STARWEB EMAIL DISCUSSION GROUP (THE SEDG) (Sponsored by Flying Moose Technologies' Starweb Analyzer - http://flyingmoose.cjb.net) VOLUME 57 Feb. 4, 2002 CONTENTS Feature Article – Piracy in a Silent Web by howdt Questions – Final AC scoring, Silent communication, New Variants? SEDG Web Page URL Mapper's Delight – Mapper's Nightmare The Captain's Log – M.I.A. The Swap Corner Correspondence FEATURE ARTICLE Piracy in a Silent Web by howdt Pirates need to have a different philosophy to play anonymous Starweb. The lack of diplomacy off the board means that actions and offers have to be relayed in actions, but what action tells your neighbor that you want him to give you worlds to plunder. My philosophy has been to maximize score while maximizing enjoyment. So I entered this pirate quest with a game plan of seeing how long I could hold the game lead (on my own printed page) and trying to build the killer mega-key. Secondary goals included being the top scoring pirate and to maximize the number of five plunder worlds. The first order of business was the initial expansion, looking at the resource worlds for metal and plundering everything else in sight. In this case, my homeworld was not plundered on turn 1. The map turned out to be all three connects in a six-member ring pattern with each homeworld having an extra connection to a one-connect world. This extra world turned out to be a squirrel location for keys and art - out of play for everyone else, since the only way to get there was through the homeworld. Quick math shows that there are 720 outside connections to explore. (256-16) x 3 The opening was standard, with other players appearing on turn 4 - the third ring of my territory. I briefly considered dropping consumer goods, but decided that a merchant faηade would not fool anybody when I could only drop one metal per ship rather than the expected two metals. Eleven of my worlds were plundered in the first three turns; so my pirate score at turn 5 was 688 points. The territory offered 9 artifacts and 17 keys, not bad for a starting position. Three other characters were loaders, but ally status would have to wait to see about silent negotiations. There was one direction where there was no contact. I set up my metal haul and devoted as many ships as I could to explore out in the new direction. For a pirate - unclaimed worlds offer a serious advantage - no payment for plunder. By turn six, my resources allowed me to devote 8 keys and 46 ships off into the new direction. My first pirate capture, a 3-ship apostle key, came that turn. I continued to pick up fresh worlds through turn 8, and was able to establish a base location away from home that misdirected opponents later in the game. Of course devoting major resources for explore and conquer strategies leaves the home area weak. The berzerker next door and I traded a few worlds back and forth as I plundered, left unoccupied and returned. I neglected the neighborhood apostle and did not coordinate well with the merchant. I still have yet to figure out how to get the merchant map information beyond the one turn directional signal (F153W39W243W39 will place F153 ?W39 ? W39 on the printout at W243). But life was good and expansion was continuing. Ten turns into the game, I scored my 2000th point and was just reaching the limits of my expansion. By using probes, I could see 75 worlds. My map was nearing 100 worlds, and I gained 55 points per turn on pirate art. I had ten keys coming home with local hauling allowing me to send a new key fully loaded off to the front every turn. Arriving home for turn 11, I was greeted by a 51-ship apostle key bearing an undesirable gift - a Planet Buster Bomb. My ship count after builds was 107, just enough to repel the attack - if every key shot at the unescorted invader. A miswritten order kept a 12-ship key from leaving home to collect more metal; else the attack would have worked. It was a stroke of elegant surprise, and now I would have to play defense for a while. I collected the ships from the exploration effort together to build a single 55-ship key. It kept two 5-ship escorts, so that each turn the ships could shift from key to key to prevent a strong opponent from having an easy target. I sent the other keys homeward and allowed the