STARWEB EMAIL DISCUSSION GROUP (THE SEDG) (Sponsored by Flying Moose Technologies' Starweb Analyzer - http://flyingmoose.cjb.net) VOLUME 54 November 5, 2001 CONTENTS Feature Article – Starweb - The Next Generation by Walt Schmidt Questions – AP and robot attacks SEDG Web Page URL The Captain's Log - The ghost of Starweb future by Elliot Hudes The Swap Corner - http://members.home.net/mikewulkan/toppage2.htm Correspondence FEATURE ARTICLE Starweb - The Next Generation...and Moments Yet To Come Feature Article 011007.0551 4 (Walt Schmidt walts@dorsai.org) "It is the style of idealism to console itself for the loss of something old with the ability to gape at something new." - Karl Kraus STAR LIGHT, STAR BRIGHT... I am idealistic enough to hope there is a next generation – something new at which to gape. Having played my first Starweb game in the mid-70s, I also hope that Starweb and I are both around to celebrate our 40th anniversary. To paraphrase what was first said by George Bernard Shaw: "You see things; and you say "Why?" But I dream things that (not yet) were; and I say "Why not?"" WHAT IS, IS... For many of the past issues, Elliot and others have discussed a number of the reasons why a thirty-year old, text based, non-real-time, play-by-mail game continues to have a loyal, albeit aging, following. I have already likened the game's continued popularity to "model-building." Something that if done correctly is comprised of many seemingly non-related facets - all of which can by themselves be very rewarding. However, when taken together, are clearly yet another case of the whole being equal to more than the sum of its parts. I am not sure if new generations are still model building - there will always be a few, but I would bet it's a declining market - at least this would seem to be the case on Long Island. Carrying this analogy one-step further, and by all means not too far a leap of logic, Starweb also is experiencing a declining market. The question then becomes how do we, in these times of instant, real-time, multi-media, interaction, ensure the future of Starweb - at least so it will still be around to celebrate its 40th anniversary. WE DON'T NEED NO... I know what we don't do. We don't make Starweb into a stand alone computer game. We don't do a complete make-over. We don't try to integrate into it a plethora of graphics no matter how good the graphics may be (although how we could do this if we wanted to escapes me). In general, we don't try to make it into something it never was nor never was intended to be. That having been said - what do we do? NO TRY - DO... First and foremost, we make that question a topic of discussion for many months to come and not just a topic for Elliot and I to banter about back and forth. I truly believe that if many of us put our heads together and work on it, we will come up with a short list of practical suggestions that will go a long way to ensure Starweb is still around to see its 40th, nay 50th anniversary. Having posed the question let me start these discussions with three suggestions that in my opinion would point the Starweb Overhaul in the right direction. But first, there is a zeroeths suggestion (I put it that way as it has already been done - and I very much miss Isaac Asimov) that has gone a long way in bringing Starweb into the present - and we have Elliot and Mike to thank for that. Thanks to Flying Moose Technologies ( http://flyingmoose.cjb.net/ ) (Elliot and Mike's alter ego), we have SWAP - StarWeb Analyzer Program. The Starweb Analyzer takes your Starweb turns and processes them so that they are combined together and presented in an easy to use Graphical User Interface that allows you to view an manipulate one master turn that combines all known information that you have accumulated. Further, it does this not only for your turns - but for all your allies, too. I'll let Elliot wax poetic about SWAP, but let me leave you with one thought. Since using SWAP, I have made NO INPUT ERRORS! Unfortunately, just as my typewriter still doesn't know how to spell, SWAP still allows me to enter really stupid orders - as long as they are valid. Perhaps we need convince Elliot and Mike to provide us with even more AI - but that smells like another article for another day. Back on point... Loomis uses, for the most part, push technology. Let's add to this a little more push, and a bit of pull technology, too. Yes, one can obtain the Starweb rules directly from the Flying Buffalo web site. But, I want to download the results of my turns, too. And, why not allow me to upload my turns. Given these abilities, they almost beg the next suggestion. Currently, we have email games, we have private games, and we have selected variants. Why not allow us to have private, all online, games. Allow