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		<title>Do you always need a firewall?</title>
		<link>http://www.rxtx.co.uk/2010/08/25/do-you-always-need-a-firewall/</link>
		<comments>http://www.rxtx.co.uk/2010/08/25/do-you-always-need-a-firewall/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 18:49:47 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Networks]]></category>
		<category><![CDATA[firewalls]]></category>
		<category><![CDATA[Security]]></category>

		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=213</guid>
		<description><![CDATA[I recently read this post on Ivan Pepelnjak&#8217;s blog, where he discusses a pretty intense debate about whether or not firewalls are actually any good. The area where people are claiming they aren&#8217;t is in front of servers. One of the main benefits of a firewall is stateful packet inspection &#8211; the firewall monitors what [...]]]></description>
			<content:encoded><![CDATA[<p>I recently read this <a href="http://blog.ioshints.info/2010/08/i-dont-need-no-stinking-firewall-or-do.html">post</a> on Ivan Pepelnjak&#8217;s blog, where he discusses a pretty intense debate about whether or not firewalls are actually any good. The area where people are claiming they aren&#8217;t is in front of servers. One of the main benefits of a firewall is stateful packet inspection &#8211; the firewall monitors what connections are taking place and dynamically opens ports to let permitted return traffic through. However one opinion is that since all packets to a server are unsolicited, stateful tracking is useless and you should instead stick with basic routers and access lists (which don&#8217;t fall down as easily in the event of  a <a href="http://en.wikipedia.org/wiki/Denial-of-service_attack">DoS/DDoS</a>). I suppose this opinion is talking of servers in the classical sense, where they only ever take inbound connections and don&#8217;t initiate outbound ones. Its very interesting reading, especially the comments.</p>
<p>For my part I don&#8217;t deal with set ups big enough to hit some of the limits they are discussing but it&#8217;s certainly thought provoking. Most people&#8217;s standard response is that you should have a firewall in front of everything, but after following the discussion I&#8217;m now not so sure</p>
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		<title>Cisco NAT failing for non-connected subnets</title>
		<link>http://www.rxtx.co.uk/2010/08/17/cisco-nat-failing-for-non-connected-subnets/</link>
		<comments>http://www.rxtx.co.uk/2010/08/17/cisco-nat-failing-for-non-connected-subnets/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 18:18:44 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Networks]]></category>
		<category><![CDATA[cisco]]></category>
		<category><![CDATA[nat]]></category>

		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=201</guid>
		<description><![CDATA[This little problem had me scratching my head for a while, and as usual the solution is pretty simple. The scenario is that you have some kind of link from an ISP with static addresses. At some point you have outgrown your original assignment and have requested a new block, which the ISP has set [...]]]></description>
			<content:encoded><![CDATA[<p>This little problem had me scratching my head for a while, and as usual the solution is pretty simple. The scenario is that you have some kind of link from an ISP with static addresses. At some point you have outgrown your original assignment and have requested a new block, which the ISP has set up at their end. You want NAT an address on the new external subnet to an internal address as shown below. Now on a PIX or ASA you just set up the NAT rules and everything works, but in IOS things are a little more subtle. First the diagram and relevant initial configs. Note that the customer router only has an external IP on the first subnet &#8211; in our case this was due to a lack of spare addresses:</p>
<p><a href="http://www.rxtx.co.uk/wp-content/uploads/2010/08/nat-nonconnected.jpg"><img class="alignnone size-full wp-image-202" title="nat-nonconnected" src="http://www.rxtx.co.uk/wp-content/uploads/2010/08/nat-nonconnected.jpg" alt="nat-nonconnected" width="622" height="262" /></a></p>
<p style="padding-left: 30px;"><span id="more-201"></span><br />
<strong>NAT target</strong></p>
<pre style="padding-left: 30px;">interface FastEthernet0/0
 ip address 10.0.0.1 255.255.255.0
 !
ip route 0.0.0.0 0.0.0.0 10.0.0.2</pre>
<p style="padding-left: 30px;"><strong>Customer router</strong></p>
<pre style="padding-left: 30px;">interface FastEthernet0/0
 ip address 10.0.0.2 255.255.255.0
 ip nat inside
 !
interface FastEthernet0/1
 ip address 172.0.0.2 255.255.255.0
 ip nat outside
 !
ip route 0.0.0.0 0.0.0.0 172.0.0.3
!
