display drivers *       netrek.wri              - You're reading it!


         Put these into the same directory (ntrk6x10.fon in particular  must
 be  in  the  same  directory as netrek.exe for proper operation), make sure
 WinSock (and Win32s if needed) is installed and run the executable.  That's
 it!


 3. Basic Instructions

 3.1 Connecting To A Server

         If you run netrekexe without any arguments it will just complain at
 you. It needs to know which server to connect to.  To do this, use the "-h"
 command line option:

         netrek -h thiserver.foobar.somewhere.edu

         This tells netrek to join the game in progress on that server. (You
 can  specify  the  port  number, if it's not the standard 2592, with the -p
 option, should you need to.) For a list of servers,  get  online,  see  the
 Resources section in this document.

         The better way to go about this, however, is to use the metaserver.
 The      metaserver      is      a      central     computer,     currently
 metaserver.ecst.csuchico.edu, which keeps track of currently running  games
 on  all  server.  If  you  start  netrek  with the -m option, it will first
 connect to the metaserver to get a list  of  active  games.  It  will  then
 display  a  menu  of each server and how many people are playing, and allow
 you to select a game to join. If you're running SWINE/Win32  for the  first
 time, starting the program as "netrek -m" is highly recommended.

         When you start the program, it will  load  the  defaults  and  then
 pause briefly while initializing. If you have selected metaserver use (with
 the -m option) there will also be a pause while the program telnets to  the
 metaserver.

         Netrek willl then attempt to connect to the specified server. After
 connection, there will be a pause, especially if running over the modem, as
 the MOTD  is recieved from the server. This can take up to 30 seconds  with
 a long MOTD over a modem. Then main Netrek window will then be displayed.

 3.2 Logins

         Everyone who plays netrek has one or more "characters." People play
 under handles. The point of this -- besides fun -- is to allow to server to
 track each person's statistics  from  game  to  game.  Thus  you  can  have
 ratings,  be  promoted   in rank, etc. A good name can also inspire fear in
 your enemy (a bad one inspires laughter, or ogging!)

         When you connect to a server, therefore, you  must  login.  If  you
 don't  expect  to  play  on  this  server  often or do not wish to create a
 character or use a current one, login as "guest."  Otherwise,  think  of  a
 name  and  type it in. You will then be asked for a password. This prevents
 other people from logging in as you and messing up your stats. Think of one
 and remember it! You will need it to log in later.

         Important note: This program is a direct port  from  X-Windows.  As
 such,  it  uses  X-style input focusing. This means that when you type, the
 keystrokes go to whicever window the mouse is currently in. Conversely, you
 must place the mouse in whichever window you wish to type in. This includes
 the login window. So, put the mouse in the tactical window as you type your
 name and password or you won't be able to enter anything!

         Also, if you are using Windows 3.1, you need to set your real login
 name   (as opposed to a character name). By looking at the player list (you
 may have to switch to alternate format by pressing  '')  you  can  see  the
 real,  user,  login  name  of  each character. Also, when you connect, your
 login name is displayed. This works  correctly  on  Windows  NT,  but,  the
 problem  is,  on  Windows 3.1, there is no function to get the user's login
 name becuase there is no login name! The previous version  of  this  client
 replaced  the  login  name  with the much hated "bozo". You should use this
 option to set the login name the client sends to the  server.  Most  often,
 you will want to set it to whatever the name portion of your e-mail address
 is.

 3.3 The MOTD, Teams, And Ships

         "MOTD" stands for Message Of The Day and it's what  you  see  after
 you  successfully  log  in. It will be displayed in the left window (called
 the "local" or "tactical" window) along with the team selection windows.

         With the mouse in this window, press "f" and "b" to move forward an
 backwards  through  this  message,  and  read it. Press Shift-R (capital R)
 should you wish to reset your stats. Do read the MOTD:  it  will  tell  you
 important server-specific information.

         The other defining thing about this screen are the  team  selection
 windows.  The  large  numbers  indicate how many people are playing on each
 team. Often you will not be able to pick an  arbitrary  team  but  will  be
 restricted  to  some  subset.  This  ensures that the teams are balanced in
 size.

         Click on the team of your choice and you will be assigned a cruiser
 for that team. Or, with the mouse in the appropriate window, press a key to
 select a ship type and start as that type. The keys you may press are:

         S - Scouts(SC):  These are fast fragile little things.  Good if you
 want  to fly around the galaxy at high speed and get shot down by the first
 big ship that gets near.  They are very good for harassing, and bombing  if
 there  are  many undefended planets with very few armies on them.  They are
 difficult to use to fight anyone, especially  if  your  machine  is  having
 blink problems. Cruise: 8 Combat: 6

         D - Destroyers(DD):  These are similar to scouts  but  they  are  a
 little  more  tough and they have slightly more powerful weapons.  They are
 good to fight in if you're good at dodging and keeping larger  ships  away.
 Definitely the best ship for those fond of  the 'Run-Away' tactic.Cruise: 7
 Combat: 5

         A - Assault Ships(AS): These ships are primarily useful in  bombing
 and  capturing  planets (something that beginners should do after mastering
 the basics).  One of their unique features is that they may carry 3  armies
 per kill their captain has.  Also, they are very tough to kill because they
 can take so much hull damage.  You have to plug extra torps into them 'just
 to  be  sure'.   They also can cloak fairly cheaply, to sneak in and attack
 planets. Cruise: 8 Combat:4

         C - Cruiser(CA):  The standard ship.  It combines a wide variety of
 features,  making it a good all-around ship.  It is the default ship if you
 don't select one. Cruise: 6 Combat: 4/5

         B - Battleship(BB):   This ship  is  slow  and  hard  to  maneuver.
 However,  it  has  the  most firepower of any normal ship.  It is also very
 tough.  Since it can take a fair amount of damage while still dishing out a
 lot,  it  is very effective for offensive players. This ship or the Cruiser
 is recommended for inexperienced players, since it need not worry  so  much
 about  evasive                  maneuvers  when  it is in combat.  Also, it
 lasts longer, both in damage and fuel. Cruise: 4 Combat: 3

                 O (for "outpost") - Starbase(SB): These are  very  powerful
 and  hard  to  destroy.   New  players cannot play these (rank of Commander
 req'd).   Because they are so powerful, new players should  probably  avoid
 getting  in fights with one.  It takes several players working  together to
 destroy one!  If you see a hostile SB, you're best off  running  away  from
 it.Cruise: 2 Combat: 2


 3.4. Essential Commands

         When you first enter the game, you will see two  main  windows  and
 several smaller ones. The large window on the left is the local or tactical
 window, where you will do most of your playing. It shows your ship and  the
 immediate  area around it. The window on the right is the map window, which
 shows the entire galaxy.

         Each planet has a long name which appears on the local window,  and
 a  three  letter  abbreviation  which  appears on the map. The color of the
 planet indicates its owner, which can be one of thr  four  team  colors  or
 gray  for  neutral.  Some  of the planets will also have symbols on them. A
 person symbol means there are more than 4 armies on that planet (and  hence
 it  can  be  bombed  if  its  an  enemy  planet or beamed up from if it's a
 friendly planet). A wrench symbol means that the planet is a repair planet;
 while  in  orbit around this planet you will repair damage much faster that
 usual. A gas can (looks like a sort of little box) means that the planet in
 question  is  a  fuel  planet,  and  you can refuel on that planet. This is
 important, because although you regenerate fuel automatically  if  you  are
 not constantly using it, a fuel planet will fill you up much faster.

         Below the tactical display are two little windows. The  topmost  of
 these  is  the  warning  window. Important messages will appear here. Below
 this is the message-send window where you can compose one-line messages  to
 send to your team-mates.

         Below the map window are  three  scrolling  lists.  These  are,  by
 default,  the  All  window,  the Team window, and the Inividual window (the
 "your" window).  These  show,  as  you  might  have  guessed,  messages  to
 everybody,  messages  to  just  your team and messages to just you in them.
 Read messages! This is important.

         With this in mind,  the following is a direct ripoff of the classic
 "opening  screen"  documentation, which is partof the MOTD of many servers.
 It will tell you the basic commands and should be enough to get you started
 playing. Thanks to Eric Mehlhaff for writing it.

 -----------------------------------------------------------------------

                              OPENING SCREEN

 ----------------------------------------------------------------------

 Mouse Buttons:
         Left                    - Fire Photon Torpedoes toward Mouse Cursor
         Shift+Left or Middle    - Fire Phaser toward Mouse Cursor
         Right                   - Change course toward Mouse Cursor

 Other Important Commands: 0-9     Set Warp Speed 0-9 )       Set  speed  to
 warp  10  !        Set  speed  to  warp  11  @       Set speed to warp 12 %
       Set speed as fast as you can go!  c       Cloak/Uncloak Ship.   While
 cloaked    your    ship    will    not    show   up   on   other   players'
                 tactical displays.  It will show up as a ?? on the Galactic
 display.   l        Lock onto object.  Sets your course to that object.  If
 it's a planet or a Base, you            automatically dock there  once  you
 arrive.   t       Fire  torpedo  p       Fire phasers T       Tractor Beam.
 Pulls target toward you but uses a lot of fuel.  Useful to make sure  ships
       that  run away get killed.  y       Pressor Beam.  Just like Tractor,
 but it  pushes  target  away.   Useful  in  keeping  those            over-
 agressive  warships  away  from  you.   s,u      Raise/lower shields.  Your
 shields consume fuel.  Also, your ship will only repair internal     damage
 while shields are down.  But you are much more vulnerable when your shields
 are down.  L       Bring up the Player List Window.  So  you  can  see  the
 names  behind  the  player numbers,    as well as their stats.  i,I     Get
 information on the player or planet nearest your mouse  cursor.  Lower  and
                    uppercase    report    different   things,   try   both.
 q       Quit game quickly  Q       Quit  game,  but  read  the  MOTD  first
 h       Bring up help window

 How to send Messages:         Press 'm' or put your  mouse  cursor  in  the
 outgoing message window.  It is the lower of  the two thin one-line windows
 just below the tactical window. Type the letter for who you  want  to  send
 to:         0-9, a-j   Message is sent to player of that number/letter
                 t  Send to your own team
                 A  Send to All (Everyone!)
                 F  Send to Federation           K  Send to Klingons
                 R  Send to Romulans             O  Send to Orions

      Use the Esc key to cancel a message before sending it.

 Tournament Mode:         Tournament mode starts you when have 4  vs  4  and
 the  teams are not diagonally opposite (eg Fed vs Kli is no good).  You can
 get DI only during tournament mode, and more DI leads to promotions.  DI is
 a  composite  score  based on total planets taken, armies bombed, and ships
 killed.  During Tournament mode ('Tmode' -- look for the little  't'  among
 the  flags,  which  are on the upper-left of the "dashboard" directly below
 the tactical window) you receive no DI for attacking non-warring races,  ie
 those races not represented by a team of 4 or more.

 Ratings:         Your rating will be updated only  during  Tmode.   Ratings
 are  derived from your planet bombing, killing (offense) and getting killed
 (defense) rates, normalized with respect to the  average  of  all  players.
 That  is,  a  rating  of 1.00 means you have exactly the average of all the
 current players.

 Plasmas:         To  get  plasma  torpedos,  get  2  kills,  and  refit  to
 [DD/CA/BB].  These home in on a target but can be shot down with phasers.

 Getting Started:

      When you start playing Xtrek,  it's  probably  best  if  you  use  the
 'guest'  login handle. When you first enter the Game, you may need to press
 hit the keys 'B' and 'V' twice each.  This makes the planets resources show
 up  on  the  tactical  and  Galactic Maps. If you are experiencing a lot of
 'blink' (uneven screen updates), try setting your updates/second to a lower
 value.   Do this in the options window ('O' - that's capital oh -- to bring
 it up).  Click the mouse button on the updates number  until  you  get  the
 number  you  want.  Lower updates tend to produce less blink, although they
 make xtrek less playable when the network is working normally.

         Declare peace with  everyone  (except  perhaps  the  current  enemy
 race).   This      way you won't be attacked by neutral planets and robots!
 Set stay peaceful when reborn (in the options window again).  This way  you
 won't have to redo your war settings every time you get shot down.

 Hints for Beginners:

      Watch your fuel.  When you run out, your weapons won't fire, you can't
 go  very  fast to run away, and you'll be helpless. If you run out of fuel,
 go orbit a friendly or neutral fuel planet.  You can recognize these by the
 little  fuel  can  (looks  kind  of like a square) on the right side of the
 planet, assuming your maps show resource icons on the planets (if not,  see
 Getting  Started,  above).  Avoid  chasing  ships, unless you know they are
 badly damaged or out of fuel.  It's very hard for you to dodge their  fire,
 and  very  easy for them to dodge yours.  On the other hand, if you can get
 someone to chase you, waste them!

      Learn who your enemies are.  If you shoot at friendly ships, not  only
 do you waste fuel, but you show everyone that you are a beginner.  And many
 players will specifically go for beginners just for the easy  kill.  Change
 speeds  a lot.  It is often useful to use high speed to get into the action
 quickly.  But at high speeds you  will  have  a  hard  time  dodging  enemy
 torpedoes.

         If you're not in combat, fly around with your shields  down.   This
 enables you to repair a little damage, and you use less fuel that way.  But
 beware, you are very vulnerable if you are surprised.

 Strategy and the grand Scheme of things:

         There's more to Netrek than just ships flying  around  and  blowing
 each other away.  The actual goal of the game is to conquer the galaxy.  As
 a shorter term goal, a team must conquer the planets  of  the  other  team.
 This   genocides the team, and all its players are forced to quit or change
 to a new team.

 How to Conquer Planets:

         You conquer planets by first bombing the armies  on  enemy  planets
 down  to  less  than four.  Then you need to get some kills -- you can only
 carry armies if you have killed with your current ship -- and beam up  some
 armies from one of their own planets with the 'z' key (you can only beam up
 armies if the planet has more than four armies, so you have  to  keep  your
 enemies  from  bombing  your  planets!).    Once you have armies, orbit the
 enemy's planet and beam them down with the 'x' key.  Each  of  your  armies
 destroys one of the enemy's armies, so you will need more armies to capture
 a planet than the planet currently has.  Usually, as a rule  of  thumb,  it
 takes  5  armies to capture a planet, unless of course, it has fewer armies
 than that on it.