armada to hover on the edge of robot land to the north. A few turns later, the two 5-ship keys captured a robot key carrying a PBB. Nice addition to the arsenal - a certain headache for the berzerker playing cat and mouse games. At home, the apostle ran away, taking hits from 11 separate keys. I had enough metal stored for one turn of missing supplies, but then it would become rugged. I could not afford to sit at home, because Starweb is a game of maximum expansion. The return of the Jedi came just two turns later and brought three keys and 110 ships, at my defense of 121 ships. A losing proposition, but the arrival of half a dozen small keys from the front that turn gave the apostle 15 targets to shoot for. I calculated the number of shots needed to pirate capture the PBB key, and fired everything that I had. I captured a 1-ship key as the others two fleets ran away. The apostle took a 60-ship hit in order to deliver the payload. I decided to take the entire collection of ships down the apostle's throat. I knew that this sacrificed world captures, as by turn 15 the entire apostle sphere of influence is fully converted. By sending a few choice keys out to lead down the path to his homeworld, I was able to pop off I-ships and clear the route from ambush. The big coupe was the turn 17 capture of a 67 ship apostle key by my 180 ship mega-key. Since I did not need to worry about hauling, I assemble 210 ships, which arrived at the Jedi homeworld on turn 19. This revenge was made less sweet, as the apostle stopped playing the turn after the pirate capture. Lots of booty for a clean-up mission, but no battle chess test of wits. Disappointing. In the next two turns, I located and pirate captured all the defending keys and eliminated 26 industry (there were enough I-ships left to not allow me to suppress all the builds and clean up the turf). I captured two loaded keys, delivered them home as consumer goods and converted 9 followers - enough to take the homeworld for one turn and pick up the collected art. In the north, I assemble nine keys to make a 75-ship key with PBB and sent it at the berzerker homeworld. This was to be a final assault to cap the game. I assumed that the high score (8517) that I saw was the merchant and that the game would end. As it turned out - this berzerker was the leader and it took him three more turns to muster enough points to break the scoring threshold. The extra time allowed me to take the mega-key out the back edge of apostle land into the community of another pirate. A 234-ship armada provided me with a 46-ship capture that led me to a basically undefended pirate homeworld. On the last turn of the game, I took possession of that homeworld, giving me a few industry to show for the final score. I also had a single ship at peace merchant key land on my stash planet that turn - where I had sequestered 15 empty scoring keys and 10 pieces of art. So, I had a highly successful game, capturing two other players' homeworlds and destroying the berzerker homeworld with his own PBB. My final count on turn 24 was 23 worlds, 34 keys, 403 ships, 43 industry and 19 artifacts. I scored 6106 points for a very respectable 675 score - good enough to be the second pirate of six, and sixth overall. The berzerker up north ended at 9044. I had a good learning experience in the land of silence and seven 5-plunder worlds. I held the lead through turn 18 - the turn that my prior anonymous game ended. My mega-key armada ended with 271 ships, as a few keys in the pack had left to try to secure some hauling worlds in the area. The big key with 242 ships didn't move on the last turn, capturing an at-peace 25-ship merchant key and the other pirate's homeworld. Hats off to all those bold Web veterans that forsake communications to compete in silence, enjoying their own personal game strategies. ---------------------------------------------------------------------- QUESTIONS - Can anyone answer these? Two issues ago I asked: If the Art Collector has all the art at the end of the game, how many points would he reap on the last turn? Has anyone seen this happen? The answer – 5180 points on the last turn of the game. He gets 1500 for the Nebula scrolls plus 1000 each for having the complete set of Ancients and the Pyramids. Then