ATLANTISv2 atl-players-digest #30 From: csd@microplex.com (Christian Daudt) Date: Tue, 14 Mar 1995 01:10:38 +0000 This file was automatically generated by csd@microplex.com If you notice anything unusual, please e-tell me. You better not kill Faction 9 or this service may be discontinued.:-) Contributions in Silver will be gladly accepted. ---------------------------------------------------------- From: Eric Dedieu <Eric.Dedieu@imag.fr> Date: Thu, 9 Mar 1995 21:36:36 +0100 Subject: ATLANTIS. No trespassing ??? I read in the Times that some factions have claimed areas as theirs, and ask other faction not to enter them without permission. I don't know what they will do if someone (having not read this) comes in... If they really intend to attack, I remind them that putting their men on guard and the default attitude unfriendly is a better way to do this. Not doing this, i.e. letting puposefully intruders intrude just to kill them, is *quite* rude. The other way, it is the intruders that must issue an ADVANCE order. Just in case this solution had not come to their minds. -- Eric Dedieu (Eric.Dedieu@imag.fr) LIFIA - 46 av. Felix Viallet, 38031 Grenoble Cedex, France Tel: 76 57 48 13 - Fax: 76 57 46 02 - Dom: 76 49 78 80 ---------------------------------------------------------- Date: Thu, 09 Mar 1995 21:44:49 GMT From: Rachel@bunyan.demon.co.uk (Rachel L Hutton) Subject: atlantis cities I Quiller, A scribe of mediocre talents do beg in the most humble manner, from those who are no doubt my betters, any little crumbs of knowledge regarding the centres civilisation outside Atlantis. Being a mere country boy, l find the mere thought of leaving the city of Atlantis quite awe inspiring. So, perhaps some hardy soul will placate my, no doubt groundless fears, by lifting this veil of ignorance which constrains me so. ---------------------------------------------------------- From: "Matthew S. Taylor" <matthew@clark.net> Subject: Re: ATLANTIS. No trespassing ??? Date: Thu, 9 Mar 1995 19:13:40 -0500 (EST) I prefer not to obstruct the passage of neutrals through areas under my exploitation. Thus, my default attitude remains neutral. When someone wanders into an area where a faction is on guard they really should intruduce themselves, and I often [but not always] will send them email to that effect. If they state peaceful intentions and go on their way there is no problem, I may even let them tax on their way out. If however they do not respond, respond unfavorably, or worse still lie to me about their intentions then if it is whithin my power they are lunch. The Maurarhiannons, Faction 113 Eric Dedieu writes: > > I read in the Times that some factions have claimed areas as theirs, and ask > other faction not to enter them without permission. > > I don't know what they will do if someone (having not read this) comes in... If > they really intend to attack, I remind them that putting their men on > guard and the default attitude unfriendly is a better way to do this. Not doing > this, i.e. letting puposefully intruders intrude just to kill them, is *quite* > rude. The other way, it is the intruders that must issue an ADVANCE order. > > Just in case this solution had not come to their minds. > > -- > Eric Dedieu (Eric.Dedieu@imag.fr) > LIFIA - 46 av. Felix Viallet, 38031 Grenoble Cedex, France > Tel: 76 57 48 13 - Fax: 76 57 46 02 - Dom: 76 49 78 80 > -- Matthew Taylor matthew@clark.net ---------------------------------------------------------- From: Nolan S M <smnola@essex.ac.uk> Date: Fri, 10 Mar 95 14:17:04 GMT Subject: ATLANTIS : Turn Checker Thanks to all that sent me the email address for it, but 1 question. I received 3 different addresses. Which is best? roy@acasun.eckerd.edu roy@triton.eckerd.edu roy@eckerd.edu Thanks in advance Shaun, smnola@essex.ac.uk Faction #314 ---------------------------------------------------------- Date: Fri, 10 Mar 1995 15:23:58 -0500 From: roy@acasun.eckerd.edu (Jonathan Roy) Subject: Re: ATLANTIS : Turn Checker all of those addresses might work, but 'roy@eckerd.edu" is best. Mail me with subject 'turncheck' and the turn to check in the body of the message. You