         Some planets are more important to capture, too.  Fuel planets  are
 good  planets  to  capture,  because capturing them prevents the enemy from
 refuelling on them. Similarily, repair planets (look for the little  wrench
 symbol  on  the planet) repair ships orbiting them much faster than normal.
 Agricultural or "agri" planets -- press 'i' on the planet or bring  up  the
 planet  window  with  'P'  --  are  valuable  becuase  they generate armies
 quickly.

 Standard Netrek games usually follow a pattern:

 The game starts:         The teams have all their planets and usually about
 30  armies per planet.  So, the object in this stage is to bomb out as many
 of the enemies' armies as possible, while preventing them from bombing  out
 your own.

 The planet capturing stage:         Most of the armies are bombed away,  so
 the  players  concentrate  on  capturing  the  enemy planets.  It's kind of
 pointless to try to capture enemy planets while they still have  a  lot  of
 armies,  so  this  is  why  players don't try to capture planets until this
 stage.  If the enemy has lots of armies, it is very easy for them to simply
 recapture their planets.

 The Desperate wait for armies:         The players have  used  up  most  of
 their  armies  trying to take planets, so they are waiting for more to grow
 on their own planets so they can take the enemies'.  What few they  do  get
 often  end  up  dying, as the ship that was carrying them is hunted down by
 hordes of enemy ships.

 The Last Planet Defense:         One of the teams has lost several  of  its
 planets.   It  only  has  a few of the ones near its homeworld.  They don't
 have many armies to recapture their worlds because  they  don't  have  many
 worlds  to grow them.  But their worlds are well defended because they come
 back real close to them when they die.  This stage can last  for  hours  if
 the  winning  team  isn't aggressive or well-enough organized to take those
 last few worlds.

 Genocide:         One team loses its last  planet,  and  the  cycle  starts
 over,  but  with  a  few changes.  The team that just won has twice as many
 planets.  But the new team has all its planets with  a  lot  of  armies  on
 them.   The  first  few  minutes  are a struggle to see if the new team can
 capture a lot of planets before all their armies are gone.

 This help file courtesy of mehlhaff@ocf.Berkeley.EDU (Eric Mehlhaff)

 -----------------------------------------------------------------------

 3.5 How Not To Be Obviously A Twink

         A "twink" (see section 6.2) is  someone  who  is  a  netrek  loser.
 Netrek,  because it is a multi-player game, has an etiquette. Specifically,
 stupidity and laziness are not tolerated. Below are some  comments  on  how
 not  to  get  labled  a  as  a  twink,  which  is not only embarassing, but
 dangerous as players may kill you whenever they need an easy kill (so  that
 they can carry armies and hence take planets.)

         A twink:

         - does not read messages. Netrek is a team game.  Be  part  of  the
 team.

         - shoots at his own team. Know what team you are on. You chose  it,
 after  all.  Know  what  color that team is. Do not fire upon ships of that
 color. Simple.

         - picks up armies, flies in without escort, and gets  killed  while
 carrying. Don't die with armies on board if you can avoid it. Everyone gets
 killed while carrying,  but  getting  stupidly  killed  while  carrying  is
 unforgivable, if your team is low on armies, which is often the case.

         - does not listen to his teammates. Help  your  team!  People  more
 experienced then you will try to direct actions and strategy. If you have a
 better idea, say so, but don't just ignore the requests of your teammates.

         - calls for help continuously,  whenever  there's  someone  chasing
 him.  Learn  how  to defend yourself. If you can't, don't, for example, fly
 deep into enemy territory by yourself. Actually, this is  fine,  but  don't
 then  expect  your  friends to come to the rescue as soon as someone starts
 grinding you down. For one thing, ships do not move all that fast and so by
 the  time  they  arrive you will probably be dead. For another thing, there
 are better things to do than waste time saving someone who will just get  a
 new  ship  a few seconds later anyway, unless you are of some special value
 to the team, e.g. carrying armies, have many  kills,  etc.  This  does  not
 mean,  don't  call for help when defending a planet or taking, for example.
 But if you are about to get killed and you're not doing  anything  special,
 sorry.

         - does things or takes resources better done  or  used  by  others.
 Examples  of  this  are   bombing a planet when there is a friendly assault
 ship right there that could do it, or taking armies before a  more  skilled
 or  better  equipped (e.g. you're in a scout and he's not) player who wants
 them can beam them up. (The first is becuase assault ships are more  likely
 to  bomb  planets to a lower value than any other ship type, making planets
 easier to take.)

         - explodes  near  his  teammates  and  kills  them.  Explosions  do
 considerable  damage.  This fact can be used to your advantage, for example
 when ogging (killing with a suicide attack) someone. But don't explode over
 or  near friendly ships. For example, if your are protecting someone, as in
 escorting for planet takes, stay a  little  bit  away  from  them  so  that
 if/when you get toasted, you don't kill them too.

         - pesters others for help instead of reading the manual or figuring
 it  out  online. This last point is extremely important! Read this document
 thouroughly, and investigate the FAQ, various Mosiac sites, and the  Netrek
 archives  (see  section  6.1) thouroughly before pestering other playes for
 help with simple things. Note that this does not mean don't ask  questions:
 on  the  contrary,  many  players  are more than happy to explain things to
 beginners. But a) not in the middle of a  battle,  b)  not  always  are  an
 unlimited amount and c) not things that are easily found out by reading the
 help (press 'h') or the manual. In otherwords, people who are too  lazy  to
 find  out  for themselves, if at all possible, will not be regarded highly.
 Other players will offer suggestions and answer specific questions.  Things
 like  "how  do  you  play this game?" or asking "how do I raise my shields"
 eight times in the middle of a game (when you can always press 'h' and find
 out) are not appreciated by most players.


 4. Finer Points And Strategy

 4.1 Dogfighting

         Dogfighting is not  the  point  of  the  game  or  even  a  primary
 objective.

         It is a means to an end as is neccessary for two  reasons:  a)  you
 must  have kills to carry armies and take planets, and b) you often need to
 stop enemy ships from doing things, such as taking your planets or  bombing
 your space, or killing your team's carrier (or you!) when you are trying to
 take a planet. Killing them is one good way, although there are others.

         The following is from the Netrek archives. Due credit to those  who
 wrote it, please.

 ---------
 ------------------------------------------------------------------------------------

         Here is the manual I mentioned.  I posted  it  'cause  many  people
 said I should.

         I only use a CA, so if you play another ship take any advice with a
 grain of salt (actually, take it all with a grain of salt.).

         There  are,  as  I  see  it,  3  major  things  about  successfully
 dogfighting. The most important, by far, is intensive use of tractors.  The
 second is to change speed constantly.  The third is to det incoming torps.

         Remapping the keyboard in the .xtrekrc file is  important.   The  y
 key  for  pressor  (?),  etc. is impossible to properly utilize.  For those
 interested, here's mine: dTeyadllrrqe D I think some of that was redundant,
 but it works, so I don't care! :)

 I.     Tractoring/pressoring  II.    Changing  speeds  III.   Detting   IV.
 Shields   V.     Torps  VI.    Phasers  VII.   Cloaking  VIII.  Plasma  IX.
 Knowledge is half the battle :) X.    Interesting Tidbits

 I.  Tractoring/pressoring

      A.  Tractors are most useful for holding an opponent in place so
          that your torps can catch up to him.  By tractoring an
          opponent, one a) slows the opponent's turning speed down for a
          short time and b) pulls him in the direction of your torps.
          THIS IS MOST IMPORTANT.  I can not tell you how many people
          have come rushing onto the screen that I have tractored, using
          their speed, and pulled them right onto a string of torps.

      B.  Tractors are also useful for pulling wounded enemies (and
          full-strength scouts) into your phaser range so that you can
          finish them off.  However, see III. Detting for more on that.

      C.  My favorite method of killing any enemy is to pull up next to
          him, speed up to warp 8 or 9, and on the pass launch a volley
          of torps and at the same time tractor him.  Fire the torps
          almost perpindicular to your ship, because at warp 8, they will
          move outward AND forward, hence slamming into the opponents
          ship.  I will also det his torps if they look like they might
          hurt me.  Sometimes, if the torps might not hit him, I pressor
          him, and sometimes, just sometimes, his rapid turning pushes
          him BACK into the string of torps.

      D.  In the opposing situation, if an enemy tries this on me, I turn
          in his direction and pressor off of him at the same time, which
          (most of the time) propels me out of his incoming swath of
          torps.  Pressors are most useful for maneuvering into and out
          of positions for battle. I don't use them extensively in battle
          but perhaps to keep a phaser-thirsty ship out of range so that
          I can torp him, or, in cases where there is a good BB playing,
          pressors are a key to survival.

 II.  Changing speeds

      A.  It is important to change speeds constantly.  Many opponents
          tend to dodge torps I send at them.  However, when involved in
          a dogfight, and torps are flying in a perfect line at your
          ship, slam your hand down around the 7-8-9 area, and watch as
          your CA accelerates past the torps (I dogfight at 4).  A while
          back, I fought with West 11 or 12 times on an abandoned server.
          Against that kind of skill, I change speeds maybe, once very 3
          or 4 seconds, just to throw him off as to where I am going.
          That match ended in a tie or close to it.  Those 'lil matches
          took over a minute usually.  Learn to be patient.  The next
          entry, B, illustrates that.

      B.  The other day, I angered an opposing BB so much that he roared
          onto the screen firing a plasma and a blob of torps.  I calmly
          turned perpendicular to his plasma and accelerated.  That got
          me out of the torps' way and out of the possible turning radius
          of the plasma.  The BB then turned tail and slowly moved away
          from me, firing torps all the way.  By moving back and forth
          and calmly accelerating out of his torps I followed him all the
          way up to a fuel planet, never raising my shields or firing a
          shot.  He started orbiting the fuel planet, and I sped up to 8
          or 9 and roared by him, firing a volley of torps, tractoring
          him off the planet, detting, and phasering.  Needless to say,
          he died and I lost my shields.  But I was patient.

     C.   Also, remember to pressor oggers that appear behind you, as this
          will keep them from blowing up on you (I tend to tractor them,
          fire torps at them, and then pressor them, thus ensuring their
          death and preserving most of mine).  However, you must be going
          away from the ogger at at least warp 7 for this to work,
          because pressors only really neutralize the ogger's tractor.

     D.   When you are attempting to catch up to a target, and he is
          fleeing at similar speed, you can do 2 things: 1) If there are
          enemies in the area who could help him, you must get him
          quickly, so det torps sent in your direction.  2) If you and he
          are alone, if he fires a line at you, slam the 1-5 warp area
          and turn a little to the side.  This usually lets you dodge
          most of them, but he gets those few extra seconds to flee a
          little more.  However, if he has no help in the area, you might
          still have a chance of catching him.

 III.  Detting.

      Here is the Netrek concept that will get me in trouble with other good
 dogfighters.   Most  never  det in battle.  I, however, live on detting.  I
 will cover detting on the "accepted scale" from A to C.

      A.  Det when tractoring scouts in and phaser them to death.  Scouts
          fire dinky 25 pt torps that do 6 pts of damage when det them.
          If you can tractor them and you are moving at sufficient speed,
          you can crunch a scout in a CA.  As long as you det.  This goes
          for any wounded ship, too.  If a CA is wounded and is sitting
          stopped, rush at an angle, fire torps and tractor him in.
          However, you MUST remember to det torps.  If you don't 10 to 1
          you will mutual with him.

      B.  Det torps for wounded ships, planet takers, and SB's.  If you
          want to be a good escort, stay AHEAD of the planet taker and
          det any torps headed for the planet.  However, REMEMBER to fire
          at incoming oggers, and if you must, mutual with any too close
          to the planet.

      C.  Det enemy torps to wound other enemies.  This I use only in
          special situations.  When a cloaker (planet taker) flies over
          enemy torps, det them.  You will take damage, but so will he.
          Any planet taker that slows down 'cause of wounds is usually
          dead in any clueful game.  Planet taking counts on the taker to
          make it to the planet as fast as possible before oggers
          overwhelm the escorts.

      D.  OK, I also det a lot in combat.  When I am dodging, I will
          often det to open a "hole" in a stream of torps, or det the
          first few torps in a string so that I can zoom by.  Remember,
          detting ideally only inflicts 25% of the damage on your ship,
          so detting 4 or 5 torps really is nothing in a CA.  I also tend
          to det whenever I make a pass at an enemy.  Granted, at one
          inch away those torps might not hit me, but I don't take the
          chance.  50-130 pts norm on a dogfight, I guess.  At one inch,
          one pass is usually enough :).  Some good players can use my
          detting against me, but not always.

      E.  You know those situations where you and an opponent suddenly
          zoom on the screen at the same time and right at each other?
          Usually, you will ram each other with a blob of torps.
          However, the best way to survive is to slam your hand down on
          the speed of 1-4, turn rapidly to one side, fire torps,
          pressor, and DET constantly.  About 50% of the time this will
          allow me to destroy the incoming ship, but I in turn usually
          take almost 80-90% damage.  However, I survive.

      F.  If you are in a situation where both you and your opponent are
          both wounded and he is taking pot shots at your ship, go into
          repair mode.  When he fires a torp, and you can't dodge it, det
          it.  Repair mode will usually repair enough shields for a 10 pt
          det.  This way you conserve your fuel.  Once you get enough
          fuel, start moving and unleash a full string of torps at the
          enemy.

      G.  If you are in a situation when you have enough fuel to kill a
          crippled ship but he is right on top of you and his explosion
          will kill you, pressor him away before phasering him and
          killing him (assuming he has no fuel).

 IV.  Shields

          Never keep your shields up all the time.  Your hull doesn't
          repair and your fuel regenerates slower.  Get in the habit of
          putting shields up ONLY when you are doing the following:

          1.  Approaching an enemy planet for bombing or planet taking.

          2.  Within about 3/4 the phaser  distance  of  a  CA  or  -->BB
 <--.

          3.  If torps are gonna hit ya.

          4.  If a cloaker is coming to ogg you and he is within phaser
              distance on the galactic.

          5.  If friends fire a lot of torps over you and an enemy is in
              the vicinity to det them on you.

          6.  It's fun to let a SC to get within phaser range: let him
              lock you a few times and he (sometimes) get cocky.  Once he
              turns around to engage you, tractor him in and kill him.

