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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:32
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Not sure about the paticlar fix, all they needed to do was something like
Changing from 1, 2 (tie), 2 (tie), 2 (tie), 3 to 1, 2 (tie), 2 (tie), 2 (tie), 5 would have fixed the exploit IMHO.
But 1, 5 (tie), 5 (tie), 5 (tie), 5 (tie) isn't unreasonable.
Guess I won't build any FP unless corruption rules are changed. I see no point in simply redisputing which cities are corrupted.
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dagta
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What is the ring exploit?
I've always placed my cities in a grid pattern with four squares in between so there is no resource overlap or waste.
-Dagta
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Dominae
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quote: Originally posted by WarpStorm
It wouldn't have mattered. This wasn't happening in the beta (the beta ended a while ago). |
Yes, RCP was "fixed" after the beta test ended (which is why no tester could answer any specific questions about it!). They had to let us go sometime and start preparing the release version, and this is just something that slipped through the cracks.
Given all the stuff in C3C (the Conquests, for example!), I'm quite happy that this is the biggest patch-worthy problem encountered thus far.
How would you guys fix RCP? Keep in mind that simple, easy-to-implement solutions are preferred.
Dominae
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Dominae
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I think the fix should look something like:
Each city in a ring is ordered by rank. Ones at the beginning of this ordering suffer lower Corruption, ones toward the end suffer higher Corruption. To calculate this, a simple factor could be introduced, such as: b^(n-r), where b is some constant, n is the total number of cities in the ring, and r is the rank of a certain city. Choosing b would be the most difficult part here, but at least the formula is easily calibrated.
Dominae
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Dominae
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That would be a major change from the current Corruption system, vmxa1. I doubt they'll go for something like that.
Dominae
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