shoul dget a reply within a few minutes. ---------------------------------------------------------- Subject: ATLANTIS : Name Faction Date: Sat, 11 Mar 95 14:42:04 EST From: Nolan S M <smnola@essex.ac.uk> How the hell do I set the name for my faction? I've tried just about everything! Roy's turnchecker just tells me: number expected! HELLP! Shaun, smnola@essex.ac.uk Faction #314 ---------------------------------------------------------- From: tim.hruby@his.com (Tim Hruby) Date: Fri, 10 Mar 1995 13:30:20 Subject: RE: Lairs Tom Jones <tajones@beagle.Colorado.EDU> said: > The Platinum Map published by Tim Hruby shows a Lair [1] in Stinchar. I > have OBS 1 in this hex and cannot see this. Do lairs and shafts often > require high OBS to detect? I was hoping that this Lair might be a secret > passage to anywhere a good distance from this exit city. Do such > 'teleporters' exist? To set the record straight, I don't publish the Platinum Map; I coordinate the Cartographer's Cooperation Consortium. Nor was I resposible for putting a copy in the most recent Times. The CCC and the Platinum Map share information, to better serve both of our members/contributors. The Platinum Map project is organized by <jippo@clinet.fi>; contact him/her for more information. To the best of my knowledge, there is not now, and never has been, a Lair in Stinchar. However, this error periodically shows up in the Platinum Map. Someone must be periodically sending in a dysfunctional turn report to the PM (it could even be the CCC report, for all I know). Care to comment, Jippo? Tim ---------------------------------------------------------- Date: Sun, 12 Mar 1995 07:05:53 -0500 (EST) Subject: RE: Lairs From: jippo@clinet.fi (Juha Pohjalainen) On Fri, 10 Mar 1995, Tim Hruby wrote: > Tom Jones <tajones@beagle.Colorado.EDU> said: > > > The Platinum Map published by Tim Hruby shows a Lair [1] in Stinchar. I > > have OBS 1 in this hex and cannot see this. Do lairs and shafts often > > require high OBS to detect? I was hoping that this Lair might be a secret > > passage to anywhere a good distance from this exit city. Do such > > 'teleporters' exist? > > To set the record straight, I don't publish the Platinum Map; I coordinate the > Cartographer's Cooperation Consortium. Nor was I resposible for putting a > copy in the most recent Times. The CCC and the Platinum Map share > information, to better serve both of our members/contributors. The Platinum > Map project is organized by <jippo@clinet.fi>; contact him/her for more ^^^^^ Yep, it is me behind The Platinum Map, and I was one who posted it into Times in hope to have new contributors. > To the best of my knowledge, there is not now, and never has been, a Lair in > Stinchar. However, this error periodically shows up in the Platinum Map. Yep, there is no Lair around Stinchar, it is a bug! To be more accurate, bug in data I have recived. My Perl scripts are searching certain patterns in reports. If someone sends me report like: ---cut-here--8x-------------------------------------------------------------- Stinchar (47,6), city, 2115 peasants (tribesmen), $10575. ------------------------------------------------------------ Wages: $15. Wanted: 190 iron at $60, 150 stone at $60, 135 horses at $36, 200 swords at $120, 495 plate armor at $500, 485 wagons at $200. For Sale: 211 tribesmen at $60, 42 leaders at $120, 490 furs at $120, 495 fish at $72, 300 longbows at $240. Entertainment available: $528. Products: none. Exits: North : Rantlu (47,5), plain. Northeast : Glomera (48,6), plain. Southeast : Glomera (48,7), plain. South : Glomera (47,7), ocean. Southwest : Glomera (46,7), plain. Northwest : Rantlu (46,6), plain. 