 V.   Torps

      A.  Though I covered most of this in tractor, PRACTICE, PRACTICE,
          PRACTICE.  Some people here at Duke who program 'borgs say my
          torps are almost vector anyway.  I have been accused many times
          of having a 'blessed borg.'  It is because I practiced lots
          last year (this year I don't play very much anymore).  PRACTICE
          AIMING THOSE TORPS.  Learn to lead your opponent.

      B.  Don't det your own torps when you are first learning.  This is
          the lazy man's way of getting another shot.  When you are first
          learning, and you die cause your first shot missed, you will
          soon learn to start aiming better.  If, however, you keep
          detting your torps, you will waste all your fuel in no time and
          gain little experience from the situation.

 VI.  Phasers

      A.  I use phasers when I make a pass at an enemy.  Usually it is
          the difference that kills him.  It is difficult to remember to
          tractor, torp 8 times, shields up, det, phaser, and move...but
          the extra 40 pt phaser sometimes is all you can get on the guy.

      B.  I don't suggest attempting to whittle down an enemy with
          phasers.  The only person I've ever known to do this
          effectively against me was Val, and he's gone...

 VII.  Cloaking

      A.  Don't cloak (remember, this is a dogfighter's manual).

      B.  Cloaking is only for dodging 'outgoing oggers' (those coming to
          ogg you before you reach your target) or to pass over some
          interference dogfighters who are between you and your target.

      C.  Cloaking is for mainly planet takers and oggers.  That is NOT
          my forte.

 VIII.  Plasma

      A.  Never use plasma.

      B.  However, plasma is useful when there is a solitary planet taker
          orbiting a planet and you are racing to it.  A plasma and a
          blob of 8 torps will usually do the trick.

      C.  SMACK!

 IX.  "Knowledge is half the battle." :)

      A.  KNOW YOUR ENEMY.  Know what kinds of ships the bitmaps are.
          Learn what kind of shields and hull and torps and phasers each
          ship has.  Learn to add up quickly in your head, "Well, 3 torps
          and a decent phaser.  120 for the torps, 40 for the phaser.
          That CA is hurtin' and won't be able to flee from me for a
          bit..."

      B.  Keep track of your shields and your fuel.  Make sure you have
          enough fuel to get out of there, 'cause you might get 2 kills,
          but an ogger will rip you to shreads when ya have an empty
          tank.

      C.  Learn to cripple an enemy.  When you are rushing to say ogg a
          SB hanging around the enemy home planet or especially to take
          the home planet, NEVER kill oggers coming to engage the blob of
          escorts and planet takers you are moving with.  If you do so,
          you a) waste your own fuel and shields and momentum, and b)
          enable the enemy to reappear right next to your target with
          full everything.  Bad move.  Either cloak before you get to
          outgoing oggers, or hit them with 4 torps to cripple them <--
          This is possible.  X.  Interesting Tidbits

      A.  I don't really ogg...I usually uncloak about an inch from the
          player and depend on my aim to kill the guy...ogging would
          better be explained by MUCUS, _ensign, Val, and FreeKill.

      B.  Escorting

          1.  Fly in FRONT of the carrier.

          2.  Det torps that might hit him on the planet.

          3.  Oggers usually race onto the screen at full speed...  Use
              it to your advantage: tractor and jam 8 torps up his
              nose...  He can't dodge due to his high speed.

          4.  NEVER fire torps over your home planet when an enemy can
              det them on your carrier.

      C.   Flying Interference

           1.  If you are staying at an important front line planet, and
               you are flying "interference" in guarding it...  keep your
               eyes open for takers and their escorts massing below and
               call for help.

           2.  If ya get caught defending a planet against a mass of
               enemy ships, as I often do, good luck.  The best thing to
               do is 1) cloak and maneuver over the taker and det his
               escorts torps. 2) Distress a lot and move back and forth
               over the planet, firing a few torps to make enemy ships
               turn from their course.  In this case, you MUST survive
               long enough for help to arrive.  Most likely, on a clued
               game, you would be ogged by the escorts, but sometimes
               they hestitate too long and friendlies arrive.

         That's it!

         Insights, criticism, etc. please either post to r.g.n or mail

          John Kirk Hammond         jhammond@raphael.acpub.duke.edu

 Thanks!

 ------------------------------

 From: mccoy@ccwf.cc.utexas.edu  (Jim  McCoy)  Newsgroups:  rec.games.netrek
 Subject: Re: Favorite fighting tactics Date: 19 Jul 1993 15:53:01 -0500


         A lot of the "dogfight" tactics depend a great deal  on  what  ship
 you  are  using, so it is harder to generalize in the same way you can with
 higher level strategic discussions.  Most of what I  consider  "dogfighting
 tactics"  are  really  only  a  list of general ideas and philosophies that
 depends a great deal on who I am fighting and  what  is  happening  at  the
 time.

         The biggest secret to dogfighting well  is  learning  to  use  your
 tractors  and  pressors.  This is not really a secret, as everyone who is a
 good dogfighter will tell you about it, but until  it  becomes  so  natural
 that  you  don't  think  of T/P as any different from phasers and torps you
 will not be able to  fight  with  the  best  out  there.   Speed  and  fuel
 management  is  second  I  think,  and  accuracy with phaser and torps runs
 behind these, IMHO.

         A couple of minor tactics that might  be  useful  (these  generally
 assume a CA v. CA engagement):

         -Tempt the enemy with down shields at  the  upper  limit  of  their
 phaser  range and pressor them every now and then.  When they take the bait
 and hit you with phasers you turn into them, tractor and accelerate,  raise
 shields  and follow up with a phaser of your own.  With practice you should
 be able to get all of these actions done within the  span  of  the  enemy's
 initial phaser recycle; a pressor and a turn after you get your phaser lock
 can then shear you away from them to limit damage from a folow-up phaser.

         - Tractor charge: This tactic relys upon a constant  tractor  as  a
 hook,  holding them enemy in place and allowing you to more easily hit them
 with torps. This assumes your opponent does not know  how  to  pressor.  By
 selectivly using a pressor the tractor'd enemy can gain maneuverability and
 get around your torps. This gambles a  lot  of  fuel  on  the  question  of
 whether  or  not  the person you are fighting with knows what pressors are.
 For most pick-up games this should work well but it is a big risk  to  take
 in a high clue game.

         -Jab the enemy with your pressors to goad them  into  upping  their
 speed  so  that they can close the distance separating the two ships.  When
 they turn towards you switch to tractor and  pull  them  in  and  unload  a
 stream  of  torps and a phaser.  This is similar to a tractor charge except
 you get to retain more control over the engagement due to  your  low  speed
 (and  higher maneuverability) by using pressors prior to contact to get the
 enemy to increase their speed.

         -Use pressors to evade torp streams.  This sounds  simple,  but  it
 seems  few  people do it. You just turn in a direction perpendicular to the
 torp stream and pressor off the firer, you  can  usually  get  out  of  the
 torp-wobble  arc  from  the  stream just using pressors and a little bit of
 warp.  This is particularly useful if you are damaged but the enemy is  not
 willing  to  close to knife-fighting range and risk a mutual; you can dance
 around their torps even at low-warp.

         -Torps do not have to hit the enemy to be effective.  You  can  set
 up a stream of torps to deny a direction of movement to the enemy and force
 them in a particular direction.  Most people will instinctively  turn  away
 from  the stream instead of detting through it to break off the engagement.
 This is also a useful tactic if you are double-teaming someone  (to  direct
 them  towards  your  partner)  or  are being double-teamed (to split up the
 enemy so that you can engage them one at a time.

         -Get good positioning.  Try to decide where  to  fight  before  you
 start.  Being  able to fall back to a fuel or repair planet is an advantage
 you should try to set up if you can.   Be  prepared  to  give  ground,  but
 expect them to take damage and lose fuel for the ground they gain from you.
 Make them need to get through you, this is not as easy as it may sound;  if
 they  want to avoid you it is best to force them to take a wide turn.  This
 is particularly important in the "space-control" style of dogfighting  that
 is popular in recent INL play.

         -Speed kills.  This is simple enough, but it seems a lot of  people
 have  this  mistaken  impression  that they can maxwarp into a dogfight and
 survive (or even maxwarp _through_ a dogfight...)  If you are going at your
 max  speed  by  the  time  the  enemy  is on your tactical you will be at a
 disadvantage because you _must_ slow down soon while the enemy  can  either
 accellerate  or  decellerate  and  use  their  increased options to gain an
 advantage over you.

 raisin


 4.2 Essential Operations

         As I have noted before, netrek is a team game. There are some basic
 team manuevres that you should know.

         Taking a planet: a single carrier (of armies) can get killed  quite
 easily, especially if the opposing team considers that he must be killed at
 all costs to save a planet. So unless the planet  in  question  is  totally
 open,  takers  need escort to protect them from enemy ships while they beam
 down armies, which is a slow process.  You  will  therefore  sometimes  see
 requests  for  escort  (in  the  team  message  window.)  If you are in the
 vicinity and free, help that player make it to their chosen destination. To
 do  this, it is best to slightly arrive ahead of the carrier, and clear out
 enemy ships. The idea is to protect the taker, hence if you kill and damage
 the  ships in the vicinity it makes it easier for the taker to take. Often,
 however you will not be able to kill all the ships nearby.  In  this  case,
 when  your carrier arrives, you must protect him from enemy fire. The taker
 is very vulnerable while dropping armies  as  his  shields  will  be  down.
 Position  yourself  between the taker and the enemy if at all possible, and
 distract the enemy ships by engaging them.  You  can  also  detonate  enemy
 torps that would hit your carrier, by pressin the 'd' key (the torpedoes in
 question must be quite close to your for this to work). The  point  of  the
 exercise:  keep  the  carrier  alive long enough to take the planet, at all
 costs, including your ship! (Obviously don't escort  if  you  are  carrying
 yourself,  if  you  can  help  it. Beam down your armies to a safe location
 first.)

         Ogging: This is the art of killing a carrier, or potential carrier,
 by  suicide  run. Ogging is a simple tactic and any dummy can do it. On the
 other hand, ogging well is an art, involving exactly when to  uncloak,  how
 fast  to go, etc. A good ogger should be able to kill his target every time
 (obviously this does not apply if the target is an SB), simply  becuase  he
 has the advantage in that his explosion is a weapon.

         Ogging a  starbase:  Enemy  starbases  can  be  very  inconvenient.
 Killing  one  requires  a  coordinated effort. Typically wave after wave of
 ships gang up on  the  starbasse  and  do  suicide  runs  into  it,  firing
 everything  they have and then hopefully exploding right over it. The trick
 here is to cloak so the SB doesn't just phaser you  before  you  get  close
 enough.  (Cloak  before  the SB comes onto your tactical display, and hence
 you onto his, otherwise he will know where you are anyway.) Then, flying at
 maxwarp  into  the  SB,  uncloak  just before you reach him and fire a full
 stream of torps and your phasers into him. You will die very soon,  but  if
 you  sime  it  right  the  explosion  will hurt him. Use a battleship or an
 assault as these have strong hulls and so  can  get  closer  before  dying.
 Ogging  an SB works best when several people do it at once. The SB can only
 fire so fast and phaser in one direction, so  when  mutiple  people  attack
 simultaneously, it is much easier to get a clean shot.

         There are several variations on this. Sometimes it  is  helpful  to
 fly  slower so that you can dodge the torps being fired at you to get close
 enough. Also, it is sometimes useful to circle just out of phaser range and
 send  streams  of  carefully  aimed torps at the SB. This only really works
 well if there are not many enemy ships in the area, for two  reasons:  one,
 they will kill you, and two, a starbase, while it cannot dodge very well as
 its max speed it warp 2, can use its powerful tractor and pressor beams  on
 nearby  friendly  (or  unfriendly!)  ships to move itself out of the way of
 torpedos. Speaking of which, if the  SB  tractors  you  --  you  will  know
 becuase  you  will  suddenly not be able to move or dodge very well -- just
 fly right into him, tractoring him too! He is holding you still so  he  can
 kill  you,  you're dead anyway. So fly right into him, closing the distance
 as fast as possible so that when you explode you damage him. It is a  bonus
 if  there  are enemy ships docked on him. In this case, try specifically to
 kill them. An explosing ship does much more damage than  a  few  torps.  If
 there  are  several  ships you may be able to set up a chain reaction where
 one explodes and causes another to explode, etc. Major damage time!  (Hint:
 never dock on your team's SB in battle!)

         Defending a planet: Sometimes you will notice several  ships,  some
 of them cloaked, heading towards a planet of yours. If you have time, check
 the player list. If players with kills are coming in, they can be  carrying
 armies  and  so  may  be  trying  to  take  a planet. Be especially wary of
 cloakers, the classic planet taking tactic.  At  this  point  you  need  to
 destroy  the  enemy  ship(s)  at  all costs. Go especially for cloakers and
 anyone trying to orbit  the  planet.  Call  for  help!  Kill  the  carrier!
 Exlpoding  on  him  works, but remember that a ship dropping armies is very
 vulnerable. His shields are down and  he  is  following  a  precise  little
 circle.  A cloaked orbiting ship is easy to hit, so kill it! Also, if he is
 foolish enough not to cloak -- or out of fuel! -- tractor him out of  orbit
 so he cannot drop.

         Sometimes it is useful to just orbit a planet to protect  it.  This
 not  only acts as a deterrent, but while you are oribiting you will have so
 little else to do that you can watch for incoming takers and warn your time
 in  time.  When  takers  approach  (watch the galactic!)  stop orbiting the
 planet, and start flying. You cannot dodge while orbiting and so  you  will
 be easy to kill if you do not start moving. Plus you have some acceleration
 time, and you need to be fully up to speed by the time you engage.