ip nat inside source static 10.0.0.1 172.0.1.2</pre>
<p style="padding-left: 30px;"><strong>ISP router</strong></p>
<pre style="padding-left: 30px;">interface FastEthernet0/1
 ip address 172.0.1.3 255.255.255.0 secondary
 ip address 172.0.0.3 255.255.255.0
</pre>
<p>Looks like it should work right? Not quite. If we try and ping 172.0.1.2 from the ISP router, there is no response. We can see the NAT translation in place on the router, and with a debug arp command we can see the arp requests hitting the customer router, but it doesn&#8217;t respond.</p>
<pre style="padding-left: 30px;">Customer#sh ip nat trans
Pro Inside global      Inside local       Outside local      Outside global
--- 172.0.1.2          10.0.0.1           ---                ---
Customer#debug arp
ARP packet debugging is on
Customer#
*Mar  1 00:40:20.147: IP ARP: rcvd req src 172.0.1.3 cc06.11b8.0001, dst 172.0.1.2 FastEthernet0/1
*Mar  1 00:40:22.147: IP ARP: rcvd req src 172.0.1.3 cc06.11b8.0001, dst 172.0.1.2 FastEthernet0/1
*Mar  1 00:40:24.147: IP ARP: rcvd req src 172.0.1.3 cc06.11b8.0001, dst 172.0.1.2 FastEthernet0/1
*Mar  1 00:40:26.111: IP ARP: rcvd req src 172.0.1.3 cc06.11b8.0001, dst 172.0.1.2 FastEthernet0/1
*Mar  1 00:40:28.135: IP ARP: rcvd req src 172.0.1.3 cc06.11b8.0001, dst 172.0.1.2 FastEthernet0/1
Customer#sh ip nat trans
Pro Inside global      Inside local       Outside local      Outside global
--- 172.0.1.2          10.0.0.1           ---                ---
Customer#
</pre>
<p>We can also look in the arp table on the ISP router and confirm that it has no entry for 172.0.1.2. If we change the NAT statement so that the external natted address is on the 172.0.0.0/24 subnet, everything works so we aren&#8217;t hitting proxy-arp issues.</p>
<pre style="padding-left: 30px;">Customer(config)#no ip nat inside source static 10.0.0.1 172.0.1.2
Customer(config)#ip nat inside source static 10.0.0.1 172.0.0.5</pre>
<pre style="padding-left: 30px;">ISP#ping 172.0.0.5
Type escape sequence to abort.
Sending 5, 100-byte ICMP Echos to 172.0.0.5, timeout is 2 seconds:
.!!!!
Success rate is 80 percent (4/5), round-trip min/avg/max = 40/77/92 ms
ISP#
</pre>
<p>To cut a long story short, what we need to do is add the external natted address as a secondary IP on the customer router (or give it a different secondary IP on that subnet).</p>
<pre style="padding-left: 30px;">Customer(config)#int fa 0/1
Customer(config-if)#ip add 172.0.1.2 255.255.255.0 sec
Customer(config-if)#ip add 172.0.1.2 255.255.255.0 secondary</pre>
<pre style="padding-left: 30px;">ISP#ping 172.0.1.2
Type escape sequence to abort.
Sending 5, 100-byte ICMP Echos to 172.0.1.2, timeout is 2 seconds:
.!!!!
Success rate is 80 percent (4/5), round-trip min/avg/max = 20/49/72 ms
ISP#</pre>
<p>Incredibly obvious when you think about it, but it took me a while to work out due to the fact that on Cisco&#8217;s firewall line it works without secondary addresses. Hopefully this will save someone else the headaches I went through.</p>
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		<item>
		<title>Debug ip packet with no output</title>
		<link>http://www.rxtx.co.uk/2010/07/08/debug-ip-packet-with-no-output/</link>
		<comments>http://www.rxtx.co.uk/2010/07/08/debug-ip-packet-with-no-output/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 15:23:06 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Networks]]></category>
		<category><![CDATA[cef]]></category>
		<category><![CDATA[cisco]]></category>
		<category><![CDATA[debug]]></category>
		<category><![CDATA[dynamips]]></category>

		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=196</guid>
		<description><![CDATA[If you are working on a Cisco, it can be very useful to see details of the traffic going through it. Occasionally you can use a mirrored (SPAN) port to do this, but if you have exotic interfaces or are using Dynamips this can be more difficult. The &#8220;debug ip packet&#8221; command will dump packet [...]]]></description>
			<content:encoded><![CDATA[<p>If you are working on a Cisco, it can be very useful to see details of the traffic going through it. Occasionally you can use a mirrored (SPAN) port to do this, but if you have exotic interfaces or are using Dynamips this can be more difficult. The &#8220;<a href="http://www.cisco.com/en/US/docs/ios/12_3/debug/command/reference/dbg_i2g.html#wp1086651">debug ip packet</a>&#8221; command will dump packet information straight into your terminal. Occasionally though you will have traffic going through the device but no output shows up in the debug, whats that all about?</p>
<p>Well actually there are a couple of gotchas to bear in mind when doing this. The first is easy and you&#8217;ll probably be hitting yourself &#8211; if you are in a vty session (eg you are connected via telnet or ssh) you don&#8217;t see the console messages by default. Use the terminal monitor command to view the debug messages:</p>
<pre>Router#terminal monitor
</pre>
<p>The second issue is a bit less obvious (unless you&#8217;ve read the command description carefully). Only packets which are process-switched are included in the debug &#8211; this makes sense if you think about it because unless they are process switched the CPU never sees them. To see the traffic in your debug you need to somehow disable CEF which can be done globally or on a per interface basis:</p>
<pre>
Router(config)#no ip cef
Router(config)#int fa 0/0
Router(config-if)#no ip route-cache
</pre>
<p>If you do it on a per interface basis you need to do it on both the ingress and egress port of the traffic you want to capture, otherwise you will only see it in one direction.</p>
<p>As a final warning, think very carefully before disabling CEF on a production router! You could very easily overload the processor and crash the router.</p>
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		<title>On Certifications and their Target Audience</title>
		<link>http://www.rxtx.co.uk/2010/05/17/on-certifications-and-their-target-audience/</link>
		<comments>http://www.rxtx.co.uk/2010/05/17/on-certifications-and-their-target-audience/#comments</comments>
		<pubDate>Mon, 17 May 2010 19:16:24 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Networks]]></category>
		<category><![CDATA[ccda]]></category>
		<category><![CDATA[ccna]]></category>
		<category><![CDATA[ccnp]]></category>
		<category><![CDATA[certifications]]></category>
		<category><![CDATA[cisco]]></category>

		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=189</guid>