you must add the 1680 for having all the art on the final turn also. (Geez, I hope I didn't flub the math on this one :-). Many thanks to Paul Balsamo, Bob Becker, Steven Dooley and John Shannonhouse for pointing out that I neglected the bonuses for museums that an Art Collector could gain if he owned all the art. Ten are possible for an additional 5,000 points bringing the tally to a whopping 10,180 points on the last turn of a game where the AC has all 100 pieces of art. New Question: This one is much more subjective. I would like to hear from people regarding actions they have taken to facilitate nonverbal communication in Anonymous games. How did you make your wish for alliance known? How did you telegraph your character type or your needs for certain resources? Were you able to get help in a military campaign? How? Editor: I think it is very timely that the feature article focuses on Anonymous Starweb and communication. John Shannonhouse wrote: I have made guesses as to the character type. It is usually not that hard from scores you see, CGs dropped on T3, converts, worlds plundered, keys captured, art successfully transfered, score a multiple of 15 (AC), or 0, negative, or a low multiple of 5 (Merchant or Berserker), a high initial score (EB) or medium initial score (Apostle) etc. Appropriate gifts (including the transfer of art) show willingness to ally. I gift a fleet at a high mine world next to the HW to a merchant and fly THROUGH it to get to my HW so he can see where to go. As a merchant, once I drop off metal, I move through the original connecting world to a ruing 2 world and then back to gain more info on best places to pick up. If the player notices, he can build me up as appropriate. To ask for help in a campaign, I gift a fleet to someone at a world where I know it will be attacked. That actually worked. The other person has to know what they are doing, and pay close attention to each turn to figure out what has happened. People who are not experienced probably should NOT play annonymous Starweb. It is far too easy to miss those subtle hints (gee -- where did I get that art? Oh well, who cares...) Editor: I would love to get more feedback on the question of Anonymous Starweb Communication. New Question: Again, it's not a B&W Starweb question. Later in the SEDG Craig Steel talks about possible new Variants that FBI could offer (his all Apostle game has me interested ). Any ideas of Variants that could be tried (please, nothing that requires reprogramming the SW game)? ---------------------------------------------------------------------- MAPPER'S DELIGHT – MAPPER'S NIGHTMARE For those of you who love to crack a good Starweb map, I've constructed an interesting one. The data is a barebones turnsheet that the Starweb Analyzer can handle or use pen and paper. Look to the bottom of the SEDG for the worlds. Questions 1) What is the base unit composing the superstructure? (Part marks if you can describe it but don't recognize what it actually is). 2) What is the Superstructure? El ---------------------------------------------------------------------- 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 By Walt Schmidt walts@dorsai.org Walter is M.I.A. – I hope he returns soon! Keep fighting the good fight Walter! ----------------------------------------------------------------------- FEATURE - THE SWAP CORNER Of course no SWAP Corner is complete without a plug for our upcoming convention. At present we have 10 confirmed players and an 11th who says 'the cheque is in the mail' :-). It looks to be a great game so come on up! FLYING MOOSE TECHNOLOGIES STARWEB CONVENTION. Yes, it's 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 >> Date: 08-Jan-02 12:49:16 MsgID: MC3-ED3D-4B6B ToID: 75304,3311 From: "Steven Dooley" >INTERNET:skdooley777@msn.com Subj: SWAP suggestion Elliot, My third and final e-mail (I hope). A suggestion for an addition to the SWAP program would be for it to recognize I-ships and P-ships at a world if there are 2 or more present. I have seen several players overlook their home fleets in a battle because the SWAP doesn't prompt them for orders. It's a case of relying too heavily on the program and not the printout. Just a suggestion. Steve Editor – It's done – check out V1.5b for it's