         If you are the only one in the  area  in  and  you  must  defend  a
 planet,  your job it to delay the enemy long enough until help arrives (you
 did call for help when you saw that  enemy  formation  approaching  on  the
 galactic  map,  didn't  you?)  Failing  this, you basically have to ogg the
 carrier, if you can figure out which ship  it  is.  It  will  obviously  be
 someone  with kills. Also, some people will be known carriers. You can tell
 when someone beams up armies, if the armies icon suddenly  dissipears  from
 the  planet  they are orbiting (from one of their planets, obviously; if it
 dissapears from one of your planets you just got bombed!)  Often  you  will
 see  messages of the form "6++ @ CAP" or just "6++". This means that player
 number six just picked up armies at Capella. If  you  see  someone  pickup,
 don't  hesitate to tell your team with a similar message. (Hint: use macros
 for this! See section 5.2.) Lock onto the enemy  carrier,  maxwarp,  cloak,
 get  inside the enemy formation,  uncloak just before reaching him, tractor
 him (this helps hold him  and  pull  him  into  your  torpedoes)  and  fire
 everything  you  have,  exploding  in  a burst of glory right over him, and
 killing him. If there is just a single unescorted taker going for a  planet
 you  can ogg him as described above, but you might try coming in uncloaked.
 Sometimes this will scare him enough to make him turn around, as he doesn't
 want to get killed while carrying. This doesn't work on anyone who can kill
 you easily, obviously.

         Startgame bombing: when you first enter  T-mode  (tournament  mode)
 there  will be many armies on all planets. At this point you must bomb them
 away. The best ship for this is an assault as it bombs the fastest. It  can
 also  cloak  cheaply  and regenerates fuel quickly. Fly to an enemy planet,
 putting up your shields just before arriving, cloak if there's anyone near,
 and  hit  'b'  to  start  bombing.  Watch  you warning window. When it says
 "bombing is innefective" and the armies symbol dissapears from the  planet,
 turn your shields on, lock onto the next planet with armies, and maxwarp to
 it. You can stay cloaked almost indefinately doing this, especially if  the
 planets  being  bombed are fuel planets -- yes they belong to the enemy but
 they still refuel you, even as they damage you. At the same time, when  you
 are in your home space, kill enemy bombers to protect your own armies.

 4.3 Taking Planets

         This is the next logical step after mastering the game controls and
 learning to at least survive a dogfight. Below is a very brief introduction
 to the actual mechanics of taking a  planet,  with  most  of  the  stratgey
 ignored.

         You must first have kills to take a planet. So kill a ship or  two.
 Look  at  the  armies gauge on the dashboard. You will want enough kills so
 that you can carry enough armies  to  take  a  planet.  Then  lock  onto  a
 friendly  planet  with  armies  and head over there. When you arrive and go
 into orbit, press 'z' to beam up armies. If there are not enough armies  on
 that  planet  to  fill  your  ship to the number you need, keep stopping at
 planets and beaming up until you are full. One useful  tactic  here  is  to
 cloak  just before you beam up, and for some time after. This way the enemy
 cannot tell who is beaming up armies, and so you avoid getting ogged.

         When taking yourself, always ask for escort unless the  planet   is
 totally  open.  This  can  work  too  -- sometimes a single ship can take a
 planet by itself. The trick is to not attract the enemy's attention. By the
 time  you  start  dropping,  it will be too late for the enemy to arrive in
 time to stop you. But usually you will want an escort. So ask for  one  (by
 sending  a  message to your team, stating where you wish to go and how many
 armies you are carrying). When it arrives, proceed towards to planet.  Make
 sure  you have enough fuel -- stop at a fuel planet if you don't -- and are
 not already damaged. When you get into enemy territory, cloak. Do not cloak
 too  soon or you will run out of fuel as your cloaking device uses a lot of
 the stuff. Not only does this make you harder to hit, but if  you  are  not
 cloaked,  any enemy ship can simply tractor you off the planet, which means
 you will stop dropping. If masses of enemy ships start to  converge  around
 your  target  as you approach, this may be a a good time to turn around and
 try again later, or try somewhere else.

         When you reach the enemy planet and  start  orbiting,  hit  'x'  to
 start  beaming  down. At this point you have to wait and hope you don't get
 killed before you are done. Detting enemy torps that are going to  hit  you
 can  be  useful  to  reduce the damage they will do. You can also raise you
 shields just before impact and resume dropping immediately  after.  If  you
 are  successful  the planet will first go neutral (gray) and then your team
 color. If a planet is left neutral then it becomes a race to get an army on
 it; the first team to do so will own the planet.

         Planets "grow" armies. When a planet gets  armies  it  is  said  to
 "pop".  Originally, there was a timer in the server that increased the army
 count on all planets by one every 40 seconds. Not only did  this  create  a
 huge spike of net traffic every 40 seconds, but experienced players learned
 to time this cycle and thus knew exactly when a planet would pop, which  is
 a  great  advantage in taking or bombing. The current version of the server
 randomizes the order of the planets, updates one planet each  second,  then
 repeats  the  cycle. Since there are 40 planets in standard Netrek, the net
 growth rate is the same, but popping is  now  somewhat  unpredicatble.  You
 should  never  have to wait more than 80 seconds (worse case), but a planet
 can theoretically pop twice in a row (after which it would be at  least  40
 seconds before it popped again.)

         Agricultural planets grow armies much faster. In particular, if  an
 Agri  planet  is  below  four arimes (or you bomb it to below four) it will
 always go above four armies on the next update. For this reason, never bomb
 or  drop on an agri planet (after the initial startgame bombing) below four
 armies unless it's about to be taken or you can stay in the area for  quite
 a  while.  Otherwise,  you not only have given the enemy team new armies to
 use within the next 40 seconds or so, but you have made the  planet  harder
 to  take.  For example, if the planet had 4 armies, and you dropped two, it
 now has two, but on the next pop it is guaranteed to have more than 4.

         Why don't planets just get 100,000 armies as they sit idle  between
 games?  There is a random "plague" in the server that kills armies. This is
 rigged such that a planet with less than ten armies will almost  never  get
 plauged,  wheras  as you go upwards of 20 or so it gets increasingly likely
 very quickly. You will probably never see a planet with more than 40 armies
 on a regular server.

 4.4 Complete Command Reference

         The following is the complete list of commands you can use while in
 play.. Note that all commands are case sensitive, and a ^ denotes a control
 key, e.g. ^a  means  control+a,  which  is  different  from  ^A,  which  is
 control+A (control+shift+a, in other words.)


         Combat Functions:

 c       Toggle cloak. {       Turn cloak on }       Turn cloak off

 d       Detonate enemy torps. All enemy torps within a certain  range  will
 explode.  They  do as little as a quarter of their normal damage at maximum
 det range. Detting is useful for protecting another ship, causing damage to
 other  ships  (if  you  can manage to det enemy torpedos fired by one enemy
 over another) or preventing torps  from  hitting  you.  Use  it  carefully,
 though:  if  there  are many torps nearby and only one or two will actually
 hit you, it is better to let them hit than det, as one direct hit  will  do
 less  damge  than say, 5 detted torps, each at minimally 1/4 normal damage,
 probably more.

 D       Detonate your torps. If you can do this near an enemy it will cause
 damage.  It  will  also enable you to fire again if you have 8 torps active
 (the maximum.) This is not a very good idea however as you will be  wasting
 gobs of fuel firing and then detting useless torps.

 f       Fire plasma torpedo. You need at least 2 kills, and must be  flying
 a  BB/DD/CA  to do this. Plasma torpedos are tracking, but they can be shot
 down fairly easily by phaser. They do a lot of damage  but  use  a  lot  of
 fuel.  Note  also  that when they are shot down they explode and ships that
 are too close can take damage.

 p       Fire phaser. The mouse cursor specifies direction.

 s       Toggle shields [       Shields down ]       Shields up

 t       Fire photon torpedo. The mouse cursor specifies direction.

 u       Toggle shields

 T       Toggle tractor beam. The mouse indicates the target. This pulls the
 target  towards  you  but  uses  a lot of fuel and raises your engine temp.
 Since tractors are very useful and hitting shift-T  is  inconvenient,  many
 players map lowercase t to this function (see the section on keymaps.)

 _       (underscore)  Turn  tractor  beam  on.  Mouse   indicates   target.
 $       Turn tractor or pressor beam off.

 y       Toggle  pressor  beam.  Same  as  tractor  (see  'T')  but  pushes.
 ^       Turn pressor beam on. Mouse indicates target.


         Movement And Navigation Functions:

 0-9     Set speed to 0..9 )       Set speed to 10 !       Set speed  to  11
 @       Set  speed  to  12  #       Set  speed  to  half  of  your  maxwarp
 %       Set speed to as fast as you can go!  >    Increase speed by  one
 <    Decrease speed by one

 k       Set course. The mouse cursor specifies direction.

 l       Lock onto object. The mouse cursor specifies what; it can be either
 a  ship  or a planet. A small triangle indicates the lock, and you will fly
 towards that object. If it is a planet or SB you will orbit / dock when you
 arrive.   ;       Like  l but only locks onto planets and starbases (things
 you can orbit or dock at)


 *       Send in practice robot, if there's no one  else  playing.  On  many
 servers,  this is also the key for starbase transwarp. This is Really Cool.
 Lock onto your SB, go no faster than warp 2, hit transwarp, and you will go
 warp  99  until you reach the SB (at which point you will dock), run out of
 fuel, or die. This is handy for reaching the front lines fast.


         Planet Functions:

 b       Bomb planet. You must be orbiting an enemy planet and in T-mode  to
 do  this.  You  only  need  to  press it once and you will continue bombing
 untill the planet reaches 4 or less armies.

 C       Try to coup a planet. This is a way to (sometimes)  get  back  your
 home planet. You must have kills and be orbiting it.

 o       Enter orbit or dock. You must be going no faster than warp 2 and be
 on top of a planet or starbase.

 x       Beam armies down to planet (yours or enemy) or a starbase. You must
 be orbiting or docked to the planet or stabase in question.

 z       Beam armies up from friendly planet or starbase.  Again,  you  must
 orbit or dock.


         Message Functions

 E       Send generic distress call.

 F       Send armies carried report

 m       Start sending message. After hitting this key type the  destination
 (0..9 and a..j = specific player, F/R/K/O = specific team, T = your team, A
 = all) and then the body of the message. Hit enter to  send  or  escape  to
 abort.

 X:         Enter macro mode. After pressing the macro key, you can send the
 macros you have assigned to those keys. See the section on macros. You also
 have available all the standard distress calls. Both  the  distress  format
 and  key  can be changed (see: RCD). See the sections on Macros and RCD for
 specifics, including what the default macros are.


 ^0..^9 ^@ ^# etc...          The distress calls are all mapped  to  similar
 control  keys.  For  example, instead of pressing <macro>0 to send an
 armies carried report, you  can  use  ^0.  See  the  section  on  RCDs  for
 available distress calls / reports.


         Misc. Functions

 C       Throw a coup. If your home planet is neutral, you can try to get it
 back  by orbiting it and throwing a coup. Not many servers seem to actually
 support this anymore, but you can try it.

 e       Toggle docking permission (when playing a starbase). This allows or
 disallows  other  players  to  dock on you and repair, refuel, beam up/down
 armies, etc. If you turn off docking while players are docked, they will be
 ejected, hence the assigned key.

 i or I  Get information on object near  mouse.  Uppercase  shows  different
 info  than  lowercase.You  can  use this to, for example, find out how many
 armies are on a planet, where a player is logged in from,  how  many  kills
 they have, or whether a planet is agricultural.

 M       Toggle message logging. Saves all messages to a  file  so  you  can
 laugh at them later.

 N       Toggle short/long planet names display on tactical window.

 r       Refiit. Use this to change your ship type.  You  must  be  orbiting
 your  home  planet  (Earth for Fed, Romulus for Rom, Klingus for Kli, Orion
 for Ori) or your team's SB. After pressing r, press the  key  corresponding
 to  the  ship type you want (s=scout, d=destroyer, c=cruiser, b=battleship,
 a=assault, o=starbase/outpost)

 R       Enter repair mode. This sets you at warp 0, and turns  off  shields
 and  cloaking. Damage is repaired faster than normal in this state, but you
 cannot fire. To exit repair  mode,  hit  R  again  or  raise  shields.  The
 absolute  fastest  way  to  repair  yourself is to do this while orbiting a
 repair planet. When you are in repair mode a little R will appear  in  your
 flags and you will not be able to fire or cloak.

 w       Change war declarations. This is important. Your weapons  will  not
 lock  or explode on ships belonging to races which you are not at war with,
 and you will take damage if you orbit planets of hostile races. So, declare
 war with your enemy and peace with everyone else (so you can use their fuel
 and repair planets.) Note that if you change your  war  settings  while  an
 enemy  is  on  the  screen  you will be unable to do anything for about ten
 seconds while "the computers get  reprogrammed."  The  moral  of  this  is:
 declare  war  before you go into battle. Note that you start out hostile to
 everyone, so if you forget  before  your  first  engagement  it's  not  too
 critical.

 q       Quit, don't re-read MOTD.  Q       Quit, exiting to MOTD screen. If
 you  hit  either  of  these in red alert, a self destruct timer will start.
 This is so you can blow up over your  enemy.  While  the  countdown  is  in
 progress, any input cancels it.

 =       Request full update (see the section on UDP and Short Packets)

 -       Request partial update (see the section on UDP and Short Packets)

 ~       Write out current settings to an xtrekrc file

 & or :      Re-read "nifty" settings from xtrekrc file


         Window And Display Functions:

 B       Cycle through galactic map planet display options. Possible options
 are  show  nothing, show owner, or show resources (the most useful, as on a
 color display you can tell owner by color.)

 h       Toggle help window. Display a brief summary of these  commands,  as
 well as what key each command is currenly assigned to.

 ^k:

         Toggles the keymap window.  Shows  your  xtrekrc-specified  keymap,
 ckeymap, and buttonmap.

 L       Toggle player window. This lets you see the names of  the  players,
 their  stats,  and,  most  importantly  for defending planets, their kills.
 |       Toggle between sort by number / sort by name Toggle netween new and
 old playerlist format


 O       Toggle options window. There are many neat  things  here,  most  of
 which  are  configurable via the xtrekrc file. Experiment! This is a really
 useful command.

