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  • CHEATS (ver1.0): Hosted by Ming

    A new beginning...
    First, I'm totally against cheats.
    And that's why this thread could be very important. The latest Civ with MP has many problems. There are just so many things you can do that most people would consider blantant cheating. I'm sure AC and CTP have the same problems. These cheats occur because the designers just didn't think how some people might abuse or stretch the rules.

    I see the purpose of this thread as an opportunity to review all the cheats that we currently know. Let's make sure that any new version of Civ is designed by people who know HOW we are currently abusing their games so they can design some protections in. Granted, any new game will have it's problems, and people will find ways to abuse the rules. But, by pointing out some of the things they have failed to correct in the past, maybe they will be more careful in the future. Now, we know that this will be a whole new game, and many of the features or ways of doing things will hopefully be changed. So, many of these may not even matter in the new game. But again, lets tell them how the current rules are being abused. Our insights can only help when they are figuring out how to do things right.
    So let's help them to design a game that has far less loop holes to begin with.

    Here is a summary of what has been discussed so far:

    PEAKING AT THE MAP
    In CIV MP, you can load a net game as a regular game and use the scenario editor to bypass any password and view the entire map.
    This can be done during a game if you have two computers, or between sessions
    POTENTIAL SOLUTION
    Just do what they do with the cheat menu.
    If there is any civ passworded, it will not allow you to use the cheat menu. This shouldn't hamper scenario designers, because they wouldn't use any passwords while designing a scenario.

    INFINITE MOVEMENT TRICK
    In MP, if you give a unit to somebody after you move it, and he gives it back, it can move again. This can be repeated so any unit can move as much as you would like.
    SOLUTION
    Make is so a unit can only move once in any given year/turn

    AIRBASES
    Airbases provide additional shields and food when built within a city radius. They are also instant rails. Plus, they can be put in a line to stop enemy air units and nukes from getting through.
    SOLUTION
    Make sure they don't provide any extra's. Make people build roads/rails in the same square if they want the movement bonus.
    Allow enemy units to fly over airbases - put an option on the comand menu that allows for landing or attack.

    COVERING GROUND UNITS WITH BOMBERS
    This makes the stack impervious to ground attack since ground units can't strike the bomber.
    SOLUTION
    There have many solutions proposed for this one, and it really depends on what combat system will be used in the new game. We just want them to be aware of this, so they don't make the same mistake again.

    HOME CARAVAN TRICK
    You can reassign a caravan to any home city by using the city menu instead of the command menu. It says in the rules you can't do this.
    SOLUTION
    In MP mode, this has been fixed. Vs the AI, you can still do it. (unless they fixed that in the latest patch) Again, who knows how trade will work in the new game. The point here is that if you say something can't be done in the rules, check out all menues that allow for such an action to make sure you have caught them all.

    SHIP CHAINING
    By using multiple ships, you can move a unit around the world in one turn. (that's realistic)
    SOLUTION
    One solution was to disallow any transfer of a unit from ship to ship. This might not be the best solution because there are legitimate reasons beyond chip chaining to do this. Again, they should be aware that this type of cheat has been available to us in the past and should be checked in the new game.

    THE FOOD CARAVAN TRICK
    This is when you can send multiple food caravans from the same city to the same city, and only still have one food trade route estabished. (only -1 per turn, but the target city gets a full food bin or new pop for every caravan arriving)
    SOLUTION
    Again, who knows how trade will work in the new game. But again, if something like caravans are used, they should check out what happens when multiple caravans are sent from the same location to the same location.

    RUSH BUYING UNITS IN A STEP PROCESS TO SAVE MONEY
    I don't see this as a cheat. But since it doesn't work that way for city improvements (a correction made from civI to civII) some claim that it is.
    SOLUTION
    Again, who knows... just be consistant, or point out that the option is available.

    That covers what was discussed already in the other thread. Let's hear some more. I need your help.

    We ask that if this is the first time you post to the thread, please start you post with that fact.
    We are keeping a list of all those that contribute to our threads, and that would make life easier on us.
    The Following People have already posted suggestions:
    Ecce Homo
    EnochF
    Carolus Rex
    Theben

    Again, thanks for your help!
    Let's roll!
    Keep on Civin'
    RIP rah, Tony Bogey & Baron O

  • #2
    Hey Ming, can you think of a way to counteract the strategy of building a wonder and then destroying it for the sake of denying its effects to other civs?

