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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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Option 12 (rehome units to a pactmate) is no longer possible with crossfire v 2.0 (except thru the scenario editor)
quote: Quoted from the Readme.txt
You can no longer have a pact brother support one of your factions units |
And I voted for the stockpile energy bug - altho it was a tossup between that and crawler upgrading
Last edited by Googlie on 05-06-2004 at 05:30
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Cosmic
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Sorry for my ignorance, but someone can explain to me the mechanism of this stockpile bug? thanks!
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:36
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Cosmic: The stockpile bug is quite simple in operation. After a base completes a facility and its queue is empty, the orders default to stockpile energy. The bug is that stockpiled energy is collected at the _start_ of your turn, not the end of it, so you collect a number of energy credits equal to your mineral production every time you complete a base facility. You can even fudge this operation in your favor by building units one at a time and inserting stockpile into your build queue after each unit is complete, effectively gifting yourself with free energy.
Since the AI _does_ benefit from free energy after completing facilities, I don't feel too bad about collecting it myself, nor would I hold collecting it against another human opponent. I just consider it a hidden benefit of making base improvements instead of units. However, stacking your build queue with stockpile orders is something the AI will never do, and therefore I don't do it either, nor do I condone it.
Goog: The AI doesn't use crawlers at all, so holding the upgrade trick against it isn't really valid. Before fusion, rush buying crawlers is superior to upgrading anyway, and by the time you have fusion, there's plenty of places to use those EC's to hose the AI, so I still don't see any exploit in using upgrades to make EC's into projects.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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Stockpile bug:
When building a unit, the turn that the unit completes gives you that unit plus the stockpile energy value for that base as if it were stockpiling energy, plus it then applies any leftover minerals after the unit completion towards your next build in that base.
So to exploit the bug, put stockpile energy at the top of the queue, and get the credit as well as the completion and carryover. Sophisticated exploiters rush build the unit to within 1 turn (ie the "hurry cost" minus 2 x the minerals produced by that base if just 1 row remaining) so that upon the turn completing the game engine takes your partially completed unit, adds the minerals value for the new year's base production, thus completing the unit, and then gives you the stockpile energy number appropriate for that base
Note that it doesn't work with facilities being built, just units
edit after CEO Aaron's post: AFAIK after completing a base there is no energy stockpiled. That's why it's smart to pay 20 ec's more to completely finish a facility - it gives ten minerals towards the next facility (but not unit), with no energy stockpiled. Otherwise there would be energy additions (there aren't)
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Mead
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Jamski
I am intrigued with your poll. Can you clarify what you mean by:
Instant Elite Units on Patrol
Farm+Mine/Solar on Volcano
Rename Undiscovered Landmark Tiles (I think I know the intended result but am not sure, are you really that devious?)
And most interestingly
SE Quickies for Diplomacy?
Mead
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Enigma_Nova
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Information is the basis of all warfare.
So, my exploit tastes lie in the information-gathering area.
Rename undiscovered landmark squares:
You can locate a landmark on the map this way. It's useful for finding the Jungle or the Nexus, since it's pretty bl00dy easy to see where the Crater and Mount Planet are.
If I'm playing first, I like to place landmarks nearby my base - and delete any legitimate landmarks I find,
so it's not that useful.
Unit move to undiscovered territory:
If you get a unit, and ask it to move (click-drag) over an undiscovered area, the name of the square you ask the unit to move to is shown.
This is usually co-ordinates, but can be used to find a base.
(That's why I always rename all my bases to (23, 42)).
Resign from old save:
"Do you want to WIMP OUT of this multiplayer game?"
No, I'd just like to see where the land/ocean is, and where all the bases lie, thanks. 
Click on bases in the F4 screen:
You can click on a base in this screen for someone you have infiltrated. You can see their vital base stats.
Communications to players:
Commlinks are known to all human players at the start of the game.
If you own a tech, you can check whether the other party has that tech, by offering to trade.
Also, by right-clicking the faction in the commlink menu, you can find out how much population (votes, or votes/2 for Lal) they have.
------
Those are my favourites. I like to know as much as I can when confronting my opponents.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:36
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I use stockpile and crawler upgrades
What is the rename landmark bug?-- I thought I knew them all
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Enigma_Nova
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BS Flubber. You yelled at me for using that bug personally.
Rename Landmark bugs:
1. You can attempt to create a landmark (or erase a landmark) in territory that is not yet discovered.
This enables you to guess how far away your enemies (allies?) are.
2. You can right-click around an empty map to check where a landmark is located. If the landmark is close enough, you can rename it to see exactly what it is.
This is a good way to find the Jungle and the Nexus.
Corollary to 2:
You can make a bunch of junk landmarks, or place a 'bogus landmark' on terrain that could be mistaken for a good landmark.
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Blake
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Brainfallocatione
Oct 2000 time: 17:36
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quote: Originally posted by Commy
I have never every used any exploit in the game, and until now, I didn't know any of them. (mostly, I still don't) So, does this like make me a bad player or something?
Oh, and how do you people find these exploits? |
You are not a bad player if you don't use exploits. The list of exploits I don't use on normal transcend games is huge, in fact I don't exploit anything that isn't hard to avoid exploiting. (ie I wont religiosly use queues to avoid stockpile bug, and I'll use the workshop to upgrade all units of type).
It is entirely possible to thrash the AI's while exploiting nothing more than good terraforming/infrastructure investment (that includes using absolutely no crawlers, or only in the minimal role of speeding up SP's like with a Civ caravan - the AI use crawlers like that a bit).
Most exploits are found by trying weird stuff and having a high attention to detail, then once you notice something not quite right, you try to replicate it and figure out how to best exploit it. And you have to play, a lot. Then you know how things should work, and notice when they don't work how they should.
Some things are found just by thinking a bit, like the SE quickies, 1-turn incremental rushbuy etc. The thought usually starts "Wonder if they closed that potential loophole", and the answer is usually "nope".
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