us to have shorter than two-week turn arounds. Allow us to have, say, an all Apostle game - to have regular online contests. We would download T-1 after 0800 on Saturday, with the first four turns due no later than: T-1 - 1159Sat; T-2 - 2359Sat; T-3 - 1159Sun; and, T- 4 - 2359Sun. After that, one turn each day through the following Saturday and we would have a T-17 game that would run for a little more than two weeks, and have its winners announced on Sunday - can you say par-tay har-day. We could have recurring tournaments that run over a three-day weekend. We could have the first annual Starweb Duplicate Tournament - with X number of webs each with exactly the same set-up. While each web would have its own top-scorer, the overall tournament winner would be the player with the best score amongst all the webs. We could also have awards for best type-scores. Think of the alliance play - not only to have your alliance win the overall best-of-tournament, but try and also garner as many best-of-type scores - can you say bragging-rights! So far, my first "two" suggestions deal with areas that would require the least amount of programming or reprogramming. Now, on to other "more costly" areas. Why not let the Starweb universe expand past 2^8. A single web with 30 or more players surely does raise some real interesting alliance-based questions. And, why does player-type X's action (only) earn them Y points. Starweb is going on thirty years old. There isn't much that having been around that long, hasn't gone through significant changes - if for no other reasons than to take advantage of technology. Yes, some have taken the concept of change or the perception of change to an extreme. Are you listening Detroit? But, that is not what I have in mind. In April of 1990, for Starweb Email Discussion Group Volume 30, ( http://www.accessv.com/~somnos/vol30.txt ), Elliot and I introduced you to STARWEB 2000 - an April's Fool prank of sorts. And while done in jest, as many times is the case, there was the potential of some truth in that article. I invite you all to re-visit that issue, with the following in the way of highlighting several ideas I really would love to see come to pass. THE EMPIRE BUILDER: You and only you can build, re-design and maintain Transfer-Portals that have as their destination any world known to you. It does not matter how many worlds it takes to get there. As long as you know all the connections between any two worlds, you can build the TP that will take you directly from world A to world B, in just one turn. THE PIRATE: You and only you can set traps that do not destroy the keys and ships that blunder upon them, but rather capture them. Following the Pirate's "more than three to one" capture rules, a Pirate can also capture or take over another Pirate's Traps. THE ARTIFACT COLLECTOR: You and only you are affected by the New Special Artifacts. One such NSA is the Special Probe, which provides a Full-Probe of all worlds connected to the current location of the Special Probe. This includes identification of any TPs or any Traps. THE MERCHANT: You and only you can purchase and sell Artifacts for a fee of ships. For selling a set of artifacts that obtain a special end- of-game point bonus for the purchaser, you too will gain that bonus. THE APOSTLE: You and only you can "get blood from a stone." As such, and since your fanatics can make do with much less than the rest of us, all limits on worlds fully converted by you can be "used" to an amount double their original value(s). THE BERSERKER: You and only you can shoot and kill "goodlife" for points. G-Shot results are not affected by any existing P-Ships. REMEMBER... Change is good and is often needed. Here's hoping that the change Starweb experiences as it passes its third decade of gaming is one of growth not decline. If I leave you with one though on this, from me to you our readers, here is something recently said by Hardy Greaves as he quoted Bagger Vance: "And me...Well, it seems like yesterday I use to see old guys like me and wonder why they still bothered with this crazy game. Ah, it doesn't matter. As Bagger once said, "It's a game that can't be won – only played." So, I play - I play on. I play for the moments yet to come - looking for my place in the field..." Makes admiral sense to me - all of it! See you next issue...Shai Dorsai! ---------------------------------------------------------------------- QUESTIONS - Can anyone answer these? Let me start by reiterating the scenario outlined in the last issue - Here is a position I have in a current SW game. Look at the Homeworld below. I know that if you fire AP and kill the robots on one turn you can subsequently robot attack on the next turn to capture the world (despite their being enemy ships not at