    I mention this because the concept of wonders which benefit many civs is becoming more popular on my thread, including an Internet wonder which provides a Great Library effect for every civilization with the Computers advance.

    But if you're the #1 nation and you build Internet in a dinky size-1 city and then disband... you've denied the Internet to the whole world, makes no sense.
    "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

    Comment


    • #3
      From a players point of view, I don't know how to stop somebody from doing this...(yet)
      However, it can be done with programming.
      Let's say they make it so once a wonder is built, it's effects don't go away (unless made obsolete). The problem with this is, is that it takes a away a key strategy of destroying another civs city with wonders to deny him of their use. Maybe only the All Civ wonders can have this "tag" built into the program... good question!
      Keep on Civin'
      RIP rah, Tony Bogey & Baron O

      Comment


      • #4
        Variants on ship chaining:

        1) Requires two ports on different continents which are less than one turn's movement apart for a transport. Move a unit into city A (which has a transport waiting). Sleep the unit. Move the transport to city B; the unit wakes up and has unexpended movement points available. Bug or feature? Note that this gives near-infinite movement with railroads.

        2) A closely related trick: move a unit into a city, expending *all* of its movement points. Go to the city display, sleep the unit. Now you can move it some more with a ship.

        Intelligence issues:

        3) You can always see barbies moving through territory you've explored. If they are attacked by a foreign unit, that unit appears while it's attacking, although you normally wouldn't be able to see it.

        4) When your unit is adjacent to an enemy unit and you try to move to a new square that is also adjacent to an (unseen) enemy unit, the unseen unit becomes visible.

        5) I never thought to do this, but I've seen people talk about finding foreign cities with the "find city" command (or maybe the trade "demand" feature?).

        Comment


        • #5
          Infinite City Sleaze (ICS)

          This needs to be eliminated. Since a city works (size + 1) squares the most efficient pattern is to keep your cities small, build settlers and military units. It is quite easy to conquer the world very quickly, even in MP.

          Solution: Number of squares worked is equal to city size (no bonus).

          Comment


          • #6
            First time posting on this thread.

            Does the Repeated Commodity Trade strategy strike you as something that should be eliminated? Is it covered by the Anti-Homing suggestion?

            How about fortifying a city unit who just fought? You can't do it outside the city. (Maybe this can be rationalized because it is inside the city.)

            The following may not be a cheat, but simply poor conceptualizing: should cruise missiles be allowed to patrol like a fighter plane, then return to the base?

            Comment


            • #7
              The turbo settler/engineer.

              "Charging" the unit by letting it perform some task, interrupt the process, move the unit elsewhere and continue the same task there. All the work done in the first square carries over to the second.

              Bug or feature?

              Carolus

              Comment


              • #8
                Let's see...
                DaveV first
                1) Bug or feature? who knows what they intended. And that's the point. The documantaion they provide gives no clue to the answer. So the solution to this is for them to provide better documantion. I know they want to leave some mysteries to make the game more enjoyable, but movement is key to the game and should be addressed.
                2) I actually like this feature, but again, who knows whether that was planned or not. One way around this problem would be to not allow a unit to be put to sleep after it's movement has been used period!(just like what happens on the board) It is indeed inconsistant that you can do it with the city menu. Again, as with the home caravan trick, they need to make sure that all the menus that allow a command our consistant.
                3)Seems to me more of a personal opinion.
                I think we all want to be able to see barbarians... whether we should be able to see a unit that attacks them? Unless everybody were to feel strongly one way on this point, does it really matter? I don't know?
                4) This is indeed needed, so you can see why you can't move a unit. What other option is there?
                5) Yes, using these methodes to find cities need to be addressed. In addition, you can just randomly click on squares, and even if you can't see the city, the information appears in the box... Thanks for bringing this one up.
                Txurce (thanks for saying it was your first post)
                RCT would fall under the AH argument. Again, who knows what trade will look like. It seems like a bug to me, since it isn't consistant.
                Fortifying units in cities is just another inconsistantcy. That will fall under the old, "make it consistant", or tell us in the documantion that it is different.
                On using cruise missiles for scounting... good point (some use nukes for that purpose)
                I would have to agree that it doesn't make logical sense... But many things aren't logical... The unit thread may be a better place to discuss this.
                Carolus Rex
                Are you sure about that... I always thought that the square remembered how much work was done, and can be continued later. I didn't think it works like you indicate. If that is indeed correct (thanks, I just learned something), then indeed it needs to be addressed.

