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Old June 23, 2003, 11:07   #1
hubcat
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Complete Exploit List
Greetings,

I've spent some time away from SMAX and I'm now wanting to start up a multi-player game with a friend. I'd like to get a list of all the exploits so my friend and I can establish which we'll agree not to use. I've tried searching the forums and although I've seen some listed, I'm not sure if it's been a complete list.

Any links or info would be greatly appreciated!

Forever learning,
Jeff
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Old June 23, 2003, 17:51   #2
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I actually don't know where a list is either. Someone will be able to direct you though, and I'll do my part in keeping this thread near the top until then.
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Old June 23, 2003, 18:29   #3
hubcat
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Thanks for the help!

I found a link somewhere else (I don't even remember how I got there...) that contains more than enough info. I'm not sure how current it is, but this is a great start.

http://www.civgaming.net/smac/acad_buglist.shtml
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Old June 23, 2003, 22:16   #4
Ogie Oglethorpe
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Good job there Sik

+1.

Whoops that might have been a bit obvious.
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Old July 8, 2003, 11:43   #5
fluffy
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1.Colony pods can be added to an existing base to increase the base population by 1 using the join base command (b). This operation can be used to increase the size of the base beyond the limits imposed by lack of hab complexes/domes.
I think this probably isn't a bug since it behaves the same way as the 'population boom' random event.
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Old July 9, 2003, 01:36   #6
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Originally posted by Ogie Oglethorpe
Good job there Sik

+1.

Whoops that might have been a bit obvious.
Thank you.

+2

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Old July 9, 2003, 13:36   #7
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Quote:
Originally posted by fluffy


I think this probably isn't a bug since it behaves the same way as the 'population boom' random event.
But I thought that pop boom IS limited by the habitation facilities (vs. colony pod pop booming can be used to bypass the limit). Was I not right?
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Old July 9, 2003, 14:02   #8
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Well, the line between exploit and intended behavior is always going to be blurry, since there's really no way to go back to the developer and ask them if this is indeed how they intended the game to work. I wouldn't consider pod-booming an exploit, since it's something that all factions can use equally to their benefit, if they so desire. A base that's cranking out colony pods isn't producing much else, and requires a substantial amount of crawled nutrients and minerals to get best performance out of it
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Old July 9, 2003, 15:04   #9
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Quote:
Originally posted by HongHu


But I thought that pop boom IS limited by the habitation facilities (vs. colony pod pop booming can be used to bypass the limit). Was I not right?
There's times where it says "Childrens creche as Base X reports major population surge", and it will push it past hab limits.
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Old July 9, 2003, 20:57   #10
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As far as I recall, the population surge random event never puts a base at a pop which exceeds current habitaion limits plus two...as if the event assumes the presence of the Ascetic Virtues. (or uses the same reference as the AV to detemine pop limits)

Another thing, I do not think the AI will ever add in a CP to a base.
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Old July 9, 2003, 23:16   #11
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The AI will also never crawler resources, so that argument only floats for so long.
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Old July 11, 2003, 11:43   #12
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I've seen the AI crawl resources before - just not very often... Usually minerals.
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Old July 11, 2003, 21:59   #13
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yeah the AI thinks along the lines of :
why double my production in 10 turns with crawlers when i can build a totally obsolete unit and cripple myself for the next century in 5 turns !!
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Old July 13, 2003, 10:04   #14
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I've seen the AI crawlering, but rarely sensibly.
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Old July 13, 2003, 17:04   #15
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Pods can push the population beyond the normal limits? I never knew that -- I figured it was like civ, and that at some point it just wouldn't work.
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Old July 13, 2003, 20:25   #16
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Quote:
Originally posted by The Mad Monk
Pods can push the population beyond the normal limits? I never knew that -- I figured it was like civ, and that at some point it just wouldn't work.
It can be handy in several situations, but it isn't a "game breaker". I sometimes do this as my pop boom is finishing up. Every base which has already reached maximum population and still has 2+ food will build colony pods. After the boom, these pods are built into population points in excess of the hab limits. Factions that cannot pop boom without GAs can sometimes use this means to build up a SSC, or generally to turn a worker from a size 2 base into a Librarian in a size 5+ base. An amusing exploit is to build the PTS and build two colony pods immediately. Now build the final pop point into a pod and re-establish the base, at pop 3. This works best with crawlers to pump up the base's mineral production.
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Old July 15, 2003, 08:07   #17
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Quote:
Originally posted by CEO Aaron
The AI will also never crawler resources, so that argument only floats for so long.
I also have seen the AI crawlering ressources.
But mostly, it uses crawlers for rushing secret projects or moving them around uselessly.
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