24-08-2003, 14:02 | #1 |
Moderator
Join Date: Apr 2003
Location: Netherlands.
Posts: 3,270
|
A new Exploit!!!
Ok, this could be heavy...
We all know that the comp perserves the random seed with goody huts, so opening one that gives an advanced tribe, and in the same turn opening another one with barbs, you could reload and open hut 2 first to get the tribe there. What's new: If you open a hut that would spawn barbs BUT you surrounded ALL open tiles around this hut by units, the hut will NOT spawn barbs but give a good thing instead!!! I tested it, opening one hut which gave barbs, and after reload opened the hut surrounded by warriors which gave me a skilled warrior!!! [] So, no need for expansionists anymore? I do not know if someone else has already noted this before but if not I'll take credit for the discovery.
__________________
Go ahead punk. Make my day. |
24-08-2003, 14:37 | #2 |
Emperor
Join Date: Mar 2003
Location: N/A
Posts: 4,490
|
To pull this of, no barbarians, you should have 10 warriors scouting togehter? Seems too expensive to me, since you also have to do other things than building warriors in the first phase of the game...
|
24-08-2003, 17:07 | #3 |
Moderator
Join Date: Apr 2003
Location: the cookie jar.
Posts: 1,568
|
not only do you need a silly number of scouts... you also need to be a cheating bastard to be doing a reload cheat! still, full marks for the discovery Kingreno |
24-08-2003, 19:04 | #4 |
Customized Admin :)
Join Date: Mar 2003
Location: sailing the seas of cheese.
Posts: 5,852
|
DrA: you dont need a silly number of scouts, because expansionist civs never get barbs anyway. Also you don't need to reload, you need lots of warriors/other units though. I think this can be interesting for those huts close to your capital. Don't open them untill you can surround them with units and be sure you don't get barbs.
__________________
I fed my Dog the American Dream Well, he rolled over and he started to scream He said, I dig the taste of salt but it don't keep me alive yeah, yeah |
24-08-2003, 19:14 | #5 |
Join Date: Jul 2003
Location: USA.
Posts: 104
|
In order to surrounded ALL open tiles around this hut by units, you need about 8 units plus 1 to open the hut. Where on earth would we find that many units to begin with (not before 1000 BC I think). Even if we have 9 units, it would take forever to move them into position because I doubt that we have built many road at this point. Also by the time we are able to commit that many units to open just 1 hut, we are usually in the Middle Age and have no need for any more goodie hut. Therefore, I think this exploit isn't an exploit because it's a waste of time and valuable resources.
|
24-08-2003, 19:27 | #6 |
Moderator
Join Date: Apr 2003
Location: the cookie jar.
Posts: 1,568
|
I stand corrected PP warriors it is... I do agree with moonsinger though, who has explained my POV much more eloquently than I did. IMO the only possible use of this is if you discover an isolated hut later in the game (on an island say) - and then you'd probably not mind if it was barbs as you'd level up your unit. |
25-08-2003, 07:27 | #7 |
Moderator
Join Date: Apr 2003
Location: Netherlands.
Posts: 3,270
|
I tested in a deitygame if it was possible. Indeed it is hard to get many units to do this BUT I did find two huts on the coast, where I needed only 4 units to block all land. I got 25 gold and a tech!
This is not about NOT getting barbs, it is about what you get instead... I am not saying it is a "great" discovery but I do think that in some cases it is still very useful.
__________________
Go ahead punk. Make my day. |
25-08-2003, 07:49 | #8 |
Administrator
Join Date: Mar 2003
Location: Costa La Haya
Posts: 8,494
|
The more exploits, the better
This is definately some form of 'lazy programming': some dude at firaxis just didn't have the time to come up with an alternative formula if the 'spawn on tiles next to hut' formula didn't work. "Crap, it's friday afternoon!"
__________________
"Our spam is backed with COMETS!" |
25-08-2003, 07:57 | #9 |
Emperor
Join Date: Mar 2003
Location: N/A
Posts: 4,490
|
@Kingreno: This is the first time that I hear about it. So to you.
|
25-08-2003, 09:12 | #10 |
Moderator
Join Date: Apr 2003
Location: Netherlands.
Posts: 3,270
|
This time with visuals. civ: Romans, dif: emperor
I played "as normal" and tried to be fair and insert the new exploit only when it would not seriously hurt regular development. The huts too near to rome were thus opened the old way, generating barbs and some maps. I did have a remote piece of land to the north with some huts, and by the time I had 20+ cities and a bunch of warriors soon to become legionaires I found NO reason NOT to send them to the huts. 53.31KB the happy stack moved further north to find 50 gold and 55.72KB I am not sure of the odds of finding 2 techs out of 3 huts on emperor but my experience is that odds are very low. Off course, one should also explore the region around the hut to prevent a map of the region to further increase chances of techs
__________________
Go ahead punk. Make my day. |