peace present). Lee Knirko and John Symons did this to my alliance in SW-L/25. Here is my question - This is likely the last set of orders of the game. Can I fire AP and do the Robot attack on the same turn and capture the HW? I am concerned that I will create more robots first and keep the HW neutral. I would really love to take this HW back and thumb my nose at the enemy in this fashion. In case you are wondering - this is not my HW. It is one I attacked. You may assume I have no allies present. Custer is a dropout and will not fire. Fornax, Nadir and Shadowzen are my opponents. This turn has been run and I have the answer! W49 (25,140,159) [] (Lost by [SOMNOS],Industry=30/0,Metal=21,Mines=3, Population=9R,Limit=100,I-Ships=0(AF27),P-Ships=0(AF75)) F18[SOMNOS]=20 (AF110) V23:Silver Pyramid F69[SOMNOS]=6 (AF173) F158[SOMNOS]=8 (AF125) F163[SOMNOS]=14 (AF139) F171[SOMNOS]=21 (Moved) F175[SOMNOS]=23 (Moved,Cargo=16) F182[SOMNOS]=11 (Moved) F58[CUSTER]=6 F197[CUSTER]=2 F17[FORNAX]=10 (AH) F41[NADIR]=17 (AP) F68[NADIR]=11 (AF69) F70[NADIR]=6 (Moved) F27[SHADOWZEN]=1 (AH) F75[SHADOWZEN]=2 (AH) F101[SHADOWZEN]=4 (AH) F151[SHADOWZEN]=4 (AH) F224[SHADOWZEN]=4 (AH) F248[SHADOWZEN]=4 (AH) F37[]=0 V55:Titanium Sword F81[]=0 V2:Nebula Scrolls, Vol. II F110[]=0 (Lost by [NADIR],AF69) F125[]=0 (Lost by [SHADOWZEN],AH) V38:Arcturian Lodestar F139[]=0 (Lost by [NADIR],AP) F150[]=0 F173[]=0 (Lost by [NADIR],AF69) F181[]=0 F184[]=0 V41:Platinum Shekel V44:Golden Shekel F206[]=0 F233[]=0 F239[]=0 The short answer is: Yes you can. Here is how I set about to do it and the results then some discussion. In my orders I have selectively targeted the enemy berserker so that if he robot attacks at the same time as I do the chances are that I will be the successful owner of this HW. The orders destroy the neutral robots while doing an R attack. ** W49 CUSTER HW. I'm not sure you can AP and robot attack on the same * turn to take the HW back. [SOMNOS] F18AF41 *F18[SOMNOS]=34 kill Nadir key so he can't robotize the world. [SOMNOS] F69T1F175 F69R8 *F69[SOMNOS]=9 repopulate robots - capture HW. [SOMNOS] F158AP *F158[SOMNOS]=20 gambit to remove old robots. [SOMNOS] F163T2F158 F163AF70 *F163[SOMNOS]=12 kill Nadir. [SOMNOS] F171AF68 *F171[SOMNOS]=22 attack Nadir. [SOMNOS] F175U16 [SOMNOS] F175T12F18 F175T1F171 F175T3F158 F175AF75 F175T2F158 F175T2F69 *F175[SOMNOS]=4 kill Shadowzen. [SOMNOS] F182T2F18 F182T5F158 F182T2F69 F182AF27 *F182[SOMNOS]=2 kill Shadowzen. *-------- Here are the results – W49 (25,140,159) [SOMNOS] (Captured,Industry=30/16,Metal=40,Mines=3, Population=16R,Limit=100,Turns=1) F18[SOMNOS]=34 (AF41) V23:Silver Pyramid F69[SOMNOS]=1 (R8) F144[SOMNOS]=6 (Moved) F158[SOMNOS]=20 (AP) F163[SOMNOS]=12 (AF70) F171[SOMNOS]=22 (AF68) F175[SOMNOS]=4 (AF75) F178[ABE]=2 (Moved) F58[CUSTER]=6 F197[CUSTER]=2 F46[ERIDANUS]=1 (Moved,At-Peace) V9:Radioactive Isotope V35:Titanium Lodestar F221[ERIDANUS]=1 (Moved,At-Peace) F17[FORNAX]=10 (AF182) F151[SHADOWZEN]=4 (Moved) F37[]=1 V55:Titanium Sword F41[]=0 (Lost by [NADIR]) F81[]=0 V2:Nebula Scrolls, Vol. II F110[]=1 F125[]=0 V38:Arcturian Lodestar F139[]=1 F150[]=0 F173[]=1 F181[]=0 F182[]=0 (Lost by [SOMNOS],AF27) F184[]=0 V41:Platinum Shekel V44:Golden Shekel F206[]=0 F233[]=0 F239[]=0 (F27[SHADOWZEN]-->W159 F68[NADIR]-->W25 F70[NADIR]-->W25 F75[SHADOWZEN]-->W159 F101[SHADOWZEN]-->W159 F151[SHADOWZEN]-->W159 F224[SHADOWZEN]-->W159 F248[SHADOWZEN]-->W159) The enemy decided to retreat (actually they tried to counter invade which wasn't useful as I was correct that this was the final turnsheet). Therefore I had no competition from the enemy berserker (Nadir) nor did I have to worry about the success of my attack. The AP order does precede the robot attack order allowing you to depopulate the robotic world and then recapture it by robot attack (despite the presence of enemy keys not at peace). Let's examine this in more detail. The rules state that a robot attack on a world with robots will claim the world in relationship to the size of the attacking robots relative to the number of robots on the world. That is why I wanted to destroy all neutral robots first – so that I would have a 100% chance of capturing. The enemy could have stymied this by having Nadir drop robots also, which would have resulted in either a neutral robotic world or one owned by Nadir. I fired on Nadir to decrease these odds. Another way for the enemy to stop me would have been to target the correct keys. Killing the key that was attacking the population could have resulted in some remaining neutral robots that could have retained control of the world. Similarly, attacking my key doing the robotic attack could have destroyed all the robots before they made it to the ground. The key to success would be to use ships in excess of the number