		<description><![CDATA[If you work in a technical field, chances are you will have had to earn some vendor certifications. Personally I hold certs from Cisco, Microsoft and Red Hat, with VMware and Riverbed soon to follow. When you start doing these you tend to just go with the flow and learn what they tell you to [...]]]></description>
			<content:encoded><![CDATA[<p>If you work in a technical field, chances are you will have had to earn some vendor certifications. Personally I hold certs from Cisco, Microsoft and Red Hat, with VMware and Riverbed soon to follow. When you start doing these you tend to just go with the flow and learn what they tell you to learn &#8211; after all who are we to argue with the wisdom of the technical Gods at company x? Once you&#8217;ve done a few though you will find the odd exam where something just isn&#8217;t quite right with regards to the content and the target audience. I&#8217;m going to pick on Cisco here because I&#8217;ve done quite a few of their exam tracks (CCNA, CCNP) and am currently working on another (CCDA). This is applicable to most vendors however.</p>
<p>First a bit of background about Cisco exams. They are organised into three tiers, Associate, Professional and Expert, which correspond to CCxA, CCxP and CCIE tracks respectively. Each tier has different tracks, such as Routing, Security, Voice, Wireless, etc. You can see all the tracks <a href="https://learningnetwork.cisco.com/community/certifications">here</a>, and note I don&#8217;t count CCENT. The idea is that you start as an Associate in your track, move up to Professional, and if you are really hardcore finally end on Expert. The foundation for pretty much every track is the CCNA &#8211; last I checked you had to have this before you could move onto the other tracks.</p>
<p>So lets look at the CCNA exam. If you haven&#8217;t done any networking before its not an easy exam to pass, a lot of things are covered and it can get pretty technical. It also has the problem that it doesn&#8217;t seem to be aimed at anyone in particular, and you don&#8217;t come out of it with knowledge that you can apply to real world problems. On paper it looks great, it covers a lot of ground and all the pieces are there, but it doesn&#8217;t show you how to combine them to make something useful. This is not to be disparaging of people who&#8217;ve done the cert because it takes a lot of work, instead I speak from experience. It wasn&#8217;t until I did the CCNP and gained some real world experience that I learnt how to put the different pieces together. I don&#8217;t want to say the CCNA is a useless cert, but it&#8217;s hard to tell who the target audience is. A small business won&#8217;t need things like managed switches or routing protocols, and a medium to large one will require much more knowledge to set up than you gain in the CCNA. The sweet spot where a CCNA is useful is incredibly narrow. But thats ok because there is also a design syllabus, the CCDA. This should tell us how to pull things together and design our network right?</p>
<p>Not quite. To use a common phrase, I&#8217;d describe the CCDA as covering topics which are a mile wide and an inch deep. To make things even worse, almost all the topics in it are Professional level material. A large part of the exam could be seen as &#8216;CCNP lite&#8217;, with the rest corresponding to &#8216;CCSP lite&#8217; and &#8216;CCVP lite&#8217;. For me this is pretty easy, I&#8217;ve done the CCNP, know a fair bit about the security side of things and just need to learn a little more voice. For a CCNA though, this is a huge expansion of what they know. I would have been massively confused if I had looked at this syllabus straight from doing my CCNA. Even worse none of the topics are covered in any great detail, so by the end of the course while they might understand <em>what</em> they should be doing, they have no idea <em>how</em> to do it. I was expecting the CCDA to be fully focused on pulling together the topics in the CCNA and expanding on them with some basic resilient designs which would suit a small to medium business. The syllabus does cover this (in very small detail), but then adds a load more advanced stuff which is totally inappropriate for the people who would potentially be sitting it. I wouldn&#8217;t go so far as to say CCNP level knowledge is <em>necessary</em> to do the CCDA, but I can&#8217;t see how you would put the CCDA topics into context without it.</p>
<p>Unfortunately you can only make these kind of observations once you are at a much higher level than the target audience by which point it is moot. Until you get there all you can do is realise that sometimes the people who set the syllabus don&#8217;t know best, and if you learn everything they say and it still doesn&#8217;t quite click it is just as likely their fault as it is yours.</p>
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		<title>Netbackup tape inventory</title>
		<link>http://www.rxtx.co.uk/2010/05/05/netbackup-tape-inventory/</link>
		<comments>http://www.rxtx.co.uk/2010/05/05/netbackup-tape-inventory/#comments</comments>
		<pubDate>Wed, 05 May 2010 13:34:23 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Sysadmin]]></category>
		<category><![CDATA[netbackup]]></category>

		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=183</guid>
		<description><![CDATA[One of the strange things about the netback Windows GUI is that theres no way to manually inventory a stand alone tape drive. To do this you need a bit of command line knowledge. You&#8217;ll mainly need to do this to import media from other servers or media which has been used previously in different [...]]]></description>
			<content:encoded><![CDATA[<p>One of the strange things about the netback Windows GUI is that theres no way to manually inventory a stand alone tape drive. To do this you need a bit of command line knowledge. You&#8217;ll mainly need to do this to import media from other servers or media which has been used previously in different backup software. For a stand alone drive the command is as follows, but you can use this on libraries too.</p>
<pre>(Standalone drive inventory)
vmphyinv {-n drive_name | -u device_number} [-h device_host]
[-non_interactive] [-verbose]</pre>
<pre>C:\Program Files\VERITAS\Volmgr\bin&gt;vmphyinv.exe -u 2 -h tapesvr</pre>
<pre>Proposed Change(s) to Update the Volume Configuration
=====================================================
Logically add new media BE????.
