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Theben
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Dance Dance for the Revolution!
Jan 1970 time: 00:14
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"If you take an air unit, and move it onto a hut square, then the hut disappears. This could be used to 'remove' huts close to one of your enemy's cities."
This is actually described in the manual, as the air unit "frightens" the villagers and they abandon the area. What you describe is more of a tactic than a cheat, IMHO.
"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."
This won't happen if you quit Civ2 entirely, back to the desktop. If you quit only to the main screen, then you'll encounter this problem. Very annoying.
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Theben
Co-Moderator of the Civ3 Forums
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Hey, you beat me to it
Also, I just saw another civ move a horseman in territory that I hadn't explored.
Here were the circumstances. I was playing SP as the Germans, and then the Celts found me with a horseman. Then I saw another Celtic horseman move in unexplored (black)territory. I sent a ship by where I saw it move, and came right into the middle of the Celtic continent.
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Sentient AI
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Dark Side of the Moon
May 2000 time: 05:14
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There is one other problem that needs to be fixed. The use of a third party program heap editor to change values during the game. There should be a method of checksums to see if a value is even possible. Items that I know for a fact can be modified during game play:
Money
Stored Science Beakers
City Shields
City Food
City Improvements (Not only adding improvements, but removing them from someone else)
The Random Number Seed (Always get a set result when a hut is opened)
The Terrain (Yes, the map and map improvements can be changed DURING a game)
Ressurrect Dead Units (Units are never removed from the full list)
Change Unit attributes
Speed Settler (A Settler/Engineer can be made to perform any task instantly)
Change Unit ownership
Change City Ownership
The game should check to see if any of these types of activities has occured.
P.S. Don't write me asking how to do any of the above. I hate cheating and would rather see it stop, not proliferate.
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You can move a ship onto an inland square. What you do is you build a city, move the ship in, and buy an engineers. Then the ship will stay on the land square, and the city will be gone. Then build another city, farther inland, and move the ship in. Buy an engineer, and the ship will end up two squares away from the sea. Repeat until your ship is far enough inland. This cheat can make an invincible stack. (How are you going to destroy a vet battleship and a vet AEGIS cruiser five squares inland in a fort on a mountain?) We came up with it in the strategy forum a while ago.
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The thread is here
<font size=1 face=Arial color=444444>[This message has been edited by SilverDragon (edited June 03, 2000).]</font>
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:14
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Ming, is your intent to also document AI cheats? If not, let me know and just delete this post.
Some of the more obvious and annoying AI cheats:
1) AI Triremes never sink.
2) AI can switch gov'ts with no period of Anarchy.
3) AI Democracies cannot be made to collapse.
4) AI can bribe units with any unit. This is especially annoying in scenarios where diplomacy units are purposefully not included.
5) AI has an unlimited supply of Cruise Missiles when your Battleship or Carrier comes close by.
6) AI knows which cities have SDI without needing to investigate first.
7) AI Bombers don't crash if they don't return to a city at the end of their second turn out.
The below are lesser AI cheats and may legitimately be considered part of the handicap that the AI gets at certain difficulty levels:
1) AI seems to know where all my cities are without exploring first.
2) AI can partially buy shields to speed up production.
3) AI can instantly build units in the same turn when it discovers the tech.
4) AI can instantly move its capital.
5) AI has fewer columns in the shield box at higher difficulty levels.
6) AI can sue for peace in the middle of my turn.
7) AI can overlap a city with mine and demand that I remove my units in the overlapped region.
8) AI can declare war and refuse peace when in Democracry.
9) AI barbarians can stuff 4 or more units on a Frigate that should only be able to hold 2 units.
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phunny pharmer
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La Jolla, Ca, US
Jun 2000 time: 05:14
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Not exactly a cheat, but a weird bug that could hurt you early on...
If you build a city on a single square out in the middle of the ocean as a future airbase/supply center, you could conceivably have a problem. This square would have to have no borders except the ocean. If you put a trireme inside the city, it can be ***lost at sea***. I guess there is ***coast*** around your city, even if your trireme is safely stuck in dock!
I didn't have units in the trireme at the time, so I don't know whether the units were also ***lost at sea*** or whether they just became the garrison.
Needless to say, I was suppressed.
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Kristjan
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Estonia
Jan 2001 time: 05:14
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src=/forums/"/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Sten Sture on 11-30-1999 03:57 PM</font>
Makeo's Capital - Just in case he doesn't post it here, I'll go ahead and type it up.
In a recent MP game a player moved his capital to a size one city with just one defender close to his rivals border after launching a spaceship to AC. The capital city was thus easily destroyed but not CAPTURED, so the spaceship continued on its merry way to AC, and the opponent was left with no ability to arrest its flight. This seems counterintuitive and sounds like design oversight.
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
Yes. It would be even more easy to destroy the city yourself, that means, to buy an engineer from it.
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