needed to clear population or repopulate if you could spare them. It sure was a nice trick! NEW QUESTION – Asked by Ken Cassady (he will reveal the answer in the Dec. SEDG) "Here is a question for the newletter how many points can the AC get in one turn during the game (not after)." ---------------------------------------------------------------------- STARWEB EMAIL DISCUSSION GROUP - is now available on the web. Look for our new MAPPER'S SECTION on the SEDG Web Page. http://www.accessv.com/~somnos/sedg.htm ----------------------------------------------------------------------- FEATURE - THE CAPTAIN'S LOG – Stardate 11.05.01 The Ghost of Starweb Future By guest Captain – Elliot Hudes Let's start by tying into some of the comments of the Feature Article (Starweb – The Next Generation). I endorse Walt's comments that this should not be a topic only bantered about between us. I would also like to preface my comments by saying that I am hoping that some constructive criticisms and positive suggestions come out of this discussion that can be reasonably employed and are not merely complaints or sniping. Oh, hello Alter – I almost forgot that I inherited you along with the column. Are you making yourself comfortable in my cranium? >. I am going to split my comments between what can be done presently to enhance the game and then considerations for upgrades. Advertising, Access and Interface: I agree with Walter – what we don't need are any changes that radically alter , (sorry – that was alter with a small 'a'). As I was saying, we don't want to radically alter the fundamentals of the game we enjoy. It is primarily a diplomatic, strategy, war game in an interstellar setting. One of the primary reasons that it is still popular among us aging armchair warriors over the glitzy graphic and sound enhanced real time games found on the web, in my opinion, is the fact that it is still an email game. Email allows us to play in an asynchronous mode, fitting gaming into those few minutes of spare time we can eke out between due dates. I've played Starweb face to face at the conventions and we can usually fit in 18 turns in a 3-day tournament. Even without breaks and the slowdowns caused by typist entering orders into the computer (along with other games occurring simultaneously) I don't think you could finish a half decent game without dedicating at least 18 hours to the project. Clearly this is not an option for the type of players that are currently playing. We like the asynchronous nature because we don't have hours of 'live' time available to devote to the game especially at times not of our choosing. After all, we have jobs, commitments, families and a limited amount of free time to fritter away on such things as our own enjoyment (unlike our teenage children – but I digress :-). I have to believe there is an untapped mine of other similarly encumbered young to middle aged people who would enjoy a game of this type. The real question is how to get to them. The answer is obviously advertising. FBQ has an award winning game that only gets new players by word of mouth. I found out about it in the 70s from a flier I spotted at a Sci-fi convention. I hear that FBI also advertised in magazines. I think that these are avenues that need to be looked at again. There must be fanzines, periodicals and even web sites where Starweb (and other FBI games) could be exposed. Another idea I had meshes very well with Walter's thoughts of a web server that allows you to upload and download turns. In addition to a wider selection of variants and due dates a server can help to automate the process of gaming from FBI's end. Gamers upload and download directly to the FBI computer and there is no requirement for human intervention. So running 1000 games would cost FBI no more than running 1 as there is no increase in their staffing or overhead. So why not offer an initial free game to any new players? There are tons of free internet games out there competing with Starweb which will cost money and time for a player to get set up (they must send FBI $$ and set up an account – and we all know how lazy people can be when it comes to getting off their duff, writing a check and sending it in). If there were a way for a player to register online as a new player (meaning he hasn't got a registered name or account with FBI that has played Starweb) he would be allowed to play one introductory game. Yah, I know there are ways that players can abuse this by entering multiple games under different names and email addresses but I'm sure there are ways to limit this type of abuse if FBI wanted to try this idea. Perhaps the game would only run 12 turns (giving you a taste but not allowing you to truly obliterate your enemies). In the end it wouldn't cost FBI more to run these 