Logically update EMM database, if required.</pre>
<pre>Update volume configuration? (y/n) n: y</pre>
<pre>Added new media BE0000 on host tapesvr.
Added media ID BE0000 to EMM database.</pre>
<pre>C:\Program Files\VERITAS\Volmgr\bin&gt;
</pre>
<p>You get the device number from the activity monitor-&gt;drives screen. Once you run this command Netbackup will start to read the images on the tape, you can see this on the catalog-&gt;results screen. Once this is complete the media will appear on the catalog-&gt;search screen ready for the phase 2 import.</p>
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		<title>The &#8216;Why Not&#8217; Rule</title>
		<link>http://www.rxtx.co.uk/2010/05/02/the-why-not-rule/</link>
		<comments>http://www.rxtx.co.uk/2010/05/02/the-why-not-rule/#comments</comments>
		<pubDate>Sun, 02 May 2010 09:19:43 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=179</guid>
		<description><![CDATA[Everyone knows someone like the person I&#8217;m about to describe. I&#8217;m talking about the person who you can never get to go to social events, who always has some kind of excuse as to why they can&#8217;t go. This may even be you already, or you are at least slipping that way. The general rule [...]]]></description>
			<content:encoded><![CDATA[<p>Everyone knows someone like the person I&#8217;m about to describe. I&#8217;m talking about the person who you can never get to go to social events, who always has some kind of excuse as to why they can&#8217;t go. This may even be you already, or you are at least slipping that way. The general rule seems to be that the older you get the less you can be bothered &#8211; and you are in fact turning into a &#8216;boring old person&#8217;, going against all the commitments you made not to do so when you were younger. It seems a lot easier to just stay in and watch a film than it is to go out somewhere, especially after a long day at work.</p>
<p>Theres an easy way to avoid this, which I call the &#8216;Why Not&#8217; rule. Whenever someone invites you to something and you start to feel that resistance to it, you will invariably start to come up with an excuse as to why you can&#8217;t go. What you need to do is stop at this point, and start asking yourself Why Not? Is this a legitimate reason, or is it just that I can&#8217;t be bothered? Once you&#8217;ve gone through all the possible reasons you can&#8217;t go and examined them, you will either be left with a legitimate reason or you will be left with no reason. If you are left with no reason then get your backside out of the house!</p>
<p>This isn&#8217;t to say that you should reply yes to every request, sometimes we do just need to recharge on our own. What you should do is set a level which you think is reasonable, say agreeing to 50% of requests, and stick to it. Very few people can manage with no time to themselves, so don&#8217;t go too far the other way.</p>
<p>When coming up with reasons for and against, a valid reason can be anything from other arrangements to not being able to afford it. Invalid reasons are things like theres something on the TV you want to watch (can&#8217;t you record it?) or you are too tired (unless you are falling asleep on your feet, you will wake up once you get there) &#8211; if you are making these kinds of reasons then you are straying into the realm of the boring old person.</p>
<p>So what is so wrong about being a boring old person? The first thing that happens is that you just stop getting invited to things, why bother since you will just say no? As a result of that you don&#8217;t have as many opportunities to see your friends, you fall out of touch and eventually all those close friends you had become acquaintances, and eventually forget you. I have seen this happen to people. The other problem with it is that if you don&#8217;t go out, how are you going to meet new people and try new things? Just try saying yes a few times, it will be worthwhile.</p>
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		<title>Neptune&#8217;s Pride Strategy And Tactics Tips Part 4</title>
		<link>http://www.rxtx.co.uk/2010/04/05/neptunes-pride-strategy-and-tactics-part-4/</link>
		<comments>http://www.rxtx.co.uk/2010/04/05/neptunes-pride-strategy-and-tactics-part-4/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 22:48:05 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[faq]]></category>
		<category><![CDATA[neptunespride]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[tactics]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=153</guid>
		<description><![CDATA[This is the last post in my series about strategy and tactics in Neptune&#8217;s Pride. Here I&#8217;m going to explain a few things about the trading system which might not be clear, and a few ways you can use it to manipulate the game. Finally I&#8217;ll talk about star garrisons. If you&#8217;re already pretty familiar [...]]]></description>
			<content:encoded><![CDATA[<p>This is the last post in my series about strategy and tactics in Neptune&#8217;s Pride. Here I&#8217;m going to explain a few things about the trading system which might not be clear, and a few ways you can use it to manipulate the game. Finally I&#8217;ll talk about star garrisons. If you&#8217;re already pretty familiar with the game I suspect you will get more value out of this post than the others</p>
<p><a href="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP3.jpg"><img class="alignnone size-full wp-image-154" title="NP" src="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP3.jpg" alt="" width="600" height="150" /></a></p>
<h1><span id="more-153"></span>Trading Explained</h1>
<p>For the most part the trading system is fairly self explanatory. You can send a gift of money, technology, fleets or planets. Money and technology is fine, the confusion begins when we get onto fleets and planets.</p>
<p>If you gift a fleet to your opponents while it is orbiting one of your stars, it will immediately attack the defenders the same as if it was a hostile fleet which had just arrived (as far as the game is concerned, it is). This will result in the usual lost ships, planets and economy. The solution is send a fleet toward a star owned by the player you want to gift it to, and then send the gift as it is in transit. Make sure you tell them what you are going to do, otherwise they may mistake it for an attack!</p>