 P       Bring up the Planet window. Lists all planets, owner, who has  info
 on them, number of   armies, and facilities at each.

 S       Toggle stats window. This is a larger version  of  your  dashboard,
 sort of. Kind of big and annoying and I don't like it but you might.

 ^s:         Toggle macro window. Indicates which macroing  packages   (NBT,
 NEWMACRO, SMARTMACRO, RCD) are active.

 U       Toggle rank window. Shows you what ratings you need for promotion.

 V       Cycle through tactical planet display options. Possible options are
 show nothing, show owner, or show resources (the most useful, as on a color
 display you can tell owner by color.)

 ^x:         Toggle xtrekrc window. Displays a woefully  incomplete  listing
 of xtrekrc options and their current settings.

 ,       Toggle ping stats (network statistics) window

 +       Toggle UDP control window.

 ?       Cycle through show nothing / show one big  message  window  /  show
 three message windows.

 <space> Turn off all special windows (planet, rank, help, udp, etc.)


 5. Configuration

         Upon  startup,  Netrek  looks  for  a  configuration  file   called
 "xtrekrc"  (or,  equivalently,  "netrekrc", in first the current directory,
 then the user's home  directory  (under  Windows  NT,  or  as  set  by  the
 HOMEDRIVE  and  HOMEPATH  environment  variables),  and  then  in  the same
 directory as netrek.exe. You can also set the  filename  with  the  XTREKRC
 envirinment variable. Many, many things can be set in the xtrekrc file, and
 its proper use is essential to good Netrek play.

 5.1 Keymaps

         The default key assignments  were  created  more  out  of  ease  of
 memorization  than  speed  of  access  in combat. For example, enabling the
 tractor beam is awkward, requiring the use of the shift key.  Also,  people
 will  always have their particular preferences. For this reason, almost all
 netrek players use a keymap to change the key assignments. Its use it quite
 simple.     Simply     add     a     line     of    the    form    "keymap:
 <key><function><key><function><key><function>...."
 to  your xtrekrc file. Each pair of characters assigns the key specified by
 <key> to  peerform  the  function  originally  assigned  to  the  key
 specified  by  <function>.  For example, to map toggle tractor (T) to
 't', and set max warp (%) to 's', you would use

         keymap: tTs%

         The space bar can be remapped, but it cannot be the first key to be
 remapped in a sequence (obviously). I often map it to det:

         keymap: tTs% d


         The following is a list of all (I hope) options that can be set  in
 the xtrekrc file. The values immediately following the option names are the
 default value of the option if not set.


 Features:         These are options the you will most likely  play  with  a
 lot,  most  of  them settable in the options window, which you will want to
 set to suit your tastes.

 askForUpdate: off         Get full update from server when  you  enter  the
 game. This is a good idea when using short packets and UDP.

 buttonmap: 1t2p3k         Maps mouse buttons  to  key  functions.   Format:
 <button><key>...   like   keymap.           Available  buttons:
         1 = left                        2 = middle              3  =  right
         4  =  Shift+Left           5  = Shift+Middle        6 = Shift+Right
         7 = Control+Left        8 = Control+Middle      9  =  Control+Right
         a = Shft+Ctrl+Left      b = Shft+Ctrl+Middle    c = Shft+Ctrl+Right
         [ Windows client included netrekrc adds 4p = shift+Left for phaser.
 ]

 cloakChars: ??          The characters to use to show cloaked ships on  the
 galactic map. Another popular choice is "()".

 clock: 2         Stat clock: 0 -- no clock, 1 -- h:m, 2 -- h:m:s.

 color.name:         New! You can now set colors in SWINE/Win32 as in the  X
 Windows  version.  Replace  "name"  by  the  color you wish to set, one of:
 "white", "black", "red",  "green",  "yellow",   "cyan",  "light  grey".  To
 specify  the  color to remap to, either use the syntax "#RRGGBB", where RR,
 GG, and BB are two digit hexadecimal numbers specifyin the red, green,  and
 blue  components  of  the  new  color,  or  use  a symbolic name, from this
 somewhat excessive list, which is actually the X-Windows rgb.txt file:

 "snow", "GhostWhite", "WhiteSmoke", "gainsboro", "FloralWhite",  "OldLace",
 "linen",    "AntiqueWhite",   "PapayaWhip",   "BlanchedAlmond",   "bisque",
 "PeachPuff",    "NavajoWhite",     "moccasin",     "cornsilk",     "ivory",
 "LemonChiffon",  "seashell", "honeydew", "MintCream", "azure", "AliceBlue",
 "lavender",     "LavenderBlush",     "MistyRose",     "white",     "black",
 "DarkSlateGray",   "DarkSlateGrey",   "DimGray",   "DimGrey",  "SlateGray",
 "SlateGrey",   "LightSlateGray",    "LightSlateGrey",    "gray",    "grey",
 "LightGrey",     "LightGray",     "MidnightBlue",    "navy",    "NavyBlue",
 "CornflowerBlue",    "DarkSlateBlue",    "SlateBlue",    "MediumSlateBlue",
 "LightSlateBlue",    "MediumBlue",   "RoyalBlue",   "blue",   "DodgerBlue",
 "DeepSkyBlue", "SkyBlue",  "LightSkyBlue",  "SteelBlue",  "LightSteelBlue",
 "LightBlue",      "PowderBlue",      "PaleTurquoise",      "DarkTurquoise",
 "MediumTurquoise",   "turquoise",   "cyan",    "LightCyan",    "CadetBlue",
 "MediumAquamarine",     "aquamarine",     "DarkGreen",    "DarkOliveGreen",
 "DarkSeaGreen", "SeaGreen", "MediumSeaGreen", "LightSeaGreen", "PaleGreen",
 "SpringGreen",  "LawnGreen",  "green",  "chartreuse",  "MediumSpringGreen",
 "GreenYellow",  "LimeGreen",  "YellowGreen",  "ForestGreen",   "OliveDrab",
 "DarkKhaki",      "khaki",     "PaleGoldenrod",     "LightGoldenrodYellow",
 "LightYellow",    "yellow",    "gold",    "LightGoldenrod",    "goldenrod",
 "DarkGoldenrod", "RosyBrown", "IndianRed", "SaddleBrown", "sienna", "peru",
 "burlywood",   "beige",   "wheat",   "SandyBrown",   "tan",    "chocolate",
 "firebrick",  "brown",  "DarkSalmon",  "salmon",  "LightSalmon",  "orange",
 "DarkOrange",  "coral",   "LightCoral",   "tomato",   "OrangeRed",   "red",
 "HotPink",  "DeepPink",  "pink",  "LightPink",  "PaleVioletRed",  "maroon",
 "MediumVioletRed",  "VioletRed",  "magenta",  "violet",  "plum",  "orchid",
 "MediumOrchid",   "DarkOrchid",   "DarkViolet",   "BlueViolet",   "purple",
 "MediumPurple", "thistle", "snow1", "snow2", "snow3", "snow4", "seashell1",
 "seashell2",  "seashell3",  "seashell4",  "AntiqueWhite1", "AntiqueWhite2",
 "AntiqueWhite3",   "AntiqueWhite4",   "bisque1",   "bisque2",    "bisque3",
 "bisque4",    "PeachPuff1",   "PeachPuff2",   "PeachPuff3",   "PeachPuff4",
 "NavajoWhite1",     "NavajoWhite2",     "NavajoWhite3",     "NavajoWhite4",
 "LemonChiffon1",    "LemonChiffon2",    "LemonChiffon3",   "LemonChiffon4",
 "cornsilk1", "cornsilk2",  "cornsilk3",  "cornsilk4",  "ivory1",  "ivory2",
 "ivory3",  "ivory4",  "honeydew1",  "honeydew2",  "honeydew3", "honeydew4",
 "LavenderBlush1",  "LavenderBlush2",  "LavenderBlush3",   "LavenderBlush4",
 "MistyRose1", "MistyRose2", "MistyRose3", "MistyRose4", "azure1", "azure2",
 "azure3", "azure4", "SlateBlue1", "SlateBlue2", "SlateBlue3", "SlateBlue4",
 "RoyalBlue1",  "RoyalBlue2",  "RoyalBlue3", "RoyalBlue4", "blue1", "blue2",
 "blue3",    "blue4",    "DodgerBlue1",    "DodgerBlue2",     "DodgerBlue3",
 "DodgerBlue4",   "SteelBlue1",  "SteelBlue2",  "SteelBlue3",  "SteelBlue4",
 "DeepSkyBlue1", "DeepSkyBlue2", "DeepSkyBlue3", "DeepSkyBlue4", "SkyBlue1",
 "SkyBlue2",   "SkyBlue3",   "SkyBlue4",  "LightSkyBlue1",  "LightSkyBlue2",
 "LightSkyBlue3", "LightSkyBlue4", "SlateGray1", "SlateGray2", "SlateGray3",
 "SlateGray4",   "LightSteelBlue1",   "LightSteelBlue2",  "LightSteelBlue3",
 "LightSteelBlue4", "LightBlue1", "LightBlue2", "LightBlue3",  "LightBlue4",
 "LightCyan1",  "LightCyan2",  "LightCyan3", "LightCyan4", "PaleTurquoise2",
 "PaleTurquoise3",     "PaleTurquoise4",     "CadetBlue1",     "CadetBlue2",
 "CadetBlue3",   "CadetBlue4",   "turquoise1",  "turquoise2",  "turquoise3",
 "turquoise4",  "cyan1",  "cyan2",   "cyan3",   "cyan4",   "DarkSlateGray1",
 "DarkSlateGray2",    "DarkSlateGray3",   "DarkSlateGray4",   "aquamarine1",
 "aquamarine2",     "aquamarine3",      "aquamarine4",      "DarkSeaGreen1",
 "DarkSeaGreen2",     "DarkSeaGreen3",     "DarkSeaGreen4",     "SeaGreen1",
 "SeaGreen2",   "SeaGreen3",   "SeaGreen4",   "PaleGreen1",    "PaleGreen2",
 "PaleGreen3", "PaleGreen4", "SpringGreen1", "SpringGreen2", "SpringGreen3",
 "SpringGreen4",  "green1",  "green2",  "green3",  "green4",  "chartreuse1",
 "chartreuse2",  "chartreuse3",  "chartreuse4",  "OliveDrab1", "OliveDrab2",
 "OliveDrab3",    "OliveDrab4",    "DarkOliveGreen1",     "DarkOliveGreen2",
 "DarkOliveGreen3",   "DarkOliveGreen4",   "khaki1",   "khaki2",   "khaki3",
 "khaki4",    "LightGoldenrod1",    "LightGoldenrod2",    "LightGoldenrod3",
 "LightGoldenrod4",    "LightYellow1",    "LightYellow2",    "LightYellow3",
 "LightYellow4",  "yellow1",  "yellow2",  "yellow3",   "yellow4",   "gold1",
 "gold2",   "gold3",   "gold4",  "goldenrod1",  "goldenrod2",  "goldenrod3",
 "goldenrod4",   "DarkGoldenrod1",    "DarkGoldenrod2",    "DarkGoldenrod3",
 "DarkGoldenrod4",  "RosyBrown1",  "RosyBrown2", "RosyBrown3", "RosyBrown4",
 "IndianRed1",   "IndianRed2",   "IndianRed3",   "IndianRed4",    "sienna1",
 "sienna2",  "sienna3", "sienna4", "burlywood1", "burlywood2", "burlywood3",
 "burlywood4",  "wheat1",  "wheat2",  "wheat3",  "wheat4",  "tan1",  "tan2",
 "tan3",  "tan4",  "chocolate1",  "chocolate2",  "chocolate3", "chocolate4",
 "firebrick1", "firebrick2", "firebrick3", "firebrick4", "brown1", "brown2",
 "brown3",    "brown4",    "salmon1",   "salmon2",   "salmon3",   "salmon4",
 "LightSalmon1", "LightSalmon2", "LightSalmon3", "LightSalmon4",  "orange1",
 "orange2",     "orange3",    "orange4",    "DarkOrange1",    "DarkOrange2",
 "DarkOrange3",  "DarkOrange4",  "coral1",  "coral2",  "coral3",   "coral4",
 "tomato1",  "tomato2",  "tomato3",  "tomato4",  "OrangeRed1", "OrangeRed2",
 "OrangeRed3", "OrangeRed4", "red1", "red2",  "red3",  "red4",  "DeepPink1",
 "DeepPink2",  "DeepPink3", "DeepPink4", "HotPink1", "HotPink2", "HotPink3",
 "HotPink4", "pink1", "pink2", "pink3", "pink4", "LightPink1", "LightPink2",
 "LightPink3",     "LightPink4",     "PaleVioletRed1",     "PaleVioletRed2",
 "PaleVioletRed3",  "PaleVioletRed4",   "maroon1",   "maroon2",   "maroon3",
 "maroon4",    "VioletRed1",   "VioletRed2",   "VioletRed3",   "VioletRed4",
 "magenta1",  "magenta2",  "magenta3",  "magenta4",  "orchid1",   "orchid2",
 "orchid3",  "orchid4", "plum1", "plum2", "plum3", "plum4", "MediumOrchid1",
 "MediumOrchid2",    "MediumOrchid3",    "MediumOrchid4",     "DarkOrchid1",
 "DarkOrchid2",    "DarkOrchid3",   "DarkOrchid4",   "purple1",   "purple2",
 "purple3", "purple4",  "MediumPurple1",  "MediumPurple2",  "MediumPurple3",
 "MediumPurple4", "thistle1", "thistle2", "thistle3", "thistle4"

         You can also use "grey0" to "grey100", not to  mention  "gray0"  to
 "gray100". All names are case insensitive.

 colorfulPhasers: off         Cycle through the different  colors  when  you
 get a phaser lock on someone. Looks cool, try turning it on.

 continueTractor: on         If off, only shows tractors for a short time.

 continuousMouse: off         If on, if you drag the mouse while  holding  a
 button  down,  it  will  have the same effect as clicking rapidly while you
 move the mouse.

 dashboard: off         Use a dashboard (LAB) style for the stats line.  Try
 this.

 defLite:                 Use default BeepLite RCD highlighting (?)

 enemyPhaser: 1         Width of  enemy phaser lines. Mostly useful on  mono
 displays so you can distinguish your phasers from enemey phasers.

 newdashboard:   off         Use alternate  (Cup  half  full  vs.  Cup  half
 empty) dashboard. Needs dashboard on.

 newnewdashboard: off         Use new new dashboard.

 extraAlertBorder: on         Also uses inside border to show alert status.

 fillTriangle: off         If locks are shown, whether or not  to  fill  the
 triangle.

 galacticFrequent: on         Update galactic map frequently. This  is  good
 for plocking cloakers.

 keymap:                          aabbcc         Maps new keys to old  keys.
 Format: <new key><old key><new key><old key>...

 keepInfo: 15         How many updates (frames) to  keep  the  info  windows
 (activated by i and I ) on the screen.

 keepPeace: on         Keep peace with races  after  death.  Useful  so  you
 don't have to reset your war declarations window every time you start a new
 ship.

 logMessage: off         Log messages to a file.

 macroKey: X         Name of key  to  use  for  macro  escape  (TAB,ESC,  or
 <key>).  I  like  using TAB becuase it's easy to hit, better than the
 default 'X' which requires two keystrokes.

 motionThresh:  16          How  many  pixels  to  move  (x+y)  before  each
 simulated button-press when using continuousMouse mode.

 newPlanetBitmaps: off         Use MOO style planet bitmaps.

 newPlayerList: off         Reduced stats format for the  player  list.  Can
 also be toggled with the  '' key.

 phaserMsgI: off         Display phaser-hit points in the individual window.
 (See also phaserWindow.)

 phaserWindow: off         Show  phaser-hit  messages  in  seperate  window.
 See also review_phaser for default mapping and geometry (message widths 13,
 32, 80 supported).

 planetCycleTime: ??          Number of  updates  to  flash  a  planet  when
 BeepLite is on, I presume

 refreshInterval: ??          ??

 reportKills: on         Show kill messages.