'demo' games and it could bring in more players. To get over the 'payment inertia' FBI could subscribe to an online service like Paypal so that players could put money in their accounts over the web with just a keystroke (or find out how to create a secure web page where it's safe to transmit credit card info as many websites do). Interface – I am going to resort to giving a plug for my software, the Starweb Analyzer (by Flying Moose Technologies). I have many testimonials now from players who say they would not have entered a game, played on or even considered playing without our graphical interface. The pages of text data that comprises a Starweb turnsheet is dry and to put it bluntly, dull. Once you have played the game and get into viewing the data this way you can put your imagination in gear and perceive the web, its interstellar intrigue and secrets. To the novice or player shopping for a new interesting game it is a complete turnoff. I'm not saying that my program is the final say in graphical interfaces but it doesn't change anything regarding the game everyone is so fond of because we had to develop it to utilize the text laden turnsheet. In effect it allows you to build a color map, visually track fleet movement and do filters and sorts of all data you have accumulated regardless of whether it was on an old turnsheet or an ally's turnsheet. It has a module for order entry/editing that has email capability so the completely paperless Starweb turn is not only possible it's here already. For more info – go to the web page at http://flyingmoose.cjb.net. I am not suggesting a live graphic interface that allows you to see the worlds building, ships flying, PBBs falling as that is a major piece of work that risks changing the game entirely. Many of Walter's ideas for new variants, multiple due date intervals and even more online weekend tournaments as well as his overlapping games on the same map setup involve bringing in a lot of new players. That is why advertising and access, as I've outlined, are necessary infrastructure before this will fly. Now onto the more fun proposition. Let's discuss a Starweb game for the new millennium – Starweb 2001. This is where you can trot out your list of ideas of changes you wish to implement in the game such as Walter's pirate traps or my ongoing whining about balancing the scoring of the various character types. But remember the ultimate goal is to preserve the essence of the game. You can start to discuss new types of ships from ultralight scouts (no weapons on board or metal storing facilities) to Superdreadnoughts with 2 shots/ship and requiring 3 shots/ship to be destroyed while only having a 2-planet flight range/turn. Or new weapons, shields and even new resources found to be utilized on the planets. Perhaps even star systems with more than one planet that can be used. All of these ideas would add to the complexity of the game without removing the elements of diplomacy, strategy and changing the heart of the game. But if you add in ideas such as teleportation, revolution, assassination, terrorism or even cloaking devices – the game may become unrecognizable. I would favor some tweaking of the existing character types to make the scoring more equitable and make them more interesting. That is why I like Walter's transfer portals and pirate traps and even the thought that Apostle's can overpopulate their planets. Other types of characters may also be interesting. The most challenging part would be finding the talent and the will to make the changes. Previously when backed into a corner, Rick has stated that he doesn't feel the award winning game needs further changes and that even adjusting the scoring of merchants would mean major changes to the program that would cost money and time. I think that if Starweb doesn't continue to change and grow it will be a relic of the 70s and will be left behind. I guess that's OK if Rick is planning to retire in the near future but I ask – where is that gamer from 30 years ago who sat down and wrote this amazing game? With some adjustments and movement to the web it could be a game enjoyed by many for another 20 years. I have heard the arguments that an advanced Starweb game would only compete with Starweb Classic in a limited pool of available gamers. POPPYCOCK! An improved product brings in more business and continues to grow. If there isn't room for Starweb Classic alongside of Starweb 2001 then that is evolution in action. But to deny that changes should be made is the road to extinction. If the limitation is in the area of resources such as time or money rather than a paucity of qualities such as drive or vision then I put it to all of you – Don't we have a plethora of players with both gaming and computing skills already addicted to