June 23, 2003, 11:07
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#1
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Settler
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Harbor City, CA USA
Posts: 19
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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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June 23, 2003, 17:51
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#2
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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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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June 23, 2003, 18:29
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#3
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Settler
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Harbor City, CA USA
Posts: 19
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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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June 23, 2003, 22:16
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#4
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Emperor
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Dec 1999
Location: Marietta, GA
Posts: 3,521
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Good job there Sik
+1.
Whoops that might have been a bit obvious.
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July 8, 2003, 11:43
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#5
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Warlord
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hitsville in UK
Posts: 141
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Quote:
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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.
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I think this probably isn't a bug since it behaves the same way as the 'population boom' random event.
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July 9, 2003, 01:36
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#6
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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Quote:
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Originally posted by Ogie Oglethorpe
Good job there Sik 
+1.
Whoops that might have been a bit obvious.
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Thank you.
+2
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But he touched it too much!
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July 9, 2003, 13:36
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#7
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Princess
Local Time: 22:21
Local Date: November 1, 2010
Join Date: Apr 2003
Location: falling, once again
Posts: 8,823
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Quote:
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Originally posted by fluffy
I think this probably isn't a bug since it behaves the same way as the 'population boom' random event.
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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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July 9, 2003, 14:02
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#8
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King
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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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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July 9, 2003, 15:04
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#9
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Prince
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Detroit
Posts: 350
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Quote:
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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?
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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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July 9, 2003, 20:57
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#10
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King
Local Time: 23:21
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Harrisburg,PA USA
Posts: 2,244
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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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July 9, 2003, 23:16
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#11
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King
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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The AI will also never crawler resources, so that argument only floats for so long.
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July 11, 2003, 11:43
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#12
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Prince
Local Time: 23:21
Local Date: November 1, 2010
Join Date: Aug 2001
Location: TN
Posts: 514
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I've seen the AI crawl resources before - just not very often... Usually minerals.
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July 11, 2003, 21:59
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#13
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King
Local Time: 05:21
Local Date: November 2, 2010
Join Date: Jul 2002
Location: Empires were built by dictators, not democracies.
Posts: 2,869
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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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July 13, 2003, 10:04
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#14
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Prince
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Jul 2000
Location: looking for a saviour in these dirty streets
Posts: 660
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I've seen the AI crawlering, but rarely sensibly.
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July 13, 2003, 17:04
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#15
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Emperor
Local Time: 23:21
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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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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July 13, 2003, 20:25
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#16
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King
Local Time: 21:21
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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Quote:
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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.
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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.
__________________
He's got the Midas touch.
But he touched it too much!
Hey Goldmember, Hey Goldmember!
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July 15, 2003, 08:07
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#17
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Warlord
Local Time: 04:21
Local Date: November 2, 2010
Join Date: Nov 2000
Location: of the Anti-Alien Forces of the Cult of Planet
Posts: 263
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Quote:
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Originally posted by CEO Aaron
The AI will also never crawler resources, so that argument only floats for so long.
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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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