<p>If you do gift a fleet and you are incredibly paranoid, you may want to rename it. Fleets are named after the stars where they are created so if you gift a fleet to player A who then uses it to attack player B, B may twig that he got it from you. However given that there can be multiple stars with the same name and they change hands frequently anyway I wouldn&#8217;t worry too much about this.</p>
<p>Gifting planets is different. When you gift a planet you also gift any fleets orbiting it, and any other ships which may be in the garrison</p>
<h2>Trading for fun and profit</h2>
<p>An interesting feature of the trading system is that in some situations, it can be used offensively. If you&#8217;ve played a free game you will have undoubtedly come across the concept of an AI player. This is someone who signed up but for one reason or another hasn&#8217;t logged in recently to play and their assets have been put under AI control. From what I&#8217;ve observed the AI operates on a tit-for-tat basis &#8211; if you attack them they will attack you and you can use this in a very sneaky way to your advantage. If a player is attacking you and you are finding it hard to hold up, wait until they are approaching one of your stars and then gift it to an AI close to them at the last second (preferably after evacuating your ships safely away from it). As far as the AI is concerned they have just been attacked by that player and will start to retaliate. I&#8217;ve used this to great effect in some of my games.</p>
<p>You can also of course gift tech to small players in order to slow down a bigger threat which is making its way to you. The most effective tech to gift in this case is weapon skill &#8211; you can turn what was a fairly soft target into a nasty defensive porcupine with just a few levels of weapons tech. Combine this with the AI trick above for even better results, but be warned you will likely make someone really annoyed once they work out what you did! To muddy the water don&#8217;t bring them all the way up to your tech level, try and make it look like it was another player who sent the gifts.</p>
<p>You could also experiment with sending your ships to attack player A, and then gifting them to player B once they are in transit. However you&#8217;d need to be very crafty with this and probably gift the originating star to player A to mask that they originated at one of yours, otherwise it will be blindingly obvious what you did. Don&#8217;t expect this to be a reliable tactic, it will only work against the most stupid an un-communicative of opponents.</p>
<p>One last use for the trading system is to end the game early under conditions favorable to you. We&#8217;ll take a scenario to illustrate this. Lets assume you are in the end game with 2 other players. You are second, player A is in 1st and player B is in 3rd. A and B have allied against you, you are outnumbered, outgunned and diplomacy has failed &#8211; the best you can hope for is 2nd place. For the sake of argument lets say it is 90 stars to win, you have 60, A has 70 and B has 30. Each day A and B are taking more stars from you and its just a matter of time. The best course of action here might be surprising &#8211; you should gift 20 stars to A and secure 2nd place. Why not fight it out? Assuming you have judged that A will inevitably win, you want to make sure he does that before B takes enough of your stars to drop you down to 3rd place. We know A will take 20 of your stars, which means B only need to take 5 to tie with you. Its much better to gift them before this happens and end the game on your terms.</p>
<h2>Garrisons</h2>
<p>An often overlooked feature is the fact that you can set a garrison size at your stars. This sets the minimum number of ships which will be left defending a star. You can then program your fleets to visit the stars on their way to the front lines, and they will pick up any excess ships into their ranks. You can use this to chain a fleet through multiple stars without having to manually transfer ships at each one. You should always garrison at least 1 ship on each star for reasons discussed in part 1.</p>
<p>That concludes my strategy series on Neptune&#8217;s Pride. Bear in mind that the game is in beta and new features are still being added which may not be covered here</p>
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		<title>Neptune&#8217;s Pride Strategy And Tactics Tips Part 3</title>
		<link>http://www.rxtx.co.uk/2010/04/03/neptunes-pride-strategy-and-tactics-part-3/</link>
		<comments>http://www.rxtx.co.uk/2010/04/03/neptunes-pride-strategy-and-tactics-part-3/#comments</comments>
		<pubDate>Sat, 03 Apr 2010 20:48:58 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
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		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=145</guid>
		<description><![CDATA[Welcome to part 3 of my guide to Neptune&#8217;s Pride! This time I&#8217;m going to be talking about your economy, industry and technology


Upgrades
There are three things you can upgrade on your stars; economy gives you more money; industry gives you more ships; and technology determines how fast you get upgrades. Now of course you can&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to part 3 of my guide to Neptune&#8217;s Pride! This time I&#8217;m going to be talking about your economy, industry and technology</p>
<p><a href="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP2.jpg"><img class="alignnone size-full wp-image-148" title="NP" src="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP2.jpg" alt="" width="600" height="150" /></a></p>
<p><span id="more-145"></span></p>
<h1>Upgrades</h1>
<p>There are three things you can upgrade on your stars; economy gives you more money; industry gives you more ships; and technology determines how fast you get upgrades. Now of course you can&#8217;t upgrade all of these as much as you would like, so you need to plan a little about what you intend to upgrade where.</p>
<p>As a general rule upgrading your economy will help you out in the long run, upgrading your industry will provide more short term relief, and technology sits somewhere in the middle. Because of this the attitude of your neighbors greatly dictates what you should be doing. If they are peaceful you should take the opportunity to invest in your future, but if they are hostile you might need ships more than other things.</p>