47,52, 2/1 Nork, swamp, 175 peasants (sea elves), $350. (Turn 2) Wages: $12. Wanted: none. For Sale: 17 sea elves at $48, 3 leaders at $96. Entertainment available: $17. Products: 12 wood, 19 herbs. + Lair [1] : Lair. ---cut-here--8x-------------------------------------------------------------- My script notices that Stinchar part, because it is directly from turn report and takes its x and y coordinats (and all following information is expected to be for that location). Now, that Nork part is not directly from report and my script can not know that here location changes (of course there is that 47,52, 2/1) and could not realise which is location text, which is coordinates and which are peasants. Now, when my script reaches to "+ Lair ...", it still thinks that all this info is for Stinchar (47,6), and so, we have bogus entry in The Platinum Map. > Someone must be periodically sending in a dysfunctional turn report to the PM > (it could even be the CCC report, for all I know). Care to comment, Jippo? Is that comment enough? And yes, this info is part of CCC report, so even if I manually fix that thing from time to time, it reappears when I don't have time to go thru all reports. So, please, if you send mapping info to me or to CCC, please take it directly out from your report and don't change a thing. Or if you have to remove something, remove whole lines. > Tim Jippo ---------------------------------------------------------- Date: Mon, 13 Mar 1995 07:58:02 +1000 From: mm321177@minmet.uq.oz.au (Christopher Croker) Subject: Re: atlantis cities At 09:44 PM 3/9/95 GMT, Rachel@bunyan.demon.co.uk wrote: >I Quiller, >>A scribe of mediocre talents do beg in the most humble manner, from those who >are no doubt my betters, any little crumbs of knowledge regarding the centres >civilisation outside Atlantis. >Being a mere country boy, l find the mere thought of leaving the city of >Atlantis quite awe inspiring. So, perhaps some hardy soul will placate my, no >doubt groundless fears, by lifting this veil of ignorance which constrains >me so. > I hate country folk !!!!!! ---------------------------------------------------------- From: Geoff Dunbar <atlantis@rahul.net> Subject: Atlantis 2.0: atl-players list Date: Sun, 12 Mar 95 20:53:19 -0800 This is a weekly posting for the atl-players mailing list. This list is meant for all players in the Atlantis 2.0. Mail sent to this list should be appropriate for all players of Atlantis 2.0. Rules questions should probably be sent to the moderator (atlantis@rahul.net), he can then forward the question and answer to the list. Role-playing is appropriate, but faction-to-faction email should not be sent to the list. To send mail to everyone on this list, send mail to: atl-players@tango.rahul.net Please include the word 'Atlantis' in your Subject line, so the other recipients of the list can identify your message. If you wish to be taken off of this list, just let me know, at atlantis@rahul.net. You do not need to be on this list to play Atlantis 2.0. ---------------------------------------------------------- Date: Mon, 13 Mar 1995 08:59:51 +0000 (WET) From: Niclas Jonsson <niclasj@biof.uu.se> Subject: Atlantis - Forbidden to enter Abernathy!? Hi everybody! I tried to enter Abernathy from AC this turn but wasn't allowed! To me this is either due to that someone have taken control over Abernathy (and killing of the city guards !) or a bug. Any comments? Niclas ---------------------------------------------------------- Date: Mon, 13 Mar 1995 11:10:33 +0100 From: "/S=rokitta/OU=(a)H8TH0010.hoechst.com/"@central.hoechst-ag.dbp.de(a)(a)(a) Subject: Atlantis: offer for Monzon City N +---------+ | | <O | \|/ +---------------------------------------+ | MM W MM | W--O--E | MORS SERVITUTE POTIOR | | WWWWWWW | /|\ +---------------------------------------+ | WW W WW | | \ \ / / | W M W | S ^ ^ \ /|\ / ------- $%$%$%$%$%$%$%$%$%$%$%$%$%$%%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$% Hello there in MONZON CITY. This is a very special offer to all of you. In these times of aggressive behaviour in Atlantis there is the need to protect yourself. But why buy expensive weapons on the free market? Now there is a new cheap source for our equipment: hand made weapons at a reasonable price. swords only 200 longbows only 110 crossbows only 120 1 00 % % 1 0 0 % 1 0 0 % off for the first 5 orders to come. 1 0 0 % 1 00 % % Make your order now. Just contact: "/S=rokitta/OU=(a)H8TH0010.hoechst.com/"@central.hoechst-ag.d400.de or Rokitta/MSMKF1/HOECHST/de/dbp/hoechst-ag Save silver and protect yourself at the same time. Be