 ROMVLVS: off         Use "ROMVLVS" bitmaps for Rom team. Kinda cool.

 singleMacro: FE         List of macros that can be invoked  with  a  single
 keypress  (i.e.  don't  have  to  press  the macro key first to enter macro
 mode.)

 shiftedMouse: on         Use shift and  control  for  extra  mouse  buttons
 (e.g. buttons 4-c)

 shortKillMesg: off         Shrink and line up all kill messages.

 showFuelOnLocal:         Make border color indicate fuel status.

 showGalactic:                     1          Map  window   planet   bitmaps
 display: 0 -- show owner, 1 -- show resoures, 2 -- show nothing.

 showLocal: 1         Local window planet bitmaps display: 0 -- show  owner,
 1 -- show resoures, 2 -- show nothing.

 showLock: 3         Options for lock triangle display. 0 -- dont show lock,
 1 -- show on galactic, 2 -- show on local, 3 -- show on both.

 showMapPlanetNames: on         Show planet names on map (galactic) window

 showMySpeed: off         Display your current speed next to  player  number
 on tactical display.

 showPlanetNames: on         Show planet names on local (tactical) window

 showPlayerStatus: off         Player list: also show players  who  are  not
 alive.

 showShields: on         Show ship shields. Why would anyone  want  to  turn
 this off?

 showStats:  on         Show stats window .  You  can  accomplish  the  same
 thing with "stats.mapped: <on/off>" but it's here anyway.

 showTractorPressor: on         Show your own tractor/pressor on the screen.

 sortPlayers: off         Use sorted player list.

 useMsgw: off         Display  the  last  message  in  the  warning  message
 window.

 useTNGBitmaps:         Use The Next Generation bitmaps for  the  Federation
 ships.

 updatesPerSecond: 5         How many frames/sec the server should send. Max
 is 10.

 varyShields: off         Change  shields  bitmap  to  reflect  your  damage
 level.

 warnHull:         Warn hull state based on damage .

 warp: off         Warp the mouse to the message window during message send.
 Once  upon  a  time  this  was  useful  as you had to move the mouse to the
 message window to send messages.

 waitMotd: on         Show the motd while on the wait queue.

 whichNewPlanetBitmaps:  0          The  actually  sets  the   same   option
 internally  as  newPlanetBitmaps.  1  and 2 are, presumably, the Rabbit Ear
 bitmaps and the ZZ Minimal bitmaps.

 zeroArgUsage: on         If no arguments, print usage instead of connecting
 to default server.


 Login Options:

 defaultShip:  CA          Default  ship  to  use  on   button-click   entry
 (SC,DD,CA,BB,AS,SB).

 name: <your_name_here>         Your default character name.

 login: <your login name>         Sets the  login  name,  i.e.  *real*
 login  name,  the  client  will  send  to the server. This is valid only on
 Windows 3.1. On Windows NT we just ask the  OS  for  the  login.
 password:  <whatever>         Your default password. If both name and
 password are supplied, COW-lite will attempt to log you in automatically.


 Server Options:         These can be used to  set  up  server  aliases  and
 server-specific options

 port: 2592         Default port to use.

 port.<x.y.z>: 2592         Default port to  use  with  server  x.y.z.
 NOTE: if x.y.z is aliased (server.alias: x.y.z), use the alias instead.

 newMesgFlags:  on          Server-dependent.  Should  be  on  for  all  new
 servers.

 server:  calvin.usc.edu         Name of the default server to use if the -h
 flag isn't given.

 server.alias:  < x.y.z>         Aliases.   Replace  x.y.z  with  full
 server  name,  and specify <alias>. From then on you can specify that
 server by doing 'netrek -h <alias>' instead of the full name

 useRSA.x.y.z: on         Use RSA on server x.y.z? NOTE: if x.y.z is aliased
 (server.alias: x.y.z), use the alias instead.


 Window placments:          These are of the form

 <window>.geometry: <width>x<height>+<xpos+<ypos>

         Or you can specifiy just the position:

 <window>.geometrey: +<xpos>+<ypos>

         or just the size:

 <window>.geometry: <width>x<height>


         Possible windows are:

         netrek          -  main   window           local           -   Main
 fighting       window              map             -      Galactic      map
         warn            - warning window         message -  message  window
         review          -  all  messages  window          review_all      -
 messages to all window         review_team     - messages  to  team  window
         review_your     -      messages      to      individual      window
         review_kill     - kills messages  window          review_phaser   -
 phaser   hits   window           planet          -   planet   list   window
         player          - playerlist window          war             -  war
 declarations   window           fed             -   Fed   selection  window
         ori             - Orion selection window          rom             -
 Romulan selection window         kli             - Klingon selection window
         quit            -       The       quit       countdown        clock
         option          -  options  menu  window          rank            -
 rank      window              stats           -      statistics      window
         tstat           -  dasboard  window          help            - help
 window               UDP             -       UDP       options       window
         lagMeter        -  lag  meter window         pingStats       - ping
 statistics   window           buttonkeymap    -   the   key   map    window
         xtrekrc_help    -     the     xtrekrc     help     window     (duh)
         macro           - active macros window

         You can specify whether windows are initially  mapped  (displayed),
 like this:

 <window>.mapped: <on/off>.

         You can also specify parenting of windows. If one window is a child
 of  another,  when  that  window's parent is hidden or displayed, the child
 window will also be hidden  or  displayed.  Also,  a  window  that  is  not
 parented will have a caption on it.

         For examples of all of these, see the default netrekrc.

 Technical Options:

 dontPing: off         Don't attempt to start ping packets from the server.

 forceDisplay:         [ Windows client only. ]  Force  display  type.  0  =
 monochrome or 16 color, 1 = 256 color, 2 = 16/24 bit color.

 forceMono:         Force monochrome display. (Actually, color is still used
 internally,  but  the  colors  are  chosen  so  that  they map correctly to
 black/white.)

 netStatFreq: 5         Lag stats update: 1  --  least  often,  10  --  most
 often.

 netstats: off         Keep lag statistics. Bringing up the  lagmeter  ('l')
 will toggle this anyway, but it's there.

 tryUdp: on          Try to use UDP upon entering the game.

 tryShort: off         Try using  short  packets  upon  entering  the  game.
 [Windows  client:  the  default  netrekrc file included turns this on as it
 really helps over SLIP. ]

 udpClientRecv: 1         How UDP packets should be  received.  Possibilites
 are:  0  --  use  TCP  (no UDP), 1 -- use simple UDP, 2 -- use fat UDP. Try
 setting this to 2 if you are getting a lot of server to client packet loss.

 udpClientSend: 1         How UDP packets should be sent. Possibilites  are:
 0  --  use  TCP (no UDP), 1 -- use simple UDP, 2 -- use enforced UDP (state
 only), 3 -- use enforced UDP (state &  weapon).  The  "enforced"  modes
 will  repeat  the UDP packets if the client doesn't get a response from the
 server, on the assumption that the packet got lost. Try using 2 or 3 if you
 are getting a lot of client to server packet loss.

 udpDebug: 0         Level of UDP code debugging. You may enjoy seeing debug
 trace messages.

 udpSequenceChk: on         Throw out udp packets that arrive out of  order.
 This is a good idea.

 updatesPerSecond: 5         Number of updates  (frames)  per  second  (most
 servers limit to 5).

 useRSA: on         Use RSA binary verification. If you turn  this  off  you
 will not be able yo play on many servers.

 useTRports: ??          ??


 5.2 Macros And RCD

         Typing takes time. Time is critical  in  dogfighting  or  teamwork.
 Most  of the messages sent in Netrek are standard warnings, distress calls,
 requests,  notifications,  etc.  Also  retyping  that   insulting   message
 everytime  you  doosh  someone is a drag. Hence, you can put macros in your
 xtrekrc, and allow a single keystroke to send a message. The format is:

         mac.<key>.<dest>: <text>

         <key> is the character you wish  to  assign  to  that  macro,
 <dest>  is a standard message destination (0-9a-j for player, F/R/K/O
 for teams, T for your team, A for all), and <text> is what  you  want
 to send. So, for example, if you put:

         mac.b.T: Bomb enemy core, please!

         in your xtrekrc file, you could then press X (or whatever  key  you
 assigned  to macro mode with the macroKey option -- I like TAB) and then b,
 and the above message would be sent to your team.

         You can also send multiline macros, for example:

         mac.i.A: \\    You have just been DOOSHED!          mac.i.A: (o  o)
 Didn't that feel good?          mac.i.A: ( . )         mac.i.A:  V/

         In this case the macro invoked by X,i will send the above  to  all.
 WARNING:  multiline  macros  can be a waste of bandwidth and very annoying!
 Use them rarely, if at all. Some servers do not support them at  all,  e.g.
 you can send them but the server will not repeat it to the players.

         If there is some macro you want to  activate  without  hitting  the
 macro  mode  key  first,  you  can  add  it  to the singleMacro option. For
 example, to make the above two macros single key macros (which might  be  a
 bad  idea  as  you  would then have now way to use the info window normally
 activated by 'i'):

         singleMacro: bi

         But, there's more!

 ----------
 -------------------------------------------------------------------------------------

         NEWMACRO documentation - Jeff Nelson 6/4/1993

         Here is the idea: A player should be able  to  include  in  his/her
 macros  whatever  reasonable information is available.  And configuring its
 display in whatever way is desired.  In order to  do  this,  the  following
 syntax is used (while remaining completely compatible with old NBT macros).

         A key is assigned in the defaults file (ie .xtrekrc, etc) by a line
 like:

         mac.F.T         Help!  Carrying %a!!

         This defines a macro which will  send  a  distress  containing  the
 number of armies a player is carrying to his team.

         Note, this is NOT printf syntax!  Any  attempt  to  use  formatting
 will  fail  miserably.   Maybe in the future someone will want to develop a
 means of formatting the variables used in macros, but the only means I  can
 think of are both bulky and ugly.

         Here is another example:

         mac.f           Help!  Carrying %a!!

         Unlike the first, this macro will not send directly  to  the  team,
 instead  it  requires  that  you  give  a  third  keystroke  specifying the
 recipient.  For example, it could be invoked by:

         XfT             <- to your team         Xf1             <- to
 player  1          XfG              <- if you are desperate, send to God
         XfA             <- if you are stupid, send to ALL

         Old macros will still work in addition to these, thus be sure there
 are  no  conflicts.  These generally cause suprising results.  For example,
 if this is in your macro file:

         mac.E.T         Help!  I'm carrying!!          macro.E.A        You
 all  suck!           mac.E            Help!  I'm a twink!!          mac.E.T
 Help!  I'm carrying again!!           macro.E.A        You  all  suck  even
 worse NOW!

         The suprising results would be that pressing XE would broadcast the
 first  two  messages,  and  then wait for the destination of the third.  It
 would be impossible to ever use the  last  two.   Unfortunately,  multiline
 macros  also  do  not work if they require a destination.  There is no good
 reason for this, but since multiline macros annoy the hell  out  of  me,  I
 ain't fixing it.  You can still do something like:

         mac.D.A:         D           mac.D.A:          O           mac.D.A:
 O         mac.D.A:        S         mac.D.A:        H

         This would properly broadcase 5 messages containing 1 character  to
 all.  If  you tried to specify the destination for these by using "mac.D:",
 only 'D' would be sent.