<p>You will also have noticed that some stars allow you to upgrade for cheaper than others &#8211; these are the places you should spend the majority of your cash since you&#8217;ll get more bang for your buck. You can tell which are the best stars by looking at the brown ring which surrounds them, the larger the ring the cheaper the star will be to develop. You should make these stars prime targets when attacking. However don&#8217;t try and spend all your resources making one of these into a &#8217;super star&#8217;, you&#8217;ll do much better if you spread things around.</p>
<h2>Economy</h2>
<p>On the surface economy is pretty simple &#8211; each point of it that you have provides you with $10 a day and so therefore the more of it that you have the better. Unfortunately its not quite as simple as that, and you do need to put some thought into where you upgrade it.</p>
<h3>Payback time</h3>
<p>Remember that for each level you upgrade a star, the next level will cost more. If level 1 economy costs you $10, level 2 is likely to cost you $20. Because of this you need to factor in payback time when deciding where to upgrade your economy &#8211; this is the amount of time it will take you to break even (remember that each point in economy gives you $10 per day). In the case given above, you will break even for level 1 after 1 day, but for level 2 it will take 2 days before the upgrade pays for itself. Until you hit the break even point, that economy upgrade has actually cost you money!</p>
<h3>Positioning</h3>
<p>When I plan my economy upgrades I normally ask myself two questions. Will someone else capture my star before this upgrade pays for itself, and will the game end before the upgrade pays for itself. If the answer to either of these is yes, you are probably better off not upgrading. This doesn&#8217;t mean to say that you shouldn&#8217;t invest in your border stars, but if you do make sure you have the military power to defend them. When you capture a planet, you get $10 for each level of economy it has (and then the economy is reduced to zero). If an enemy has developed economy on a star and then left it undefended waste no time in capturing it as this is free money &#8211; you don&#8217;t even have to defend the star you can just ransack it and leave.</p>
<h2>Industry</h2>
<p>In Neptune&#8217;s Pride you can&#8217;t directly create ships. Instead you get 2 ships per day for each point of industry at a star. If you neglect this area in the beginning there is no fast way to build large fleets later on, so even if your neighbors are peaceful and you are going down an economy route make sure you pump a little into industry. Its also worth bearing in mind that an early industry build will destroy anyone who focusing purely on economy or technology &#8211; you will just steal their resources away from them as they are built.</p>
<h3>Positioning</h3>
<p>Assuming you are developing on high resource stars, there isn&#8217;t really a bad place for you to put industry. If you upgrade your border stars you will be bolstering your front line, and if you upgrade your further off stars you are providing a valuable source of reinforcements. Obviously don&#8217;t upgrade a front line star unless you feel you can defend it, but losing industry isn&#8217;t such a big deal, as long as you have a plan to get it back shortly</p>
<h2>Technology</h2>
<p>Each point of technology you have provides research points which are used to improve your technology. This is the most expensive upgrade, but it is vital if you want to stay competitive later in the game. Don&#8217;t worry too much if other players are going for a tech build early game, you should be able to catch up with them once your cash gets flowing and you start trading with other players. You will get up to 10 econ or industry upgrades for their one tech upgrade, and in my opinion that will be more useful to you early on. Like industry, technology isn&#8217;t destroyed when a star is captured</p>
<p>Some technology in this game is more useful than others. The four you can research are Weapon Skill, Speed, Scanning Range and Jump Range &#8211; in roughly that order of importance</p>
<p><strong>Weapon Skill</strong>: Since this is a game about combat, WS is the one skill you can never have enough of. Once you start getting this stat higher than your neighbours you gain two advantages &#8211; it costs you fewer ships to take one of their stars, and it costs them more ships to take one of yours. If you can get this stat significantly higher than everyone else you will still stand a chance even if they team up against you, as you will be able to defend against vast numbers of their ships while losing few of your own.</p>
<p><strong>Speed</strong>: If Weapon skill is your power, speed is your maneuverability. This will let you organise your defenses while your opponent is in transit and strike them before their fleets can react. I don&#8217;t class it as being as useful as WS, since an opponent with a better speed can be mitigated against somewhat by good planning and positioning, and superior scanning range.</p>
<p><strong>Scanning Range</strong>: This lets you see what other players are up to and gives you more warning of enemy fleet movements. On the plus side its very cheap too, so you definitely shouldn&#8217;t neglect it. You should be aiming to get this up to at least 1 lightyear by the endgame because by that point the surviving players will have very fast, very strong fleets. The more you can get the better, but chances are you will find that WS is a higher priority.</p>
<p><strong>Range</strong>: Not very useful after the first few levels, for a few reasons. The further you jump the longer you give your opponents to have something waiting when you arrive, so lots of shorter jumps tend to be better even if they take longer. You also don&#8217;t want to be jumping blind to systems you can&#8217;t see and so in order to use this effectively at long range you may find that you need to upgrade your scanning quite a bit. In my experience, once you get your jump range up to 1-1.5 lightyears you are better spending your tech on other things.</p>
<h3>Tech Cartels</h3>
<p>If you have to resarch each of these yourself, it will take a long time. A much better strategy is to pick another player early on and form a tech agreement with them where you each research a certain area and share the advances. I would suggest that one of you focuses on WS and one on Speed. This way you will both outstrip your neighbors quite quickly. You should pick one of your distant allies to form this partnership with. The hope here is that they will subdue their neighbours, you can defeat yours and you will meet in the middle &#8211; once this happens games are usually ended in a gentlemanly manner with the weaker player allowing the stronger to win. What you shouldn&#8217;t do is have more than one trading partner &#8211; this is likely to cause upset, especially if you are giving one players tech right back to their neighbor.</p>