ability to identify Homefleet. ----------------------------------------------------------------------- CORRESPONDENCE Elliot, To answer back to an earlier SEDG question. How many connections have we seen off one world without the black box? I have now seen a world with 16 connections!!! Steve Dooley << Wow - that's impressive. I imagine it connected up all the different empires? El Craig Steel wrote: So, I've been following the debate on "what can we do to improve Starweb" with some interest. Here's my 2 cents - and since I only play StarWeb, my comments here are strictly about that game. In order for Rick to have the resources to afford changes to the game engine, he needs a broader base of players - which would lead to more games being played, more turns being processed, and therefore more income generated. I think we can agree that is a given. To argue that changing the game engine will attract players in and of itself is flawed. It might, it might not. The "if you build it they will come" concept doesn't apply to turn based gaming any more than it applied to "New Coke". We, as a group of experienced players, see change as a good thing since we get to learn new things, experience new results, develop new strategies, but newer players don't require that. Change may help retain existing experienced players who might drift away from the game, but it doesn't guarantee new ones. There is plenty to learn for new players in the existing game, but I don't think enough is done to help them actually enjoy the game while they learn it. I'm making some assumptions here, but I'm assuming (and maybe Rick could confirm this) that there is a trickle of new players relatively constantly who sign up and try out a game. Some stay and finish a game or two and then drift away again, some drop out partway through their first game, a few become regular players. Well-applied advertising can increase the flow of new players, but does nothing to help hold on to the ones who do take the plunge. I'd be more concerned with trying to turn more of the new players into repeat customer's. Since the advent of email, the number one rule in StarWeb is "not talking to your neighbours is like BEGGING them to invade you". Does it say that in the rules anywhere? Does it say that in anything a new player gets with his first sign up? Unfortunately no. We as the community of StarWeb players don't do newbies any favours either. You're in a game, you meet someone who is obviously struggling to learn the ropes, do you take them under your wing and help them or do you go in with guns blazing (justifying to yourself that if I don't take advantage of them, someone else will)? Unfortunately, it's been my experience that all too often, it's the latter. And new players get understandably choked when they get their asses kicked and all their worlds or fleets or art taken away. Yes, it's a war game. Yes, we all want to win, or at least do well. But, cutting off our noses to spite our faces will bury us in the long run. So, what can we do to make the first time experience (or first few times experience) more enjoyable? 1) Let up on those who you know are new. The standings are on-line, you can figure it out for yourself. And you can tell just by dealing with them who's feeling their way, and who knows the score. 2) Provide more of a "gaming guide" than the current rulebook. 90% of computer games, which come out these days, have a strategy guide as a part of their rules manual. People have come to expect that, and I think it's lacking in the current rules. Whether this is a re-write of the rules to actually cover all the tricks experienced players know, or a companion manual, or automatic addition to the SEDG mailing list, or a web site they can browse at their leisure. Topics ranging from "How to unconvert that pesky apostle homeworld" to some of the excellent beserker and pirate scoring strategy ones which have appeared in FBQ and SEDG to "How does an alliance of and work together?" to "Why allowing merchants to haul for you might be a bad idea" 3) Included in the above should be an "etiquette of StarWeb" section. Covering things to avoid like shooting at a fleet when you meet it on turn 5, or not including your email address in your sign, or not responding to emails or DMs - or at the very least the likely consequences of those kinds of actions. 