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porcerax
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An (exploit) is an undocumented feature of the game that gives a single player an unfair advantage over the AI. A (cheat) is when you use these exploits in a multiplayer situation. Traditionally, I think of cheating more as a hack of the games code, such as the Raymond Tan Diablo Trainer and other similar add on software.
In addition, cheating is all a matter of opinion. If a group of players decide that they wish to have a free for all or permit the use of some exploits then no-one is really cheating. The worst thing about abusing exploits is that it takes away from the intended spirit of the game.
I only rarely use an exploit in single player mode, mostly after I have already beaten the game and feel like experimenting. Civilization 1, 2, and Alpha Centauri have so many exploits that it just takes restraint and good sportsmanship to avoid using them. I don't know about anyone else here but I don't care to play any game with someone who is a childish loser who needs to win so badly that they are willing to cheat to do it.
This thread was an insightfull read for me, and I hope that Sid and the rest of Firaxis read it and try to address these issues.
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"It takes one to know one"
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Is it a concious choice just to let this section cover Civ2 "cheats"? I mean, SMAC is much closer in time than Civ2, and is therefore probably going to influence Civ3 more than Civ2 will. And believe me, SMAC has it's own "excentricities".
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porcerax
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Ming, how could Sid or Brian Reynolds or Tim
Train have played any of these games through without finding one solitary bug or exploit? I especially like the bug I found in SMAC before they patched it where you could support your units for free from a pact brother or sisters faction. I enjoy finding obscure exploits that are hard to produce, but you would have to be pretty new to TBS style games for the very obvious exploits and bugs in SMAC to escape your attention!
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"It takes one to know one"
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I want to thank you all for these usefull tips/tricks, especially the rush building and land scouting (sea or land) was very usefull. in exchange i wish to add one of my favourite tricks that is not yet described here: THE REOPENING OF HUTS. this is not a myth.
sometimes a hut stays visible when you moved a unit in. if you dont move this unit out you can send another in and get another goody. you can do this endlessly as long as you dont move any units out and hold at least 1 unit inside. this means you can put cheap units in (warriors) each turn and disband them after they took the goody. This works great in longer games when all the goodies are gone and you still receive 3 per turn. Simply make 3 cities close to the hut, produce every turn a warrior and move it in, then disband it.
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it only works in multiplayer games. and you have to be lucky to get such a hut. but it really works
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i always join games, i cant host in MP games
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I have seen the hut remain, but never thought about keeping it there, or how to keep it there.
NICE catch!
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There are a few other bugs that we have not gone over. The purple civs have astronomical GNP, and all the other 'money' things in the demographics section. When you start a game as a civ, such as the Americans, and build a few cities. Let's say Washington and New York. Then quit, then start another game as the Americans, it will try to name your first city Boston, then Philadelphia. Neither of thes are useful, and they don't appear in most games, but they happen.
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Long live the Communists!
-- SilverDragon
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BOSS Roller
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Victoria, BC, Canada
Apr 2000 time: 05:14
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Excellent Summary Ming!
Here are a couple of other "exploits" (good term) that I believe violate the "Spirit of the Game"
1) Continually "harvesting" a barbarian city for "NONE" units (especially when the player deliberately creates conditions for the barbarian capture of one of his cities for this purpose).
2) Just before a caravan sets up a trade route, maxing out the "connected" cities trade production to increase the one-time pay-off, and then resetting the workers afterward.
Do you agree with this opinion?
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