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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:36
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quote: Originally posted by Dry
I was not aware that what I did was cheating.
{...}
- I need cash. A lot. For SP rush. So I sell my Creche in city A, my BioLab in city B, ... and then, in City Z, I ask to sell ALL my RecyclingTanks (resulting 2 improvements sold in city A, B, ... in the same turn).
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The only part of that that's 'cheating' is selling two improvements in a city. I think that's a cheat as the game tries to prevent it. But like Blake said, the costs outweigh the benefits, so maybe it should be called a 'harmless exploit'
Also, if you upgrade all your formers at the beginning of the turn, say to clean formers (I love that part of a game), and then move, that's not cheating. Only if you move, upgrade, and move again.
Edit: Note though that in PBEMs, the rule usually says 'Upgrade only at end of turn', which should be followed, but it's really just to insure that accidental cheating doesn't occur I believe.
-S
Last edited by smacksim on 06-07-2004 at 23:07
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Qwerty88
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How can reverse engineering mind controled units not be considered cheating? I mean its a bug in the game that AI doesn't take advantage of. If you want to be able to build a stolen unit, steel the tech to build it.
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livid imp
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Gimme a quarter or I'll touch you
Mar 2004 time: 21:36
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quote: Originally posted by Qwerty88
How can reverse engineering mind controled units not be considered cheating? I mean its a bug in the game that AI doesn't take advantage of. |
What? Of course it will reverse engineer. I always keep my units doubled up just for that reason. Having the AI probe away a single unit is no big deal. But I have no desire to have the AI smack me around with my own technology. Now the AI is stupid enough to get their "prototype" killed before it starts RE, but I have seen it do it before.
Reverse engineering is the great balancing force in SMAC. Even a technologically superior force must be careful, lest he have his advantage turned on him.
edit: after readig some recent posts I should clarify I mean 'stolen designs' when I say 'reverse engineer'. I am not suggesting the AI will redesign from probed units.
Last edited by livid imp on 07-07-2004 at 00:38
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I tried using the Stockpile Energy bug, but the Queue won't let me - if I'm building a unit, and put Stockpile Energy in the queue, and try and add a unit, it replaces the Stockpile.
I'm glad I learned some of these exploits. Just today I experienced Yang putting a coastal base near my own (ruining the production plan I had laid out) and without a suddenly-elite-probe team, I'dve been screwed.
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Natalinasmpf
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The drop pods thing....is it an exploit? Never thought it was....although what I think should be corrected is that unless infantry (where the first time no turns are subtracted) turns should be taken away, and one cannot drop when turns are all used up. Or I don't know....aerospace complexes kind of limit the thing as well.
I remember one recent game, where I air dropped onto an uninhabited continent full of fungus and....unity pods. With free market. I didn't know why I didn't think of it earlier. So I dropped onto every available pod on the continent, (incurred 95% damage with Fusion Power, but I didn't die afterwards) and ended causing a string of fungal towers, blooms, earthquakes, some credits, and a string of mindworms heading towards my new founded base on that continent (so okay, it wasn't THAT uninhabited). But what I did find were seven alien artifacts, but they were in danger of being retaken.
Now, then I came up with the idea of using my new found drop transports to "beam me out of here, Scotty!" - never mind the 1 cargo limit, just leave at base, begin next set of drops...within the same turn.
Only drawback - base ended up starving two citizens due to the spore launchers, however, the 350 minerals to my SP's were a great help. Is that an exploit, or what? 
About the Spore Launchers on IoD's...I don't think thats a bug...I think thats a marvelous foresight on the Planet AI's part. After all...we do tend to bomb coastal bases and improvements with our own ships and laugh as the enemy cannot do anything back save for their own land guns...so why can't Planet do the same?
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Natalinasmpf
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Hypocrisy or a decay of principles doesn't have to be an exploit.
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Qwerty88
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Probe Defenders don't work well because if any other unit in that square is destroyed it will be two so you can't use two probe defenders to protect a base, on the same note though native defenders can work well and be free in a base square one of two ways: (1) use the free scout you got at the beginning of the game to capture mindworms, unity vehicles, and Battle Orges so they'll have the same base support: independent; (2) this is rare but sometimes a fungal pop under your unit will give you a fungal tower and a unit in the same square, this gives you great opportunity. As long as you have a unit in that square you can move your units in and out of that square, thus with a former and a colony pod you can build a base in that square, but fungus blooms under the tower the turn you finish terraforming so you must build the colony that turn. Once complete you will have a base in a fungus square making your native units clean and native life should be able to enter and exit your base without attacking, the downside is that the tower will cause fungal blooms around your base.
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Natalinasmpf
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Say, supply crawlers only incur collateral damage (and none at base, right)...? So since they don't have upkeep, and they can have armour....they can replace the probe team suggestion?
And the rover chassis on crawlers with fusion or better reactor is free right, except when you have stuff like ECM...?
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Natalinasmpf
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Ah, but when my former got brutally attacked by a mind worm, the crawler underneath it only incurred 50% damage.....I was assuming none at base, as well.
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