smart, order now! $%$%$%$%$%$%$%$%$%$%$%$%$%$%%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$%$% ---------------------------------------------------------- Date: 13 Mar 1995 16:15:31 -0800 From: "Mike Hughes" <Mike_Hughes@smtp.svl.trw.com> Subject: Atlantis 2 - The truth on S In response to the Times article questioning reports of overcrowding in Sledmere, I submit the following from my turn report (with apologies to those in Sledmere who have seen this info already this turn). --------------------- Sledmere (47,53), city, 2762 peasants (high elves), $19334. ------------------------------------------------------------ It is winter; it will be clear next month. Wages: $17. Wanted: 145 wood at $36, 290 furs at $36, 125 horses at $60, 355 plate armor at $300. For Sale: 276 high elves at $68, 55 leaders at $136, 435 swords at $144. Entertainment available: $966. Products: none. Exits: North : Nork (47,52), swamp. Northeast : Nork (48,53), swamp. Southeast : Nork (48,54), mountain. South : Ellesmere (47,54), town. Southwest : Nork (46,54), forest. Northwest : Nork (46,53), forest. - City Guard (187), on guard, The Guardsmen (1), 100 leaders, 100 swords. - Elmo Quiggle (317), Elmo's Merry Band (89), behind, leader; rotund, with unsightly blemishes. - Marat Helgom (330), The Soulhunters (102), avoiding, leader. - Twist (338), Snotling Liberation Army (110), leader. - Tristam Sordesire (339), Faction (111), leader, 13 swords. - Unit (353), The Circle (125), avoiding, behind, leader. - Unit (404), Zarathos The Sage Master (176), avoiding, behind, 7 leaders. - Rohal the wise (872), The Soulhunters (102), leader. - Selena (890), Snotling Liberation Army (110), leader. - Kulgan (892), Snotling Liberation Army (110), leader. - Durin (893), Snotling Liberation Army (110), leader. - Mimes (949), The Circle (125), avoiding, behind, 5 high elves. - Jugglers (950), The Circle (125), avoiding, behind, 5 high elves. - Thespians (951), The Circle (125), avoiding, behind, 5 high elves. - Musicians (952), The Circle (125), avoiding, behind, 5 high elves. - Dancers (953), The Circle (125), avoiding, behind, 5 high elves. - Unit (954), The Circle (125), avoiding, behind, leader. - Unit (955), The Circle (125), avoiding, behind, leader. - Eflam (956), Voyagers from Breizh (126), avoiding, behind, leader, sword; A guy that looks utterly drunk. - Cow Boys (1050), Silver Claw Enterprise (179), avoiding, behind, 5 high elves; Using their lassos with great dexterity.. - Elvish Clowns (1051), Silver Claw Enterprise (179), avoiding, behind, 8 high elves; A noisy elvish band playing various strange instruments.. - Derek RedWood (1052), Silver Claw Enterprise (179), avoiding, behind, leader; A red-haired huge bearded man with a smile on his lips.. - Azrael (1154), Cognoscenti (24), avoiding, leader. - Emerson (1280), Concord Conglomerate (87), avoiding, leader; A quiet, bright eyed fellow.. - Smiths of the Crescent (1282), Concord Conglomerate (87), 5 high elves; Soot blackened pointy eared fellows. - Smiths of the Octagon (1283), Concord Conglomerate (87), 5 high elves; Wielding highly polished tools. - Denny, Elmo's Zany Bandleader (1288), Elmo's Merry Band (89), leader; wearing a hat with a hanging tassle, carrying a cane. - Malchor Harpell (273), The Harpell Family (45), avoiding, behind, leader. - Sir Vanen Silverstar (297), The Ebon Hand (69), behind, leader, sword. - Magmas Archers (690), Covenant of the ArchMage (31), 5 high elves, 5 longbows. - Magmas Foot Soldiers (692), Covenant of the ArchMage (31), 5 high elves, 5 swords. - Harpells guards (722), The Harpell Family (45), 5 high elves. - Angbar Mohammad (1259), The Ebon Hand (69), avoiding, behind, leader. - The Elite Guard (1260), The Ebon Hand (69), 5 high elves, 5 swords. - Unit (540), The Soulhunters (102), 8 high elves. - Les Gardes Elfes (565), Faction (111), 7 swords, 7 high elves. - Unit (603), The Circle (125), avoiding, behind, leader. - Travelling Circus (738), Zarathos The Sage Master (176), 2 high elves. - Drastus JollyDancer (748), Silver Claw Enterprise (179), avoiding, behind, leader; A thin silhouette wearing colorful