Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alpha Centauri > AC-General/Help/Strategy > is supply crawler usage a cheat?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: ZAKHAROV TURNS ELEVEN
15.Sep: `POSSIBILITY` IS ALL FOR NOW
15.Sep: THE SINGULARITY CONNECTION

bottom of page
  - ALPHA CENTAURI PC $9.99 - Centauri Dawn $6.50 - Dragon Sun $6.99 - Twilight of the Mind $6.99 - Power of the Mindworms $8.95 - ALPHA CENTAURI MAC $19.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Pocus is offline Pocus
Settler

Jan 2002
time: 05:13
  Old Post 31-12-2004 12:53
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
is supply crawler usage a cheat? Support Apolyton, pre-order Civilization IV

As the AI never use supply crawlers to funnels resources to his bases, I feel its a bit cheating to do that. On the other side not doing that when you play on transcend is quite a challenge...

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:13
  Old Post 31-12-2004 14:29 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

It's not a cheat, it's what crawlers do. The AI isn't good at a lot of things besides crawlers, too. Not using them to make the game harder is fine, but that's not the same as avoiding a cheat.

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:13
  Old Post 31-12-2004 16:13
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

IMO Crawler Usage IS a cheat, pretty much. Balance wise they are out of whack - basically the developers never took the time to properly balance them.

What I do is restrict my supply crawler usage to a bit above AI usage level, I'll build them haphazardly, crawl a little, rush a little, but not plaster the map with them. I've actually posted screenshots of my games, where you can see the odd crawler sitting around on "L" , because sometimes I play the self imposed No Crawling, but Rushing Okay rule.

I happen to find restricted crawler use more fun, but each to their own.

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:13
  Old Post 31-12-2004 21:00 Visit Dis's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton buy from Amazon

that would make it an exploit, not a cheat.

there's a difference

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:13
  Old Post 31-12-2004 21:01 Visit Dis's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Suffering from ads?

quote:
Originally posted by Blake
IMO Crawler Usage IS a cheat, pretty much. Balance wise they are out of whack - basically the developers never took the time to properly balance them.

What I do is restrict my supply crawler usage to a bit above AI usage level, I'll build them haphazardly, crawl a little, rush a little, but not plaster the map with them. I've actually posted screenshots of my games, where you can see the odd crawler sitting around on "L" , because sometimes I play the self imposed No Crawling, but Rushing Okay rule.

I happen to find restricted crawler use more fun, but each to their own.


I just don't like the micromanagement of handling hundreds of crawlers. I'll build only around 10 a game. Yes I know it hurts my game, which is why I don't play multiplayer. I'd get my ass handed to me. I just don't like micromanagement heavy games.

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:13
  Old Post 01-01-2005 06:19
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

The line between exploit and cheat is pretty fussy, especially in SMAC.

Generally I'd define exploiting as using something that it is too good at what it does, like in a RTS game using only one type of unit (and it being a good strategy) would mean that unit is exploitive. In SMAC, crawlers are always a very good build, because barring destruction they give a guaranteed return (because of 100% value back when cashing in, plus resource gathering), sure a rec tank also gives a guaranteed return, but you can only build 1 per base.

A cheat is getting something for nothing, when players discover how to get free builds or resources in a RTS thats generally considered cheating (ie a couple of years after Warcraft 3 came out, some smart cookie discovered how to get refunded twice for building something where the builder could not quite get to - that was considered cheating). Thus I think using crawlers to buy SP's cheaper than they should be is cheating - the three ways of doing this in order from least to most exploitive is buying crawlers (usually 2-3ec per mineral), upgrading crawlers (1-3ec per mineral) and SE quickies (1-1.6x mineral multiplier), if the game was designed properly it'd be impossible to get another mineral worth of crawler for less than 4ec.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:13
  Old Post 01-01-2005 11:38
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Put an end to popups!

I have personally banned myself from using crawlers. I allow myself to use only one for my HQ, and that's pretty rare. For the same reason I always play regent on civ, I like keeping the game realistic. True, against other human players that ICS and play on Sid, I'd get slaughtered, but I have more enjoyment beating the AI strategically with things that they use. Believe it or not, I use the AI to form my strategies. It hinders my skills, but it also humbles you and prevents you from saying, "Oh, this game sucks, I can beat it blindfolded with one hand on the hardest level..."

Personally, I think there should be a limit of one crawler per base that could be set in the game. Additionally, a crawler could only be active if a specialist was devoted to man and control it...

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:13
  Old Post 01-01-2005 12:03 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

The last suggestion would make crawling resources almost pointless. You'd only benefit if you crawled a lucrative tile outside of every city's borders, or used the crawler-specialist as part of drone control, and I view using specialists as drone control (not through producing psych, through being automatically content) as an exploit itself. Automation is *supposed* to increase productivity...

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:13
  Old Post 01-01-2005 15:35
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Put an end to popups!

I've actually thought long and hard about how to balance crawlers. Theres no real easy way. The first step ofcourse would be to ensure you can't get a mineral of crawler for less than 4ec - this would also make rushing them more expensive, a generally good thing for balance.

Next would be to make them in some way less attractive than working the single-output tiles, by crawling these tiles you effectively get all the output, and a whole specialists worth of energy & drone control - not cool. So what would need to be done is to make them ineffecient gatherers, collecting only say 55% of the single resource (rounded up, so forest is still 2). This reduces the value of a condensor+enricher to 4 food - you lose 2 food, this is exactly the same as what it takes to support a specialist, you also lose the other bonuses (usually only +1's, but every bit counts). There could also be a SP to increase the effectiveness of crawlers, to say 80% - the enricher combo then returns 5 - with nut orbitals you still miss out on the free specialist.

Crawlers would still be a good build, because of the 100% cash in feature, it's just that the decision on whether or not to plaster the world with them would be far more balanced in favor of workers, or a mix of workers and crawlers (ie at your SSC you would want to work as many good tiles as possible, and crawl that which you can't work)

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:13
  Old Post 02-01-2005 11:37
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Perhaps if crawlers had a limit of one per city, and could crawl the entire square, meaning all three resources, then I think, as far as ICSing, they would be balanced. As far as the upgrading trick, I don't know or want to know enough about it, so I can't say anything about that...

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:13
  Old Post 02-01-2005 12:22
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Tired of ads?

Limiting crawlers to 1 per base, or 1 per 4 population, or no more crawled resources than worked resources or anything like that doesn't solve the issue. You would still want to maximize the number of crawlers you build - making it not much of a strategic choice. I feel making them ineffecient workers would leave the most strategic choice, as there still would be situations where they would be useful (ie, bootstraping, crawling to SSC where large multiplier dwarves the penalty, crawling mines). The only real relevance of this is working out some balanced way crawler type units could be included in Civ4 or another civ style game.

Pocus is offline Pocus
Settler

Jan 2002
time: 05:13
  Old Post 02-01-2005 17:45
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton

but as of now we cant do much. I'm considering doubling the cost of the crawler's pod, so that its less of interest to crawl anything but a bonus square or a borehole. But a house rule must be used anyway, like max 1 crawler for each city you have.

To nerf ICS, I reduced drastically the output of the square base: in fact it grants now 1/1/1.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:13
  Old Post 03-01-2005 08:44
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton buy from Amazon

Wow...slow start there, eh?

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0418 seconds (91.05% PHP - 8.95% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net