<h3>Positioning</h3>
<p>As far away from other players as possible. If you have resource rich planets on your borders which you can defend then its ok to upgrade these a little, but the majority of your tech upgrades should be out of range of opponents since they don&#8217;t need to be at the front lines to be useful.</p>
<h2>Picking your targets</h2>
<p>You&#8217;ll find that due to the different resource levels of stars players will tend to spend their upgrades at a few stars &#8211; these are the targets you should go for. Unfortunately they will be the most heavily defended, but if you can take them you will be well rewarded. There is no point wasting ships taking a star with no developments unless it will give you a positional advantage or you are cleaning up during the endgame. Focus your attacks on their strongholds and turn their upgrades against them. Make sure that when you attack you leave enough defenders behind, otherwise you might take one of their best stars only to lose one of your own. For this reason you should keep your own high production stars out of range where possible, and for the best effect build a buffer zone of low value stars between you and your enemies.</p>
<p>Next time I&#8217;ll be talking about all the other odd bits and pieces that didn&#8217;t fit anywhere else, and hopefully it will be a bit shorter than this post!</p>
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		<title>Neptune&#8217;s Pride Strategy And Tactics Tips Part 2</title>
		<link>http://www.rxtx.co.uk/2010/04/02/neptunes-pride-strategy-and-tactics-part-2/</link>
		<comments>http://www.rxtx.co.uk/2010/04/02/neptunes-pride-strategy-and-tactics-part-2/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 21:00:37 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
				<category><![CDATA[Gaming]]></category>
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		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=138</guid>
		<description><![CDATA[This is the next part of a series where I discuss how to play Neptune&#8217;s Pride. In this part I&#8217;m going to cover diplomatic relations with other players &#8211; you are very unlikely to win a game if you play in isolation so this is incredibly important.


Diplomacy
This game is all about diplomacy, so don&#8217;t be [...]]]></description>
			<content:encoded><![CDATA[<p>This is the next part of a series where I discuss how to play Neptune&#8217;s Pride. In this part I&#8217;m going to cover diplomatic relations with other players &#8211; you are very unlikely to win a game if you play in isolation so this is incredibly important.</p>
<p><a href="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP1.jpg"><img class="alignnone size-full wp-image-141" title="NP" src="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP1.jpg" alt="" width="600" height="150" /></a></p>
<p><span id="more-138"></span></p>
<h1>Diplomacy</h1>
<p>This game is all about diplomacy, so don&#8217;t be afraid to talk to other players. The chances are that at least some of them will be talking amongst themselves, and if you are not in on those discussions you are setting yourself up to be the target of a combined attack. I tend to put other players into three broad categories &#8211; immediate allies, immediate enemies, and distant allies.</p>
<h2>Immediate allies and enemies</h2>
<p>Everyone with whom you share a border falls into one of these two groups. At the start of the game send a message to all of these people and suggest an alliance, or at the very least a non-aggression pact. Your ideal goal is to obtain friendly relations with all of your neighbors except one &#8211; the friendly neighbors become your immediate allies and the unfriendly/non responsive ones your immediate enemies. Expand into your enemies space while trying not to annoy your allies (do this by trading them tech and info, and even fleets if necessary). If all your neighbors turn out to be friendly you have two options &#8211; either turn one of them into an enemy yourself (by attacking them) or wait until one of them decides to attack you. In the early stages expansion is key so don&#8217;t be afraid to ruffle a few feathers &#8211; its all in the spirit of the game!</p>
<h2>Distant Allies</h2>
<p>As well as contacting your immediate neighbors you should also be contacting the more distant players as eventually you are likely to come into contact with them. Your goal with these players is to feed them useful information and the odd tech to keep them sweet &#8211; later in the game it is likely that one of them will be quite powerful and you want them on your side if that happens. All of the players you aren&#8217;t neighbors with should be in this category. If you end up with distant enemies you are hopefully doing very well in your game (with lots of tech and stars) and should endeavour to turn them into distant allies before they form an alliance against you.</p>
<h2>Keep an eye open</h2>
<p>As well as forming your own allies, try and identify other alliances which have formed. Sometimes this is easy, and sometimes you just have to go on gut instinct. The two most obvious signs are tech trading and weak shared borders. Look for players who have similar tech levels, and in particular look for players who seem to be quite a way ahead of the curve. In most cases this indicates a tech cartel (explained later). The other easy way, although it requires scanning, is to look at borders between players. If the border is heavily fortified you can assume the players are either at war or at least don&#8217;t trust each other. If the border has not much there it is likely you are looking at an alliance. Bear these in mind when choosing who to attack &#8211; if you manipulate things correctly you can end up with extra allies to aid your assault, but if not you might find more resitance than you were bargaining for.</p>
<h2>Don&#8217;t be a twat</h2>
<p>While everything might start out all nice and friendly at some point there will be backstabbing, and you will probably be both the recipient and the deliverer. Remember that when you get down to it this is just a game, don&#8217;t take it personally or make life miserable for other people. A large part of the fun is the plotting and scheming that goes on in the background, so if you wake up to find that the rest of the galaxy has allied against you don&#8217;t sulk about it, just laugh it off and work out where you went wrong with your diplomacy. Likewise don&#8217;t antagonise people who you are beating. No one likes a sore loser or a boastful victor.</p>