                Keep the stuff coming... and thanks!
                After a few more, I will do a new summary to make it easier for people to see if their suggestions have been covered yet.
                Keep on Civin'
                RIP rah, Tony Bogey & Baron O

                Comment


                • #9
                  Not 100% certain, as I should be before posting here. Sorry!

                  I'll test it and get back to you.

                  Ming, you and Xin Yu seem to be good friends. Does he know about this (Civ3)? He really is an expert on these things (and on the game as a whole) and can contribute a lot. Maybe you can talk to him in private if he's too busy to hang around?

                  Carolus

                  Comment


                  • #10
                    No, I haven't mentioned it to him. But he does check out this site on a regular basis, so I'm sure he is aware of it. I hope he does contribute... especially to this thread since he and MWHC are two of the best game debuggers I have ever run across. I thought Rah and I were good, but then I meet them.

                    So if Xin Yu or MWHC sees this... your help is needed.
                    Keep on Civin'
                    RIP rah, Tony Bogey & Baron O

                    Comment


                    • #11
                      The "turbo" engineer/settler does indeed exist. Have you ever woke up an engineer that was working on a square to have it instead clean up a polluted square, then noticed it Immediately cleaned the square?

                      As for the missiles, someone(I think it was don Don) suggested moving missiles like land units, then using the 'paradrop' key to have it 'drop' on a seen enemy target. This eliminates missiles that scout, and can fly over territory and then land like airplanes. As you said, though, this should be in the units thread.

                      Any city that has built a wonder may be located using the 'find city' command; you'll get an exact location but no other info.

                      As for ship chaining, I'll say again that disallowing transfer of units should be used. Why? We're talking about brigade-to-division sized units here. Transferring these units in deep water is completely unrealistic, let alone allowing it w/o any loss of movement, and allowing up to 8 divisions to transfer between 2 transport groups! Now if unit size is implemented, I'd agree that a small number of units could pass between ships, but I'd limit it to 1 brigade-sized unit from one ship to another & probably only in the modern era.
                      I'm consitently stupid- Japher
                      I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                      Comment


                      • #12
                        -=*BUMP*=-

                        ------------------
                        CIV3 DEVELOPMENT LIST COORDINATOR

                        **(un)Officially Making Lists for Firaxis Since SMAC Enhancement 3!**
                        I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                        "Yin": Your friendly, neighborhood negative cosmic force.

                        Comment


                        • #13
                          To solve the problem of using missiles for patrol purpose: missiles should move like ground units (except can be carried by subs and carriers) but attack like missiles.

                          Somebody thinks using diplo/spy or caravan/freight to pass zone of control is cheating.

                          One civ investigated a city then all civs can see the inside is a bug. If civ1 uses a spy to investigate a city then occupies it, all civs can check the city and know which improvements are not destroyed.

                          Clicking on the map where you haven't explored, look at the number after the coordinates tells you if the place is ocean or land is a bug.

                          Moving via north/south poles to another continent is unrealistic.

                          In MP, not only giving units to each other can provide more movement points, but also giving cities to each other can provide double productivity--the cities generate shield/revenue/food for both of the civs.

                          Giving units to each other may end up assigning the home city of a ship to an inland city, totally impossible in single player games. Is it a bug?

                          That's all I can come up now. MWHC may have more ideas.

                          Greetings to Ming.

                          [This message has been edited by Xin Yu (edited May 22, 1999).]

                          Comment


                          • #14
                            Ming,
                            Aren't you going to bring up the heinous "frequent restart" cheat on one-city challenges? That one really gets my goat.

                            Comment


                            • #15
                              I ran a few tests concerning the turbo settler. Here's what I found out. FYI, I have version 1.02 dated the 4th of March 1996.

                              I started a new game and mined some hills. Five turns later I interrupted the process, moved the settler to another spot and continued there. It only needed the remaining five turns.

                              Same thing with irrigation and fortressbuilding, the number of turns left to the completion of a task in one square was all the unit needed elsewhere.

                              I also checked if the square itself was "charged". If an "uncharged" settler started mining some hills that already had been mined a few turns by another settler, it took the normal number of turns.

                              Now, I don't have a problem with this. The benefits of "turbo mining/irrigation" appear to be small. "Instant fortress" is a very useful tactic, however, but IMHO it's not something that unbalances the game.

                              Any thoughts?

                              Carolus

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