4) Providing new players with details about tools like SEDG and the Analyzer (and whatever else might be out there) which can improve their play. I'm not advocating spoon feeding players and turning out clones of the more experienced players out there, but I think we could do a lot more in terms of making them feel like they were on equal footing with everyone else. The benefit to us is that we don't have to explain the same things over and over again, and will gain some extra credibility with our alliance and game play suggestions - because if it's written down, it must be true after all. Although I include myself in the experienced players category, I know there is tons about this game I don't know. I sometimes find it frustrating that games tend to be fairly similar, and I don't get the opportunity to try out strategies that might appeal to me. I would imagine that frustration to be manifold for newer players who don't already have the acceptance of the game system built up. Attracting new players is always a good pursuit and I think Rick is doing what he can on this front, but I think keeping hold of the ones we do attract is something which is in our power to assist. A couple of short comments on other things. "cheap guerrilla advertising"? How about ads / links /icons on web sites run by players? Or exchanging advertising spots on the web with related companies - game conventions, magazines, game stores. Those are cheap, easy, and targeted at the market likely to respond to them. As for variants and getting enough players and the lag time and attrition rate. Why not advertise variants on a time limited basis? As in "I'll be running an all-apostle game (and boy would that be weird) in six weeks if I get enough players". If you don't get enough players signed up, then the game doesn't occur, no one is tied up waiting for it to start for a year, they move on to some other game - generating income for FB - and you can offer many variants in a year, not all of which will actually come off. Might require that the newsletter comes out a little more frequently and repeats some of the information on the waiting list pages, but that's a small price to pay for some variety. Or put it out this way - "I'm going to offer one of the following 3 variants next month. Let me know if you're interested in any of them" I'm betting you'd get to run one and drop the other 2 to maybe offer them later in the year or something. Addendum: One more thing I meant to include regarding the web sites run by existing players. Many folks have personal home pages, or are involved in other on-line "fun" ventures which they can influence to include some "stuff" from you. In return, you could offer a free sign- up, or a slightly reduced turn fee for a game for the life of the ad to the player, or a free Lost Worlds book (which might in face encourage them to buy a couple of others to try that game out). Something which doesn't hurt your bottom line in a large way. As far as advertising on the web site - which I suppose is inevitable – I think most everyone would accept a "here's some other places you might enjoy" section, and as long as you stay away from the current trend of annoying pop-up (or "pop behind" ads) which are all the rage, no one is going to get bent out of shape. The variants idea could be a contest. Send me a StarWeb variant idea. If we run your variant, you get free entry into the game. Something like that. I agree that you're probably never going to fund massive changes or expansions to the game off the dime of the current set of regular players. Variants and the like will not induce us to play a LOT more games - once in a while I might add a second game or a third game to my usual "one on the go at all times", but as you correctly identified, that's a time issue for me. What it can do is keep up our interest where it might fade if nothing is done over time. Craig Steel Editor: Fabulous letter. Upbeat, positive suggestions (vs the griping type that say change this and that - which I'm guilty of also). I liked the many suggestions for advertising and keeping players. I think that your suggestions regarding a strategy guide are filled nicely by the SEDG - perhaps Rick should provide this information to new players. Even if the SEDG stops producing articles I am going to keep the web site up. Rick - the idea of how to create odd variants on a limited time basis might actually get more games going without affecting the waiting lists. I certainly would be interested in an all Apostle game (ouch!). El Rick Loomis comments on a letter from Richard Broman (Rich's comments are the ones with the quote marks). >Richard Broman writes: >I can't really consider myself one of the "good ol boys" >in this game, since I am only now returning from an >extended absence from the game spanning since the late >80s. But When I was playing full-time, I rose up a >$400.00 monthly phone bill, and dreamed of the day that >the game could be run directly over "that strange >computer network the Universities were developing".... ;) >Now with the net in full swing, the SW players who want >to see their beloved game survive this new era should >rise up and storm the gates of Castle Loomis. So what is it, exactly, that Mr Broman is suggesting? You can now email your allies instead of phoning them. You can now email in your turn instead of mailing it, and you can wait until the due date before sending it, and avoid OUR typing errors by typing your turn yourself. We can run faster games if anyone requests them. What else is he suggesting? >For FBInc to continue providing us with the game we love, >we should respect Rick's desire to keep it hands-on. >Notice that if you send in an order that has an error, >you see on your turnsheet the "?" prompt symbol, and the >same order typed correctly. That doesn't happen >automatically. I visualize Rick or Chuck typing it in >manually after a short glance over the game's printout. >Using a program that recognizes only .txt-formatted files >seems unusually self-limiting. Reading over the history >of FBInc you can see that he's been running this game on >a computer with less memory than most of today's PDAs! If >he's like most of the rest of our society, and has a PC >at home, there has to be a reason he hasn't migrated the >program to a system with much more versatility. Apparently he didn't read the history very closely. We USED to run the game on a computer with less memory than a PDA. That computer is now sitting in my back yard with weeds growing thru it. We have been running SW on PC's for, oh, at least a decade now. >it's about 400 dollars to get a scanner with a >handwriting recognizer capability! He could receive hand- >written turns and just scan them through! But he doesn't. >He's running it manually because he likes the game "hands- >on". I certainly sympathize. The creative personality >type craves gratification through his creation, and >working with it directly must be satisfying for him. Huh? We don't use a scanner because I checked out scanners, which convert to text, and they used to brag about "only 1% error rate". If there were 1% errors on your Starweb turn, that would mean two of your orders would be wrong. Would you accept that? Nowadays it doesn't seem worth it to go thru the extensive hassle of trying to scan in handwritten turns. Why would that be "modern" on our part? Most of our players type their own orders and email them to us now. As it is, we read in the file you email us, and correct any obvious errors. Why is that "hands on" and why would it be better to scan in a hand written turn and correct any obvious errors? The only difference I can see is that it would cost us more, would take longer, and there would be more errors to correct. I'm sorry - I don't see any advantage in anything you are suggesting. No one who receives this newsletter by email needs to have me scanning in their handwritten turns. The Flying Moose Starweb Analyzer program can make a text file of your orders for you, and email it to me. How much easier can we make it? And just out of curiosity, how would having a scanner avoid having us "hands on" type in the correction to your order? If you typed it wrong or wrote it wrong, it is wrong. A computer isn't going to know what you meant. If the computer knew what you meant, it wouldn't be wrong! A person has to look at it, and fix it, or we have to let wrong orders be ignored by the computer, and let the player live