garments. - 1st Company (1122), The Reavers (26), leader, 5 swords. - Kulgan (1125), The Reavers (26), leader. - Harkle Harpell (1278), The Harpell Family (45), avoiding, behind, leader. - Tanelorn (1279), The Harpell Family (45), avoiding, behind, leader. - Regweld Harpell (1289), The Harpell Family (45), avoiding, behind, leader. - Chardin Harpell (1290), The Harpell Family (45), avoiding, behind, leader. - effen prime (296), Faction (68), avoiding, leader; a man in grey robes. - Dinsdale Piranha (347), Piranha Bros. Trading Co. (119), leader, 2 horses. - The Comedian (542), leader. - Big (976), Imperial (136), 2 leaders, 3 swords. - Kayar the Druid (1248), leader. - Hand O Death 2 (1249), leader. - Hand O Death 3 (1250), leader. - Hand O Death 4 (1251), leader. - Hand O Death 5 (1252), leader. - Hand O Death 6 (1253), leader. - Hand O Death 7 (1254), leader. - Hand O Death 8 (1255), leader. - Hand O Death 9 (1256), leader. - Hand O Death 10 (1257), leader. - Bob the Smith (1258), leader. - Toggle (780), Faction (193), avoiding, high elf. - starving artists (1180), Turing Theatrical Company (32), avoiding, 4 high elves. - Healer (947), The Black Company (124), behind, leader. - Scout 1 (999), The Enlightened Ones (141), high elf. - Jokers (646), The Enlightened Ones (141), avoiding, behind, 4 wood elves. - Silverleaf (596), The Soulhunters (102), leader. - Gelbereth (616), The Soulhunters (102), leader. - Tygers (1043), Zarathos The Sage Master (176), leader. - Asta Khan (1376), Faction (230), 3 high elves. - Ulric Khan (1377), Faction (230), 3 high elves, sword. - DelRoy Harpell (1477), The Harpell Family (45), avoiding, behind, leader. - Eraclo (827), ROMANOS COUNTRY LIBERATION FORCE (234), avoiding, leader. - Edu I el Grande (832), Los chicos de Edu (239), leader. - The Palms Elves (1118), Oasis of the Polluted Palm (201), avoiding, 2 high elves, 2 swords; Mean-looking elves. - THE ARM OF ERIS (804), THE ILLUMINATUS CONSPIRACY (203), 11 high elves, 5 longbows. - Guardianes de la espada (1158), Misterio (272), avoiding, 4 high elves. - Strong but Weird Explorers (1037), 173 (173), 2 high elves. - Argathos (1521), The Eagle Nest (74), avoiding, behind, high elf. - The Jokers 2 (909), The Enlightened Ones (141), avoiding, behind, wood elf. - Magma the ArchMage (259), Covenant of the ArchMage (31), leader. - Nolwen (957), Voyagers from Breizh (126), avoiding, behind, leader, sword; A stunningly beautiful young girl. - Selena's Dancers (1226), Snotling Liberation Army (110), 10 high elves. - 1st Scout: twist@deakin.edu.au (1261), Snotling Liberation Army (110), high elf. - Armour Ham (1391), Piranha Bros. Trading Co. (119), 12 high elves; Happy as pigs in mud. - Unit (1554), 2 leaders. - Wolverines (1555), Zarathos The Sage Master (176), leader. - Spyder (1556), Zarathos The Sage Master (176), leader, horse. - Legion (1557), Zarathos The Sage Master (176), leader. - Fletcher (1568), Silver Claw Enterprise (179), avoiding, behind, high elf. - Vigilante (1620), Los chicos de Edu (239), leader. - Icaro (1622), high elf. - Unit (1657), The Reavers (26), 5 high elves. - Lord Aluzar Demarkus (1776), The Ebon Hand (69), sword, leader. - Luthain (1777), sword, leader. - Father Miles Balthax (1778), The Ebon Hand (69), avoiding, behind, leader. - Alakar Zandoxis (1779), The Ebon Hand (69), avoiding, behind, leader. - THE MIND OF ERIS (506), THE ILLUMINATUS CONSPIRACY (203), leader. - Bungy Jumpers (770), The Eagle Nest (74), behind, 7 high elves. - El Gran Arcano (865), leader. - Primigenio (417), Circulo Interno (288), avoiding, behind, leader. - Leaders for sale (1400), Prophet Followers (251), behind, 3 leaders. - Dualidad (1438), Circulo Interno (288), avoiding, behind, leader. - Merchant (1641), Guild of Merchants (254), avoiding, leader. - Trilogia (1691), Circulo Interno (288), avoiding, leader. - Tetragono (1692), Circulo Interno (288), avoiding, leader. - Pentagrama (1693), Circulo Interno (288), avoiding, leader. - Scout 5 (1698), Monzon Wood Exchange (289), high elf. - Finta (1428), leader. - Unit (1433), The Circle (125), 2 high elves. - Cantero (1741), Los chicos de Edu (239), leader. - Payaso (1742), Los chicos de Edu (239), leader. - Luna (1835), Misterio (272), avoiding, behind, leader. - Espadas Cruzadas (1836), Misterio (272), 63 high elves. - Magius the Apprentice (1876), Covenant of the ArchMage (31), leader. - Unit (1748), Utopia (242), leader. - Unit (1780), Prophet Followers (251), 4 high elves. - Brambler (1863), Fine Atlantis Traders (299), avoiding, behind, high elf. - Captain (352), The Black Company (124), behind, leader; has keen intelligent eyes.. - Shock Troops (942), The Black Company (124), 10 vikings, 2 swords. - Shock Troops (943), The Black Company (124), 10 vikings. - Sergeant (944), The Black Company (124), behind, leader. - Sergeant (945), The Black Company (124), behind, leader. - Lieutenant (946), The Black Company (124), behind, leader. - Entertainer (790), The Black Company (124), behind, leader; Scout. - Unit (1339), The Circle (125), leader. - The Palms General (1826), Oasis of the Polluted Palm (201), leader, sword; Anyone for Risk ?. - Unit (1931), Utopia (242), 10 high elves. - Unit (1950), Prophet Followers (251), leader. - Unit (1951), leader. - Unit (1952), Prophet Followers (251), leader. - Unit (1953), Prophet Followers (251), leader. - Unit (1954), Prophet Followers (251), leader. - Moustafa The Prophet (844), Prophet Followers (251), behind, leader. - The Lazy Builders (1342), The Eagle Nest (74), 4 high elves. - Rick blaine (558), La Hermandad del Faraon Negro (325), leader. - Herreros (583), Gran Mercader & Sons (332), leader, 2 horses. - La venganza del Sadico Puritano (1382), Nej Nej Nej Nej Nej (235), 22 high elves. - Unit (507), Faction (344), leader. - Unit (522), Faction (347), avoiding, leader, 2 horses. - THE DISCORDIA OPTION (1595), leader. - THE ILLUMINATED ONE (1596), THE ILLUMINATUS CONSPIRACY (203), leader. - Carnicero Mc William (750), Los chicos de Mc William (429), leader. - Shiftless (1973), Faction (369), high elf; Slovenly worker looking for a job.. - scout 5 (1888), Faction (223), high elf; looking for a pot of gold. - Unit (1914), Nej Nej Nej Nej Nej (235), 7 high elves. - Seguidores del Circulo (2020), Circulo Interno (288), 11 high elves; Trabajadores en venta. - Unit (2111), Faction (344), 7 high elves. - Unit (2115), Faction (350), high elf, 5 horses. - 1ST Imperial Scouts (2147), Imperium Australis (373), horse, 2 high elves. - 3RD Imperial Scouts (2149), Imperium Australis (373), horse, 2 high elves. - Melvin's Irregulars (632), Melvin's Marauders (105), 2 tribal elves; a few wild-looking elves. - Currantes (1743), Los chicos de Edu (239), 25 vikings. ---------------------------------------------------------- Date: Tue, 14 Mar 1995 09:56:57 +1100 (EST) From: Christopher Dowling <cjd@dce.vic.gov.au> Subject: Re:Atlantis;Newbie Hi everyone, I've just joined the game and have been sent my first turn, but rather than sending to the list with all my questions, I was wondering if there was one kind hearted soul out there who might not mind helping me walk through the first few turns (It's important to learn how to walk before you can run, or work, or fight, or use magic, etc... or so my daddy used to tell me anyway). At this stage I don't have access to ftp so I am unable to browse around to find out things for myself, Ihave the rules for Atlantis but if anyone has a copy of a FAQ or even just has a few tips or suggestions all help would be appreciated. Anyway one quick question for the list, do you always have to refer to your faction in a turn as the number on the report [i.e Faction (000) or whatever] or can you use your name [once you work out how to name it] Thanks in advance Chris ---------------------------------------------------------- Subject: DESCRIBE-ing shafts Date: Tue, 14 Mar 95 11:08:34 +1100 From: cgg@mundil.cs.mu.OZ.AU Is it possible to set the description for a shaft that one of my units is in? I tried to do this last turn, but nothing happened; the shaft does not have the description I gave it, nor did I get an error in my turn report. I would think that at least one of these things should have happened! Regards, Chris cgg@mundil.cs.mu.oz.au The Eagle Nest (74) Up