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Guys, we need your help with a list of cheats

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  • Guys, we need your help with a list of cheats

    Ming is compiling a list of "cheats" in different versions of the Civ series (for the Civ3 wishlist), which basically meant Civ2, until now. As you and me both know, this isn't enough. SMAC and SMACX are much closer in time to the release of Civ3 then Civ2 ever was. Therefore it is equally, if not more, important to get a lowdown on all the cheats in SMAC as well!

    This is his plea:
    quote:

    I WOULD WELCOME AN EXPERT to list the cheats for other variations. The key here is to alert the designers on how we abuse there sloppy programming. Please, make this list even longer by showing them their new mistakes.... PLEASE!


    Guys, your mission, if you chose to accept it, is to write down every single programming mistake that can be used for cheating in SMAC, even those that might (or might not) be a concious feature. We will then transfer the list to the Civ3 Wishlist forums so that it can be integrated.

  • #2
    Two words:

    POD BOOMING
    "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

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    • #3
      What about infinite city sprawl?

      ------------------
      -Chiron Creators-
      "http://members.xoom.com/acchiron"

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      • #4
        Island superdefence.

        Anyone here ever left cities/bases on an island virtually undefended because you knew the AI would never attack them?
        There's no game in The Sims. It's not a game. It's like watching a tank of goldfishes and feed them occasionally. - Urban Ranger

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        • #5
          how the AI always knows where your PB's are, and attacks them.

          For it is the folly of men that they forget!

          Excalibur

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          • #6
            1)Hanging air units when turn end option used allows for infinite blockade.

            2) City gifting for immediate probing and recapture, rinse repeat etc.
            "Just puttin on the foil" - Jeff Hanson

            “In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter

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            • #7
              Mouse,

              I used to play that way, since the AI would never launch a decient assault against lone islands. That was before SMACX brought us the Pirates. They blocaded my coasts and bombed my lands, cutting my resources so I couldn't build stuff as fast. They then moved up a transport and unloaded. Since artillery now works well, the base garrisons were at 50%.

              The base fell easily, and they moved on. I lost the entire island before my transport landed and I took the island back. (The first two transports out would have saved part of the island, but the blockade sunk them before they could land. Dang!

              Some stats: 3 bases on the island, 5 Impact Pirate foils, 1 Pirate transport with 2 missile rovers.

              Is the AI really that bad? I'm starting to wonder...
              Banned on Black Saturday in the name of those who went before him.

              Realizes that no one probably remembers that event.

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              • #8
                -social engineering inconsistencies have to be fixed. Some changes take effect immediately, some in the year after. Everything should take effect one year after the chnage is ordered and paid for to avoid at least some of the (numerous) possible abuses. For the same reason...

                -changes in SE should not be allowed more often than once/ 5 years per category

                -units upgraded in the workshop should lose a full turn.

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                • #9
                  Jasonian, true, but the pirates are the only faction I've seen that will perform amphibious operations. I think it's something to do with how the AI does unit movement.
                  Pirates are sea->land and normal factions are land->sea but land->sea->land is where the AI seems to have a problem.

                  Incidently, if you want to see an AI do land->sea->land, play Colonization. The AI in this has no problems at all with amphibious operations.

                  (gramatical error)
                  [This message has been edited by Mouse (edited February 15, 2000).]
                  There's no game in The Sims. It's not a game. It's like watching a tank of goldfishes and feed them occasionally. - Urban Ranger

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                  • #10
                    Mouse, About land->sea->land, I am not so sure. I have seen and sunk numerous transports filled with enemy troups. However, this seems to occur early in the game when I am militarily weak. Later, when the balance of power has shifted, the AI seems to look to its defenses rather more than to its offense.

                    Even so, I am consistently puzzled how I can hold a strategic land position against endless attacks when the AI could easily end run using a few transports.

                    Perhaps the problem with the AI is that for most factions other than the Pirates it makes transports - at least later in the game - at a very low priority.

                    Ned

                    http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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                    • #11
                      That's extremely interesting. It makes me think that a different (and smarter) AI is running the computer than the governors. When I played with governors (for about half of one game, and then never again)... all it wanted to build was transports, even on "Build" or "Discover"

                      Another imbalance I noticed... when the computer autodesigns units, it spurns units like "Trance sentinels"... yet it will make them for itself.

                      So not only do we have a dumb AI... but it's even dumber when it's assisting your management. Gah!

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                      • #12
                        Ned, loading the units onto a transport doesn't seem to be a problem, but my question is this, have you ever seen a transport land the troops?
                        There's no game in The Sims. It's not a game. It's like watching a tank of goldfishes and feed them occasionally. - Urban Ranger

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                        • #13
                          Yes, I remember the AI landing troups - but only from foil transports. That limits him to two units and an ineffective attack. I have never been attacked by a destroyer transport carrying a significant number of troups. However, I have sunk such vessels out to sea.

                          Back in Civ I days, the AI always seemed to send boatloads of troups. Less so in Civ II. Now one can essentially forget about a serious seaborne attack.

                          I am sometimes amused to look at an enemy city on a near coastline filled with sentinels. The AI always seems to be building more such sentinels and not to be building transports. This is very defensive minded, in my view, and is may be the result of the balance in power being in my favor.

                          Just some thoughts.

                          Ned
                          http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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                          • #14
                            I've been attacked on small islands by the enemy... I remember once building a base on an Island near enemy territory well within reach for my Needlejets. I sent some crack defensive troops along to keep the base covered from air attacks, but unfortunately neglected to send a spy unit with them. Within 3 bloody turns, the Bloody damned believers had gotten a foil with three probe teams across, and bought out my base with little or no fuss.

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                            • #15
                              Ok..here is a 'cheat' that I think happens, (I'd have to double check but from random observation it appears to be true).

                              If you move a former to a square his turn is done. However, if you click on him and give him a terraforming order, he'll start it that same turn. You get an extra turn out of your formers that way, multiply that by a lot of formers and...

                              Also, I'm not sure if they fixed this, but its a bug really not an exploit. You drag that nice line accross the map to tell your unit to move somewhere.. and if you run accross a city (in the inky blackness you can't see) it tells you its name along with the map coordinates, so you can find all the other factions early on.

                              Tig

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