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Theben
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Dance Dance for the Revolution!
Jan 1970 time: 00:14
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There were a host of cheats in SMAC v. 1.0 but amazingly enough they got on top of most of them in 2 patches. Aside from the IRON MAN rules, there are problems similar to civ- bombers over ground units, missiles that hang in the air. The only two I can think of is 1) when you create a very expensive unit in the workshop, and select it in a city near a a unity pod (goody hut) sometimes the result of getting the pod is that the item in production is completed next turn (doesn't work for SP's). If you get it (unlikely, but there's no risk) you wait until next turn to disband it to get half the production for what you want. This can be combined with social engineering. FE:
Unit cost=300, SE green, power 300+(300*20%)=360. Next turn disband, get 180 production. Change power(+20% to production) to wealth(-10% to production). Turn after change green (+0%) to planned (-10%). Early secret projects(wonders) cost 200, 300, 400. Subject to SE, a 300 cost would drop to 240. Player gets 180 production free towards 240 shield SP and 80 energy (to change SE).
2) Manipulating the SE choices themselves. When you switch an expensive build from regular costs to lower costs it may not really be cheating, but it sure feels like it.
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jpk
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Minneapolis
Feb 1999 time: 05:14
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Paratroopers can be used as scouts. If you run the cursor over the landscape you can tell whether there are units at a given location.
Perhaps a cure would be that if a certain location has a unit the paratrooper attacks from the air and, if successful, stays at that location.
I will let you to decide if this is a cheat.
Thank you, Ming, for the good work.
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Iceman88888888
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Wollongong,NSW, AUST
Jul 1999 time: 05:14
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You know the reseting thing... Like if you tell the spy to nuke the city you just reload. Well in Sid meirs Colonization You couldnt do this. It just said "The ruins lye empty" or something... Maybe they can repeat this
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smilo
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Belgium
Jan 1970 time: 05:14
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Ming,
You can addd the 1 city food caravan trick I believe.
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mzilikazi
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London
Jan 1970 time: 05:14
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Cheat or feature - not sure, but it's not in the manual...
Engineer on board transport terraforming sea into land... I'd like to see it as a feature, but I don't think this is an appropriate way to do it. Also I have haerd that if you have an engineer on a transport and build road then rails, you get trade boost from the sea square, but haven't verified this.
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Francis
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NY NY
Apr 1999 time: 05:14
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I have heard that you can activate an engineer on a transport and transform the sea into land, but this has never worked for me. I believe it must be a bug from an early version that has been fixed.
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mzilikazi
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London
Jan 1970 time: 05:14
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You could be right... I am sure I've done it in the past, and have read of others doing it (have a look on page 4 of the short tips section of Civ2 strategy on Apolyton - which, incidentally, is unintentionally hilarious, quite possibly the funniest thing I've read all year... no offence meant)
I tried it again last night, but it didn't work. Maybe it was an older version, before I loaded up FW etc.
Nonetheless, I believe this kind of terraforming should be in the game somehow - though this probably isn't the thread for it.
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Ming, I sent you an e-mail.
------------------
"And his word shall carry
death eternal to those who
stand against righteousness."
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Bird
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South Orange, New Jersey
Jan 1970 time: 00:14
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For what it's worth, I just noticed on the ToT forum that John Possidente (he's one of the development people) doesn't consider incremental buying a cheat, nor does he consider the bomber/unit stack a cheat.
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Bird
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South Orange, New Jersey
Jan 1970 time: 00:14
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Ming: Even if this group is unable to come up with the means to prevent MP cheating (Lord knows I don't have a clue about this kind of stuff), at least we need to emphasize that it happens and that it is a big concern. As best we can, we can explain the known ways of cheating and at least hope the programmers can figure out workable solutions. That's certainly not to say the above suggestions, and those seen elsewhere, aren't good or won't work.
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Bird
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South Orange, New Jersey
Jan 1970 time: 00:14
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Mention the host tech advantage in MP games. I don't know whether that's endemic to Civ II and MP only, but it should be avoided if the Firaxis code is similar.
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