         Also '?' can still not be  used  as  a  macro  key.  The  following
 definitions  will  work in a macro (where 'target x' = whatever x the mouse
 cursor is closest to when the macro is sent):

         Standard:

         %a      armies carried  by  sender          %d       sender  damage
 percentage          %s      sender shield percentage         %f      sender
 fuel      percentage              %w      sender      wtemp      percentage
         %e      sender  etemp  percentage         %t      team id character
 of  target  planet          %T      team  id  character  of   sender   team
         %c      sender id character         %n      armies on target planet
         %E      1 if etemped, 0 if not         %W      1 if wtemped,  0  if
 not          %S      sender  two  character  ship  type          %p      id
 character of target  player          %g      id  char  of  target  friendly
 player          %h      id  char  of target enemy player         %P      id
 character of player nearest sender          %G       id  char  of  friendly
 player  nearest  sender          %H      id  char  of  enemy player nearest
 sender           %l      three   character   name    of    target    planet
         %i      sender    full    player    name    (16    character   max)
         %u      full   name   of   target   player   (16   character   max)
         %z      3  letter  team  id of target planet         %b      planet
 nearest  sender          %o      three   letter   team   name   of   sender
         %k      number  of kills sender has         %K      number of kills
 target player has         %*      if this is encountered, the macro IS  NOT
 PRINTED          %(SPACE)        this is replaced by a space, mainly useful
 for starting a message


         FULLY CAPITALIZED:

         %L      three     character     name     of      target      planet
         %I      sender    full    player    name    (16    character   max)
         %U      full   name   of   target   player   (16   character   max)
         %Z      3  letter  team  id of target planet         %B      sender
 nearest planet         %O      three letter team name of sender

         Ping stats: (may differ slightly from server '!' ping stats)

         %v      average ping stat round trip time         %V      ping stat
 round  trip standard deviation         %y      percent total packet loss as
 calculated by server formula

         Miscellanous:

         %m      the last message you sent         %M      the last  message
 you sent in all caps

         As a further extension to NEWMACRO, a macro may now be sent to  any
 of the following destinations:

         %i %I %c        send message to self         %u  %U  %p        send
 message  to  player  nearest  mouse         %t %z %Z        send message to
 team  of  player  nearest  mouse          %g              send  message  to
 nearest  friendly player to my ship         %h              send message to
 nearest enemy player to my ship

         with a syntax like

         #useful      for      INL...                mac.C.%i:       CAPTAIN
         mac.N.%i:       NEWGALAXY                     mac.S.%i:       START
         mac.T.%i:       %Z

         mac.W.%t:       SHUT UP, TWINKS!!          mac.I.%u:       %u:  det
 when you escort!          mac.O.%u:       (%i) ogging

         What this does is allows you to send a macro to a  player  or  team
 specified by your mouse location instead of requiring a 3rd character to be
 input.  Also, it allows you to send message to yourself without  having  to
 actual  sit there and figure out who you are (they tried and failed back in
 the '60s).

         Further, tests may be done within the macro system, the syntax  for
 these test is as follows.

         %?      introduces     a      test              =       equivalence
         >    greater         <    less

         Expressions are evaluated on a character by character  basis  until
 the  test  is resolved.  The text of the test is then replaced in the macro
 by 1 or 0.

         Test are then fed to a syntax I call conditional  text.   The  best
 way to demonstrate how this works is example.

         "1%{included if true%!included if false%}"

         This would print:

         "included if true"

         whereas

         "0%{included if true%!included if false%}"

         would print:

         "included if false"

         Combining the whole package,  a  very  robust  macroing  system  is
 quickly  generated.   One  can  easily  design  or  mimic  Distress  calls,
 including the variable NBT distress of the BRM client and all the hardcoded
 message macroing built into my own client but never released.

         Here are a few more samples to work from:


         mac.F.T:        Help!  Carrying %a!!          mac.f:          Help!
 Carrying       %a!!                mac.c.T:        %p++       near       %l
         mac.b.T:        %?%n>4%{bomb %l at  %n%!bomb%}          mac.d.T:
        %E%{%!%W%{%!I'm    fine.     How    are    you?   %}%}%E%{ETEMPED!!!
 %}%W%{WTEMPED!!!    %}Carrying    %?%a>0%{%a    armies!%!NO    armies.%}
         mac.a.T:           %E%{ETEMPED!!!    %}%W%{WTEMPED!!!    %}Carrying
 %?%a>0%{%a   armies!%!NO   armies.%}            mac.R.A:        I'm    a
 %?%S=SB%{star      base!%!twink!%}             mac.K.A:            KissMy%S
         mac.t:          thanks                          mac.y:          yes
         mac.n:          no               mac.B:          bye,       getting
 hungry/sleep/horny            mac.e.T:        need    escort    going    to
 %l%?%a>0%{,  carrying  %a  armies!%}          mac.v.%t        %T%c  PING
 stats: Average: %v ms, Stdv: %V ms, Loss: %y%%

         My Favorite:

         mac.m:          %m


 ----------
 ---------------------------------------------------------------------------

         There is an even more  interesting  thing  that  you  can  do  with
 macros. It's called Receiver Configurable Distress (RCD). The basic idea is
 that everyone likes certain standard types of messages,  such  as  ditress,
 pickup,  carrying,  etc,  to appear in a certain way. Unfortunately this is
 usually not the way everyone  else  sends  them.  To  make  matters  worse,
 everyone  sends  their  messages  in  a  different  way and this hopelessly
 clutters the message window. Fortunately, there is help! You can  configure
 the way certain standard messages and distress calls appear to you. This is
 an important point: you do not configure the way the messages are sent with
 RCD. Instead, you are configuring how they appear to you

 ----------
 ----------------------------------------------------------------------------------------------

 Subject: How RCD works (myths disspelled) Date: 6 Oct 1993 01:47:56 GMT

 Hello all,

         Since there seems to be some confusion on RCD and what  it  is  for
 then here is some info on it that may help..

         About a month ago Grey Elf  and  some  others  suggested  that  the
 distress  calls  should be able to be configured according to each player's
 preference. The reason behind the request is that with  the  popularity  of
 macros  it  was  becoming  increasingly  hard to parse throught the endless
 types of distresses/messages out there.

         Basically, a player (a) would send a distress out  and  player  (b)
 would  get  it.  Player  (b)  would  be able to put it into any format they
 wanted according to what he/she had in their  .xtrekrc.  RCD  is  for  this
 purpose.

         How it works:

         Right now there are 25 distresses out there in the new  BRM2.99pl3.
 I've included the list at the bottom. RCDs use the same exact format as the
 MACROS do. In fact, they use the same code.

         There are three basic senarios depending on the clients and  server
 setups.

         1) Player (a) has RCD but the server doesn't support  it.  In  this
 case  the  client will format the distress according to what the client has
 depending  on  either  internal  defaults  or  or  .xtrekrc  distress  call
 setttings  if any. It will then send out the distress in plain text for the
 other players.

         2) Player (a) has RCD, server has RCD, but player (b)  doesn't.  In
 this  case  player  (a)  sends  out  the  the distress type and info to the
 server. The server realizes it's a  RCD  message  and  checks  the  clients
 playing  on it. If the client has RCD it passes the type and info along. If
 the player (b)'s client doesn't support RCD,  then the server  formats  the
 distress according to what the server has internally.

         3) Everyone has RCD (player (a), server, player (b). In  this  case
 the  player  (a)'s  client send the type and info to the server. The server
 realizes it's a RCD. The server relays the message to player (b)'s  client.
 The RCD is formatted according to what player (b)'s client's representation
 or .xtrekrc settings.

         In cases 2 & 3 the info being sent is always the same from  RCD
 distress  type  to  RCD  distress type. The info can't be used by any other
 players besides the ones on the same team. Therefore, you  can  format  the
 string   anyway  you  want.  If you don't like how the information was sent
 then you can simply change it to what you're used to.

         Hope this helps....

 Nick -- J. Mark Noworolski              jmn@eecs.berkeley.edu


 ***************************************************************    Receiver
 Configurable                         Distress                        Calls:
 ***************************************************************

         Receiver configurable distress calls have been added to the  client
 and use a MACRO-like syntax.

         In order to change which key you would like a message  to  map  to,
 all  you  have  to  do  is  use either keymap like you have always done, or
 ckeymap, a new feature introduced to accomodate the massive number  of  new
 functions  (ie  message sending) that were included in this client.  Please
 see the ckeymap section of this  document for more information on that.

         In order to change *how a message appears to you* a  line  such  as
 the following should be in your defaults file:

         dist.taking:    (%i)  Carrying  %a   to   %l%?%n>-1%{   @   %n%}
         dist.help:      Help!  I've fallen!  I can't get up!  %a

         This has the format

         dist.[name of distress]:          [macro]

         Arguments for the macro and SMARTMACRO syntax are exactly the  same
 as  before.  Any argument can be used, but usually only those in the groups
 "Standard" and "FULLY CAPITALIZED" apply.

         You MAY NOT affect how a message appears to anyone  else,  this  is
 against the basic concepts of RCD.



 5.3 Default Macros And Distresses

         Below is a table giving the name of each distress, the  key  it  is
 assigned  to,  and  the default macro (at the time of this writing). In the
 table below, the first character indicates which control character each  of
 these  messages  is  assigned  to.   There  are two exceptions, the generic
 distress call and army report are still mapped to E and F;  they do not use
 control  keys. You can also of course always hit the macro key and then the
 non-control version of the key indicated.

         All these examples assume: you are player F0 (%T%c), alias "Twinky"
 (%i),  flying  a CA (%S), carrying 3 (%a) armies, with the mouse closest to
 Cassiopia (%l or %L), which has 5 (%n) armies. The nearest friendly  player
 to  the mouse is player Fc (%T%g) and the nearest player of any team to the
 mouse cursor is player 06  (%p). You yourself are near Beta Crucis.

 Key      Distress Name


 t       taking                           %T%c->%O (%S)  Carrying  %a  to
 %l%?%n>-1%{   @   %n%}                   Taking   a   planet.   Example:
                         "F0->FED (CA)  Carrying 3 to Cas @ 5"


 o        ogg                         %T%c->%O  Help   Ogg   %p   at   %l
                 Tell    your    team    to    ogg   a   carrier.   Example:
                         "FO->FED Help Ogg 6 at Cas"

 b       bomb                              %T%c->%O %?%n>4%{bomb %l  @
 %n%!bomb%}                  Tell  your  team  to  bomb  a  planet. Example:
                         "F0->FED bomb Cas @ 5"

 c        space_control                  %T%c->%O  Help  Control  at   %L
                 Request  space  control  at  specified  location.  Example:
                         "F0->FED Help Control at CAS"

 1       save_planet                 %T%c->%O  Help  at  %l!  %?%a>0%{
 (have  %a  arm%?%a=1                                  %{y%!ies%})  %}  %s%%
 shld, %d%% dam, %f%% fuel                 Need help NOW to take or  protect
 a  planet. Example:                         "F0->FED Help at Cas! have 3
 armies 60% shld, 13% dam, 63% fuel"

 2       base_ogg,                        %T%c->%O Sync with  --]>  %g
 <[-- OGG ogg OGG base!!                  That greatest of manuevres, the
 Ogg, as applied  to  an  enemy  SB.  Example:                          "F0-
 >FED Sync with --] c [--- OGG ogg OGG base!!"

 3       help1                    %T%c->%O Help me! %d%% dam,  %s%%  shd,
 %f%%  fuel  %a   armies.                  General distress. Same for help2.
 Example:                         "F0->FED Help me! 13% dam, 60%shd,  63%
 fuel 3 armies"

 4       help2                 %T%c->%O Help me! %d%% dam, %s%% shd, %f%%
 fuel %a armies.                  Defaults to same as above.

 e       escorting                 %T%c->%O  ESCORTING  %g  (%d%%D  %s%%S
 %f%%F)                  Tells  your  team  who  you are escorting. Example:
                         "F0->FED   ESCORTING   c   (13%D   60%S   62%F)"
                    p        ogging                  %T%c->%O  Ogging  %h
                 Tells   your   team   who   you   are   ogging.    Example:
                         "F0->FED Ogging 6"

 m       bombing                    %T%c->%O    Bombing    %l    @     %n
                 Tells  your  team  that  you are bombing. Many players turn
 this message off (by                    inserting  a  %*  anywhere  in  the
 message  string)  as  they  can  figure out for themselves where someone is
 going to bomb by their course. Example:                         "F0->FED
 Bombing Cas @ 5"

 l       controlling                   %T%c->%O   Controlling    at    %l
                 Tells  your  team that you are space controlling somewhere.
 This is  the  art  of                     dominating  a  region  of  space.
 Example:                         "F0->FED Controlling at Cas"

 5        asw                   %T%c->%O   Anti-bombing   %p   near   %b.
                 Tells  your  team  that  you  are doing Anti Scout (bomber)
 Warfare. Example:                         "F0->FED Anti-bombing  6  near
 Bet"

 6       asbomb                 %T%c->%O DON'T BOMB %l. Let  me  bomb  it
 (%S)                  Respectfully  requests  that  you  be allowed to bomb
 something. This is typically  i               used if you are flying an  AS
 as  they  have  a much better chance of bombing a planet to a lower number,
 makingit easier to take. Example:                         "F0->FED DON'T
 BOMB Cas. Let me bomb it (CA)"

 7       doing1  %T%c->%O                    (%i)%?%a>0%{    has    %a
 arm%?%a=1%{y%!ies%}%}   at   lal.    %d%%   dam,   %s%%   shd,   %f%%  fuel
                 General        information        message.         Example:
                         "F0->FED  (Twinky) has 3 armies at lal. 13% dam,
 60% shd, 62% fuel"


 8       doing2                   %T%c->%O   (%i)%?%a>0%{    has    %a
 arm%?%a=1%{y%!ies%}%}  at   lal.          %d%%  dam,  %s%%  shd,  %f%% fuel
                 Same as doing1, by default

 f       free_beer                         %T%c->%O  %p  is   free   beer
                 Tells  your  team  about  a  clueless player who is an easy
 kill. Example:                         "F0->FED 6 is free beer"

 n        no_gas                  %T%c->%O   %p   @   %l   has   no   gas
                 Tells  your  team about someone who is out of fuel, good or
 bad. Example:                         "F0->FED 6 @ Cas has no gas"

 h       crippled                   %T%c->%O    %p    @    %l    crippled
                 Tells  your  team  that  someone  is  crippled,  i.e. badly
 damaged. Example:                         "F0->FED 6 @ Cas crippled"

 9       pickup                   %T%c->%O %p++ @ %l                  Use
 this    if    you    see    an    enemy   pick   up   armies   .   Example:
                         "F0->FED 6++ @ Cas"0

 0       pop                        %T%c->%O   %l%?%n>-1%{   @   %n%}!
                 Tells your team the number of armies on a planet or that it
 has  popped.Example:                          "FO->FED  Cas  @   5!"   F
       carrying                   %T%c->%O   %?%S=SB%{Your   Starbase  is
 c%!C%}arrying       %?        %a>0%{%a%!NO%}        arm%?%a=1%{y%!ies%}.
                 Tells  your  team  the  number  of armies you are carrying.
 Example:                         "F0->FED Carrying 3 armies."