the game? Couldn't they come up with some sort of deal with FBI to work on a joint project such as Starweb 2000? Wonder where Alter went? I sedated him with thorazine – you should try it Walt :-). Elliot ----------------------------------------------------------------------- FEATURE - THE SWAP CORNER By now most of you should have received an email flier from FBI announcing the Flying Moose Technologies Starweb Convention. Yes, it's now official. Here is the information about the Con. The web site http://members.home.net/mikewulkan/toppage2.htm will have more details including a map to the resort and links to the Resort's homepage. The Flying Moose Technologies' - Great White North (Canadian) Starweb Tournament It's official! Flying Moose Technologies will host the first Canadian Starweb Tournament and we shall be bringing Flying Buffalo's head Honcho -- Rick Loomis up to moderate the game. Come and enjoy 3 days of gaming, playing the award winning Starweb face to face with your allies and opponents. There will be a beautiful plaque presented to the winner of the tournament and the satisfaction of crushing your enemies. When: Friday April 26th 9 a.m. - Sunday April 28th 6 p.m. Due to the location of the Tournament it is recommended that you arrive no later than Thursday evening. Registration: Please send your registration fee to Flying Moose Technologies 2912 Remea Crt. Mississauga, Ontario Canada L5L 2H5 Cost: $100.00 US or $150.00 Canadian. For those that Register after Dec. 25th the price will be $120.00 US (or $175.00 Canadian). Where: Birch Haven Resort, Baysville Ontario. This Resort/Conference Center is found in Muskoka - a region composed of thousands of lakes and hills nestled in northern Ontario. It is a robust ecologic niche entrenched in the geologic formation known as the Canadian Shield, an area virtually stripped of topsoil by the most recent glacier's advance leaving outcroppings of three billion year old Precambrian rock and thousands of lakes in its wake. Call (705) 767-3354 to make your Resort reservation - 1 night payment by credit card will be required to hold the room. Birch Haven will charge $30/person/day Canadian (without meals) based on a double occupancy. It will be $45/day for single occupancy - the rooms come with kitchenettes. Due to this being the offseason the Restaurant will be closed but there are several restaurants in nearby Baysville (2 minute drive) as well as General Stores to help you stock your fridge while you game. Directions: It's a 2-hour drive from Toronto. For those landing at Toronto International Airport - take Highway 401 east to Highway #400. Go north on Highway #400 past Barrie and then get onto Highway #11 north. You will pass the following towns - Orillia, Gravenhurst and Bracebridge. Exit Highway #117 and go east 16 kilometers (10 miles) until you reach Basyville. After you pass over the bridge in Baysville look for the Birch Haven Resort and Conference Center on your left (within 2 kilometers). (Out of town guests - it is recommended that you rent a car. There may be some opportunity to grab a ride with a local Torontonian on Thursday evening - check with me if you wish to explore this). Refund Policy: This convention is basically being put on by the Canadian fans and to limit our risk of large losses (to bring FBI to Canada, reserve the Resort etc.) we are making the registration fee nonrefundable after Dec. 25th, 2001. If the Convention must be cancelled from our end your Registration fee will be refunded. Starweb Analyzer: If you bring a laptop you will be able to get your turns on diskette to input into your Starweb Analyzer. If you have a laptop but not the Starweb Analyzer I encourage you to check out our web site. http://flyingmoose.cjb.net. If you prefer paper and pen - I will ensure that I have an inkjet printer available for paper turns. If we get a large response there might be a chance of running other FBI games. Please let me know if this is of interest to you. For more info on FBI games - http://www.flyingbuffalo.com Elliot Hudes VP, Flying Moose Technologies (and 24 hour tech support. Mike Wulkan President, Flying Moose Technologies (and Chief Technical officer) P.S. Added bonus - Canadian Beer! ----------------------------------------------------------------------- CORRESPONDENCE I didn't receive much this month (aside from inquiries for the Convention). C'mon, get off your duff and write! A Plea Some of you have offered to write some articles for the SEDG and in fact I've heard that some are already partially written. I would love to receive these submissions. Send them in. Well, that's it for Volume 54. Don't be afraid to submit articles or suggestions. They don't have to be long. Address your correspondence to Elliot Hudes at somnos@compuserve.com.