with his error. We prefer to think of it as "customer satisfaction" not "being hands on". I think you badly misunderstand my objections to suggested changes. I don't need to be "hands on". What I most want to avoid, is spending a lot of extra money to end up with the same (or less) income that I had before. >Berzerkers and Goodlife. Fred (I believe) is dead, so >there might be copyright issues, but a good idea.... >Editor's note: Fred is not dead – I have corresponded with >him and in fact he has a new Berserker book (not sure if it >has been released yet). > I got Fred's annual Christmas card last month. He is still with us, thankfully. He also recently sold the rights to a movie company to make a Berserker movie. (But apparently the option period is about to run out, so maybe it's not going to happen.) Anyway, thanks everyone for your thoughts. I'm not going to be making any rules changes really soon. But we HAVE already started 4 games of "Trial Starweb". Talk your friends into giving it a try. Word of mouth is absolutely our best form of advertising. Rick The SEDG Map Game SW-SEDG, Turn 1, [S] () [S] (): HUH? ------------ W1 (127,133,202,249) [S] () W2 (31,163,184,198) [S] () W3 (23,70,230,241) [S] () W4 (10,131,161,219,248) [S] () W5 (24,58,129,159) [S] () W6 (69,132,144,179,247) [S] () W7 (22,163,165,198,199) [S] () W8 (117,120,224,231) [S] () W9 (97,206,232,251) [S] () W10 (4,80,82,220) [S] () W11 (27,69,104,179) [S] () W12 (20,76,87,148,157) [S] () W13 (15,107,133,249) [S] () W14 (34,150,211,255) [S] () W15 (13,53,94,141) [S] () W16 (45,52,91,123,217) [S] () W17 (116,125,206,251) [S] () W18 (100,116) [S] () W19 (59,142,175,181,209) [S] () W20 (12,47,49,72) [S] () W21 (109,119,194,212) [S] () W22 (7,71,136,228) [S] () W23 (3,108,146,245) [S] () W24 (5,28,64,135,201) [S] () W25 (33,126,149,229) [S] () W26 (118,121,226,240) [S] () W27 (11,115,117,231) [S] () W28 (24,51,58,153) [S] () W29 (39,125,232,251) [S] () W30 (76,122,151) [S] (Industry=30) W31 (2,110,164,243) [S] () W32 (38,66,194,212) [S] () W33 (25,99,214,215,239) [S] () W34 (14,143,166,176) [S] () W35 (48,74,78,150,211) [S] () W36 (92,98,188,210) [S] () W37 (97,116,206,213) [S] () W38 (32,106,167,246) [S] () W39 (29,193,195,196,204) [S] () W40 (89,99,113,214) [S] () W41 (81,167,180,192,246) [S] () W42 (98,130,160,210) [S] () W43 (57,68,148,157) [S] () W44 (158,166) [S] () W45 (16,62,170,203) [S] () W46 (61,146,154,245) [S] () W47 (20,57,157,185) [S] () W48 (35,79,238,252) [S] () W49 (20,87,185,254) [S] () W50 (90,109,205) [S] (Industry=30) W51 (28,135,208,250) [S] () W52 (16,62,102,200) [S] () W53 (15,127,172,249) [S] () W54 (59,131,181,248) [S] () W55 (103,118,124,226) [S] () W56 (103,118,190,240) [S] () W57 (43,47,72,128) [S] () W58 (5,28,93,158,208) [S] () W59 (19,54,156,169) [S] () W60 (68,87,148,254) [S] () W61 (46,70,162,241) [S] () W62 (45,52,189,216) [S] () W63 (85,98,130,188) [S] () W64 (24,151,153,159) [S] () W65 (108,154,227,245) [S] () W66 (32,75,81,167,193) [S] () W67 (85,92,155,188) [S] () W68 (43,60,95,128) [S] () W69 (6,11,117,224) [S] () W70 (3,61,146,234) [S] () W71 (22,165,173,207) [S] () W72 (20,57,148,199,254) [S] () W73 (93,140,208,250) [S] () W74 (35,95,134) [S] (Industry=30) W75 (66,111,119,194) [S] () W76 (12,30) [S] () W77 (114,170,203,244) [S] () W78 (35,143,166,252) [S] () W79 (48,150,233,255) [S] () W80 (10,142,209,219) [S] () W81 (41,66,119,212) [S] () W82 (10,131,181,183,209) [S] () W83 (121,124,191,226) [S] () W84 (125,206,213,232) [S] () W85 (63,67,86,218,253) [S] () W86 (85,92,98,160) [S] () W87 (12,49,60,95) [S] () W88 (91,164,176) [S] (Industry=30) W89 (40,101,122,225) [S] () W90 (50,136) [S] () W91 (16,88) [S] () W92 (36,67,86,147) [S] () W93 (58,73,153,159) [S] () W94 (15,127,133,205) [S] () W95 (68,74,87,157,185) [S] () W96 (105,145) [S] (B*L*A*C*K H*O*L*E) W97 (9,37,196,204) [S] () W98 (36,42,63,86) [S] () W99 (33,40,122,126) [S] () W100 (18,227,229) [S] (Industry=30) W101 (89,113,178,237) [S] () W102 (52,123,182,216) [S] () W103 (55,56,171,242) [S] () W104 (11,174,224,231) [S] () W105 (96,145,152) [S] (B*L*A*C*K H*O*L*E) W106 (38,109,111,194) [S] () W107 (13,141,145,168,177) [S] (B*L*A*C*K H*O*L*E) W108 (23,65,222,230) [S] () W109 (21,50,106,180,246) [S] () W110 (31,165,173,198) [S] () W111 (75,106,167,180) [S] () W112 (172,221) [S] () W113 (40,101,126,229) [S] () W114 (77,123,182,217) [S] () W115 (27,144,179,187) [S] () W116 (17,18,37,195,204) [S] () W117 (8,27,69,144,235) [S] () W118 (26,55,56,139,152) [S] () W119 (21,75,81,180) [S] () W120 (8,132,144,187) [S] () W121 (26,83,152,236) [S] () W122 (30,89,99,215,237) [S] () W123 (16,102,114,203) [S] () W124 (55,83,152,171) [S] () W125 (17,29,84,195) [S] () W126 (25,99,113,237) [S] () W127 (1,53,94,137) [S] () W128 (57,68,185,254) [S] () W129 (5,135,140,208) [S] () W130 (42,63,138,218) [S] () W131 (4,54,82,169) [S] () W132 (6,120,174,224) [S] () W133 (1,13,94,177) [S] () W134 (74,154) [S] () W135 (24,51,129,151) [S] () W136 (22,90,173,184,198) [S] () W137 (127,172,202,205) [S] () W138 (130,155,188,210) [S] () W139 (118,199) [S] () W140 (73,129,151,159) [S] () W141 (15,107,172,205) [S] () W142 (19,80,156,220) [S] () W143 (34,78,186,211) [S] () W144 (6,115,117,120) [S] () W145 (96,105,107) [S] (B*L*A*C*K H*O*L*E) W146 (23,46,70,222,253) [S] () W147 (92,155,160,210) [S] () W148 (12,43,60,72) [S] () W149 (25,178,215,237) [S] () W150 (14,35,79,166) [S] () W151 (30,64,135,140,250) [S] () W152 (105,118,121,124,190) [S] (B*L*A*C*K H*O*L*E) W153 (28,64,93,250) [S] () W154 (46,65,134,162,222) [S] () W155 (67,138,147,218) [S] () W156 (59,142,219,248) [S] () W157 (12,43,47,95) [S] () W158 (44,58,190) [S] (Industry=30) W159 (5,64,93,140) [S] () W160 (42,86,147,218) [S] () W161 (4,235,249) [S] (Industry=30) W162 (61,154,227,234) [S] () W163 (2,7,228,243) [S] () W164 (31,88,173,184,207) [S] () W165 (7,71,110,243) [S] () W166 (34,44,78,150,233) [S] () W167 (38,41,66,111) [S] () W168 (107,172,202,249) [S] () W169 (59,131,209,219) [S] () W170 (45,77,189,217) [S] () W171 (103,124,190,191) [S] () W172 (53,112,137,141,168) [S] () W173 (71,110,136,164) [S] () W174 (104,132,179,187) [S] () W175 (19,210,239) [S] (Industry=30) W176 (34,88,186,233,255) [S] () W177 (107,133,202,205) [S] () W178 (101,149,225,229) [S] () W179 (6,11,115,174) [S] () W180 (41,109,111,119) [S] () W181 (19,54,82,220) [S] () W182 (102,114,200,244) [S] () W183 (82,193) [S] () W184 (2,136,164,228) [S] () W185 (47,49,95,128) [S] () W186 (143,176,238,252) [S] () W187 (115,120,174,231) [S] () W188 (36,63,67,138,223) [S] () W189 (62,170,200,244) [S] () W190 (56,152,158,171,236) [S] () W191 (83,171,236,242) [S] () W192 (41,197) [S] () W193 (39,66,183) [S] (Industry=30) W194 (21,32,75,106) [S] () W195 (39,116,125,213) [S] () W196 (39,97,213,232) [S] () W197 (192,203,231) [S] (Industry=30) W198 (2,7,110,136) [S] () W199 (7,72,139) [S] (Industry=30) W200 (52,182,189,217,221) [S] () W201 (24,253) [S] () W202 (1,137,168,177) [S] () W203 (45,77,123,197,216) [S] () W204 (39,97,116,251) [S] () W205 (50,94,137,141,177) [S] () W206 (9,17,37,84,247) [S] () W207 (71,164,228,243) [S] () W208 (51,58,73,129) [S] () W209 (19,80,82,169) [S] () W210 (36,42,138,147,175) [S] () W211 (14,35,143,238) [S] () W212 (21,32,81,246) [S] () W213 (37,84,195,196) [S] () W214 (33,40,225,229) [S] () W215 (33,122,149,225) [S] () W216 (62,102,203,244) [S] () W217 (16,114,170,200) [S] () W218 (85,130,155,160) [S] () W219 (4,80,156,169) [S] () W220 (10,142,181,248) [S] () W221 (112,200,226) [S] (Industry=30) W222 (108,146,154,234) [S] () W223 (188,247) [S] () W224 (8,69,104,132) [S] () W225 (89,178,214,215) [S] () W226 (26,55,83,221,242) [S] () W227 (65,100,162,230,241) [S] () W228 (22,163,184,207) [S] () W229 (25,100,113,178,214) [S] () W230 (3,108,227,234) [S] () W231 (8,27,104,187,197) [S] () W232 (9,29,84,196) [S] () W233 (79,166,176,252) [S] () W234 (70,162,222,230) [S] () W235 (117,161) [S] () W236 (121,190,191,240) [S] () W237 (101,122,126,149) [S] () W238 (48,186,211,255) [S] () W239 (33,175) [S] () W240 (26,56,236,242) [S] () W241 (3,61,227,245) [S] () W242 (103,191,226,240) [S] () W243 (31,163,165,207) [S] () W244 (77,182,189,216) [S] () W245 (23,46,65,241) [S] () W246 (38,41,109,212) [S] () W247 (6,206,223) [S] (Industry=30) W248 (4,54,156,220,248) [S] () W249 (1,13,53,161,168) [S] () W250 (51,73,151,153) [S] () W251 (9,17,29,204) [S] () W252 (48,78,186,233) [S] () W253 (85,146,201) [S] (Industry=30) W254 (49,60,72,128) [S] () W255 (14,79,176,238) [S] () ==================== Well, that's it for Volume 57. 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