 @       other1             %T%c->%O     (%i)%?%a>0%{      has      %a
 arm%?%a=1%{y%!ies%}%}      at       lal.      (%d%%D,     %s%%S,     %f%%F)
                 Another general call.

 #       other2             %T%c->%O     (%i)%?%a>0%{      has      %a
 arm%?%a=1%{y%!ies%}%}  at   lal. (%d%%D, %s%%S, %f%%F)                 Same
 as above

 E        help          %T%c->%O  Help(%S)!  %s%%  shd,  %d%%  dmg,  %f%%
 fuel,%?%S=S B%{ %w%% wtmp,%!%}%E%{ ETEMP!%}%W%{ WTEMP!%} %a armies!


         Let's walk through two simple examples.

         1. Map generic distress call (help) to 'h', make it appear as: "I'm
 about to die with %a of your team's armies!"

         2. Map AS bombing (asbomb) to '^A', don't change the message.

         First try to seperate in your mind the two types of configurability
 that are going on here.

         1) you are changing the key that sends the message          2)  you
 are changing how the message appears to you

         In order to do (1), just use a keymap.   Nearly  everyone  who  has
 tried to configure their netrek client has generated some form of keymap.

 keymap: hE

         This performs  the  key  configuration  we  wanted  for  the  first
 example.

         In order to change the message,

 dist.help:      %T%c->%O I'm about to die with %a of your team's armies!

         If you configure an RCD, you also must configure the header of that
 message.   This isn't is difficult as it sounds, just add the header to the
 beginning of the RCD.  For example, instead  of

 dist.T.taking:  Carrying %a to %l%?%n>-1%{ @ %n%}

         use

 dist.T.taking:  % %T%c@%b Carrying %a to %l%?%n>-1%{ @ %n%}

         Two headers that I recommend (the last is the default):

 % %T%c@%b % %T%c->%O

         If you want to map the asbomb distress onto control-shift-a that is
 slightly  more  difficult.  The asbomb distress normally is associated with
 control-6.  Since control keys are involved, we MUST use  the  control  key
 map feature called ckeymap.  The following line would perform the operation
 we would like.

 ckeymap: ^A^6

         If you *also* want control-a to be asbomb, then use

 ckeymap: ^A^6^a^6

         If you have read all the documentation, are sure you are using  the
 right  syntax,  and RCD (or MACRO) still is not working, then check out the
 following.

         1. Did you receive RC_DISTRESS when you logged in?

         The server must send this to the client to tell the client that  it
 understands RCD messages.  Otherwise the client will just send the standard
 formatted RCDs.

         Some clients have a mod which shows you whether RC_DISTRESS  is  on
 by  looking  at  the first line of the macro window.  If it says, "Packages
 active: NBT, NEWMACRO, SMARTMACRO",  you have no  guarantee  that  RCD  was
 turned  on  by  the  server.  If  it says, "Packages active: NBT, NEWMACRO,
 SMARTMACRO, RC_DISTRESS" then RCD is definitely on.  Don't worry about  #1,
 go to #2.


         2. Are any MACROs assigned to the same  key  as  the  RCD  you  are
 configuring?

         If this occurs, you will see the macro and NOT the RCD.

         3. Are any other RCDs assigned to the same key as the RCD  you  are
 configuring (this includes the DEFAULT RCDS!!) ?

         If this occurs, you will see whichever RCD  happens  to  be  listed
 first when the client examines the RCD list.



 6. Technical Things

 6.1 UDP, Short Packets, And SLIP

         Netrek is played over the Internet (or other TCP/IP network), which
 was  never  really designed for this kind of highly interactive, widespread
 gaming. Originally all Netrek games  were  local  (on  the  same  piece  of
 ethernet),  or  at  worst  on  the  same  campus  (The  game  originated at
 Berkeley.)  When Netrek games started being played  over  wider  geographic
 regions,  the  lag  became  unbearable for players far from the server. The
 packets simply could not be routed fast enough for smooth play.

         At that time, Netrek was updated to support UDP (Universal Datagram
 Protocol)  instead of TCP. This is a network protocol that runs much faster
 than TCP and greatly improved playability. The world was a happy place once
 again.  The  only  catch  is, unlike TCP, UDP packets are not guaranteed to
 arrive at their destination uncorrupted, or even at all! This is what makes
 UDP fast, but it is also a problem. In practice, it means that packets will
 occasionally get "lost" during play. If a server packet is  lost  you  will
 have  a jerky update, or a ship will appear to be in the wrong position, or
 a random umoving torpedo may float on your screen, seemingly ownerless.  If
 a  client  packet  is  lost,  your phasers may not fire when you press your
 middle mouse button, or your shields may stay  down  when  you  order  them
 raised.

         In 1991, the first game of Netrek was sucessfully played  over  the
 modem  via  SLIP.  This  was  made possible via yet another modification to
 Netrek, Short Packets. This was an internal re-write of the  communications
 protocol  in  Netrek to use much less bandwidth. In particular, rather than
 sending the full positions and status of all ships and  torpedos  on  every
 update,  the  server sends only those things that have changed and only for
 those objects which are in range (i.e.  on  your  tactical  map.)  It  also
 employs  clever  packing  of  information in bit fields and variable length
 packets to squeeze the maximum information out of every bit.  This  reduced
 the  bandwidth for Netrek to modem usable levels. However, this too had its
 problems: with short packets it is possible for the client  and  server  to
 get  out  of  sync  with  each other, as the full game status is not resent
 every update. This has results similar to lost UDP packets.

         However, all is not lost. If you find that your ship doens't always
 respond to your commands, bring up the ping stats with the ',' (comma) key.
 (Incidentally, this is also where your lag is displayed: look at the  "avg.
 rt  [round  trip]  time" line.) Read the line labled "tot out pkt loss". If
 this is greater than a few percent, UDP is losing a significant  number  of
 packets.To fix this, bring up the UDP options window with '+' (plus). Click
 on the line which says "sending with simple  UDP"  and  cycle  through  the
 various  options.  Try  each  one  (enforced  state, enforced weapons &
 state, and the last resort, TCP only) until your packet  loss  drops  to  a
 satisfactory  level.  What is actually happening here is that the client is
 manually tracking what you ordered,  and  if  the  server  doesn't  do  it,
 resending the request.

         If you have strange garbage (random torps or phasers) on your scren
 or  you  seem to be fring at phantom ships, or your damage won't repair, or
 any of many strange effects, try requesting an update manually. Try the '-'
 (dash)  key  first, this requests a "small update." If this doesn't fix the
 problem, try the '=' key. This will cause the  client  to  pause  noticably
 over  a  modem  as the server sends more than 2000 bytes of data, including
 all ship positions and status, planet postions, and  each  player's  stats,
 but  it  should  completely resync the client and server. One option that I
 find useful in the options menu (press uppercase O) is the "request  update
 on enter" option. When this is on, every time you enter the galaxy in a new
 ship, everything is updated. This causes a short pause, but it gets rid  of
 phantom  data  from your previous life which sometimes happens. If you find
 this useful, put the line "askforUpdate: on" in your netrekrc file.

         Incidentally, sometimes the client will  fail  to  connect  to  the
 server  with  UDP  and/or  short  packets. If this happens, to turn on UDP,
 press '+' and click on 'UDP channel is closed" (it  takes  a  few  seconds,
 watch  your  warning window, try again if it doens't work.) How do you know
 if UDP is off? You will be responding much slower than usual,  and  if  you
 have  a modem, you will see the client sending data even when you're flying
 straight and not firing, etc. These are  TCP  packet  acknowledgements.  To
 turn  on  short packets, press ',' to bring up the short packet window, and
 click on "Don't receive variable and short packets". Give it  few  seconds,
 watch your warning window, and try again if it fails.

         Note: the current version of the very popular Trumpet Winsock  says
 it supports UDP, but many people have reported problems with this.

         I have tested this thing over SLIP and a 14.4kbps modem gets you  a
 reasonable  lag  and  update  rate.Playable,  if  you've never experience a
 direct connection. This is under NT 3.5 Beta 2 (Daytona)  SLIP  --  16  bit
 SLIP's  such as Trumpet are slower, very slow in some cases.  Note that you
 only need 9600bps of bandwidth to play,  but  the  slower  the  modem,  the
 greater  the  lag. A 14.4kbps modem has a minimum propagation time of about
 105 ms each way, so this means a minimum of 210 ms lag  will  be  added  to
 whatever the lag is over the internet from your local SLIP server. Good lag
 times over a 14.4kps modem are in the 300 ms range, which  is  awkward  but
 playable (hint: dodge before you're fired upon, and lead with your phasers,
 not just torpedos.) On a direct ethernet conneciton, good lag is around  70
 ms,  but  on  a good day it is possible to get 40 or even 20ms lag across a
 continent. If you have a direct connection and you're  consistently  seeing
 high  lag,  you  may have a slow video driver or computer, which means that
 the network is fast enough but the compuer is not. Try reducing the  number
 of updates per second (again, in the options window.) If this works you can
 add "updatesPerSecond: <n>"  to  your  xtrekrc,  where  <n>  is
 whatever  number worked for you. The default is 5; with a fast computer and
 net connection you can get up to 10 or so before it  chokes  or  reaches  a
 point of diminishing return.

         A very common question is whether to have compression turned on  or
 off for SLIP play. At first I thought that compression should always be off
 to reduce lag, as when the modem compresses it tends to  wait  for  a  good
 chunk  of  data  to  arrive  before  transmitting  so  it  can get a better
 compression ratio, and this increases lag. However, during testing I  found
 that  compression  can sometimes get you an extra 20-30 ms off of your lag.
 Actually, lag seems fluctuate randomly depending on the compressibility  of
 the packets being transmitted/recieved. The moral of the story: experiment!
 On nice  thing  about  compression  on,  though,  it  that  your  MOTD  and
 Metaserver listings arrive much faster.

 6.2 Ghostbusts

         Ahh, the infallible Internet -- not! You will at  some  point  lose
 your  connection to the server while playing. This is called a "ghostbust".
 However,  the  designers  of  Netrek  (those  clever  people!)  designed  a
 mechanism whereby the server will try to call you client back and reconnect
 should this happen. And it even works sometimes!

         If, while you are playing, you suddenly get a freeze, try switching
 to  the  netrek  console window. If you see a ghostbust message there, just
 wait, and hopefully the server will call you back, and  you  will  re-enter
 the  game. This can take several minutes, but it's better than sitting in a
 wait-queue. If you were very lucky, it's possible that  no  one  will  have
 killed you while you were disconnected.


 7.0 Resources

 7.1 Where To Find More

         Netrek is a very large and evolving game. There is much more to  it
 than  I  could possibly put all in one document. I got most of the material
 in this document from the netrek archives.

          For more, the best place to go is the newsgroup  rec.games.netrek.
 Reading the FAQ for this group is a good idea.

         Also,         try         the         Web          page          at
 http://obsidian.math.arizona.edu:8080/netrek.html.  It  has  links  to just
 about everything that exists  in  neterk,  including  the  jch  information
 archive.



 7.2 Netrek Dictionary

         Compiled from posts by past players of the game, including:

                 Kevin  Bernatz  (Sun  Tzu)                  Terrence  Chang
                 Hunter  Chen                  Andrew  Markiel   (Grey  Elf)
                 Hugh  More  (ZZnew   guy)                   Walter   Pullen
                 Thomas Smith                 Timothy Worsley

         Credit is given for each entry. Those with no credit,  I  wrote.  I
 have  included  many terms which are old or almost never heard anymore, for
 interest and amusement. There are, for example, about 10 different types of
 scum  that I had never heard of before (pizza scum and terminal scum are my
 favorite.)


 ASW:         Anti-Scout Warfare.


 Barren:         No armies  (duh, ;)) [ Hunter Chen ]


 Bot:         Practice robot.


 Borg:         A netrek client that has  some  sort  of   automatic  "cheat"
 feature, e.g. auto-dodge or phaser, cloaker display, etc. This is cheating.


 Borg scum / Client Scum:

         People who play borgs during non-borg hours or on non-borg servers.
 [ Walter D. Pullen ]

         Someone who uses borg clients on non-client nights.  At least  most
 of  these  are  from  Berkley.   Most popular are plasma clients and phaser
 clients.  I think it's pretty clear that these people are cheating. [  Hugh
 More  ]

         [Ed: this is now very uncommon due to the RSA verification  scheme,
 which was designed specifically to prevent this.]


 Bowling balls:         Plasma torpedos.   Named  by  Ben  Peal.  [  Timothy
 Worsley ]


 Bronco server:         Bronco-type servers, such as  CMU,  Berekeley,  USC,
 and  UofW.   Differs  from  Chaos servers in refuel and plasmas. No Galaxiy
 class ships.  [ Hunter Chen ]  [Ed: this is what is now the standard Netrek
 server, so named becuase it first appeared on a machine called bronco.]


 Clueless:         A generally  derogatory  term  referring  to  a  player's
 inability  to   match  to  expected  levels  of  play either due to lack of
 experience or poor  ability. [ Hunter Chen ]


 Clueless scum:         People on your own team who do  stupid  things  that
 don't  help  it  any, including but not limited to: giving the enemy kills,
 picking up your only armies and  then  promptly  dying,  not  listening  to
 messages, etc. [ Walter Pullen ]


 Chaos server:         Utexas or KSU server with  high  refuel  rates,  free
 plasmas,   and Galaxy classes. Also known as Galaxy server. [ Hunter Chen ]
 [Ed: these are pretty rare these days. ]


 Cookie:         Plasma Torpedo [ Hunter Chen ]


 Crack him open:         Ogg a  ship  on  the  off-chance  that  it  may  be
 carrying. [ Timothy Worsley ]


 Deep Bombing:         Bombing deep in enemy teritory.  This often  involves
 cloaking, and is very important at the begining of the game. [ Hugh More ]


 Det:         to detonate torpedos. [ Timothy Worsley ]


 DI:     According to the authors, DI is  "Destruction  Inflicted."   It  is
 simply your (planets+bombing+offense) ratings x (Tmode hours).

         When you a receive a promotion "on DI", it means that you could sit
 around  and  do  nothing while waiting for the required number of ho