<p>Next time I&#8217;m going to tell you all about resource management and technology</p>
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		<title>Neptune&#8217;s Pride Strategy And Tactics Tips Part 1</title>
		<link>http://www.rxtx.co.uk/2010/03/31/neptunes-pride-strategy-and-tactics-part-1/</link>
		<comments>http://www.rxtx.co.uk/2010/03/31/neptunes-pride-strategy-and-tactics-part-1/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 22:44:29 +0000</pubDate>
		<dc:creator>rxtx</dc:creator>
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		<guid isPermaLink="false">http://www.rxtx.co.uk/?p=116</guid>
		<description><![CDATA[I&#8217;ve previously written about the browser based game Neptune&#8217;s pride, and having played a few games now I&#8217;m going to share some of the tricks and nuances of the game I&#8217;ve come across. I won&#8217;t be covering the basic stuff like capturing planets since this can be read from the game&#8217;s help page. The first [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve previously <a href="http://www.rxtx.co.uk/2010/01/31/neptunes-pride/">written</a> about the browser based game Neptune&#8217;s pride, and having played a few games now I&#8217;m going to share some of the tricks and nuances of the game I&#8217;ve come across. I won&#8217;t be covering the basic stuff like capturing planets since this can be read from the game&#8217;s help page. The first part of this will cover an area of the game that causes a great deal of confusion for new players, the combat system. Once you&#8217;ve read this those confusing defeats where your 10 ships were beaten by 1 should make make more sense.</p>
<p><a href="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP.jpg"><img class="alignnone size-large wp-image-117" style="width: 590px; height: 150px;" title="NP" src="http://www.rxtx.co.uk/wp-content/uploads/2010/03/NP-1024x261.jpg" alt="" width="600" height="150" /></a></p>
<p><span id="more-116"></span></p>
<h1>Combat System</h1>
<p>You need to drop any preconceptions of how this should work, as it is different to what you would intuitively expect. The way you probably expect the combat to work (as a rough formula) is</p>
<p>&#8216;Number of ships&#8217; x &#8216;Weapon skill&#8217; = &#8216;Damage caused&#8217;</p>
<p>However in practice, this is completely wrong and you will frequently see cases where you opponents&#8217; 2 defenders manage to kill 15 of your 500 strong fleet before you take them out. So what is really going on here? Firstly you need to start thinking of your fleets as a single ship with a &#8216;health&#8217; value, rather than a lot of individual ships. Secondly you need to realise that each of these ships take turns to damage each other, and that the damage done is equal to your weapon skill (+1 for the defender). The defender strikes first. Lets run through an example, Player A has 9 weapon skill with a 25 strong fleet, and is defending against player B with 10 weapon skill and a 45 strong fleet. Since A is defending they get to strike first, and also get +1 WS bringing them up to 10.</p>
<p>Start: A = 21; B = 45<br />
Round 1: A attacks B for 9+1 damage. A = 21; B = 35<br />
Round 2: B attacks A for 10 damage. A = 11; B = 35<br />
Round 3: A attacks B for 9+1 damage. A = 11; B = 25<br />
Round 4: B attacks A for 10 damage. A = 1; B = 25<br />
Round 5: A attacks B for 9+1 damage. A = 1; B = 15<br />
Round 6: B attacks A for 10 damage. A = 0; B = 15</p>
<p>Hopefully this illustrates better how the combat system works. Note that it cost B 30 ships to kill A&#8217;s 21 &#8211; the defender has the advantage in this game.</p>
<p>Now the good thing about this system is that you can work out exactly how each combat will go and plan accordingly, but bear in mind extra ships and tech gains that your opponent might make while you are in transit to their stars. There are also the following tactical points that we can apply as a result of the combat system.</p>
<h2>Have a minimum defense of 1 ship</h2>
<p>In many cases your planets will be under attack by an overwhelming force and you will want to pull your ships back to regroup. In these cases you should <strong>always leave at least one ship</strong> stationed at your star. That way you will kill your WS+1 of their ships, for the cost of only one of yours. If you apply this across a few planets a large fleet can be reduced to nothing by the time it reaches your core systems. There isn&#8217;t really any excuse not to have 1 ship stationed at all of your planets all the time &#8211; it provides a deterrent and stops small fleets from quicly capturing your stars. This leads us onto the next point.</p>
<h2>Know your minimum attacking force</h2>
<p>If your opponent has WS 10 and you send 5 ships at one of his (defended) stars you are wasting your time &#8211; he will wipe out  your forces before they can retaliate. In this example, assuming there is only 1 ship defending you would need to send at least 12 ships to take the star. 11 of your ships would be killed and you would be left with 1 ship on the star.</p>
<h2>Try and be the defender</h2>
<p>You will always come out better in a fight if you are the defender &#8211; if possible try and draw your opponents into attacking you rather than the other way around. Weaken the defenses on a planet but have reinforcements close by, out of your opponent&#8217;s sensor range. Once they take the bait move your ships back to defend the star, then if you feel strong enough retaliate against their now weakened defense. You can see you opponents sensor range on the map or the minimap &#8211; select one of their stars and look for how far their colored border extends &#8211; this is their sensor range.</p>
<h2>Pick your fights</h2>
<p>You can see tons of info about other players in the player browser, including their tech levels and number of ships. Don&#8217;t pick a fight with someone who has better weapons and more ships than you unless you have a very good reason (eg, an alliance of other players helping you out). You are very likely to lose and get wiped out in their counter attack.</p>
<p>In the next part I&#8217;ll be talking about diplomacy and a rough guide of how to deal with other players.</p>
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