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Author Topic:   Another amusing AI cheat
Beta1 posted 05-10-99 10:11 AM ET   Click Here to See the Profile for Beta1  
Fresh from his triumph with the teleporting missile Yang has just come up with another - the hovering needlejet. Situation Yang flies about twelve jets onto a square near my base. I think ahah an oportunity to down them without breaking a truce and surround them with my jets - one in each square around them except the one occupied by my base. Turn ends, Yang moves all his units around except the jets. My turn Jets still sitting there. Now mine crash if they dont return to base. This is before antigrav struts so its sounds like another bug to me.
sandworm posted 05-10-99 10:25 AM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
"amusing" might not be the right word for that! ...unless you were able to go ahead and pound him anyway The surrounding thing is a great idea, I used to use the same trick in Allied/Panzer general, but it never occurred to me to use it in Civ2 or AC.

Still learning, after all this time on the forums,

sandworm

Warp Warrior posted 05-10-99 10:39 AM ET     Click Here to See the Profile for Warp Warrior  Click Here to Email Warp Warrior     
Is this also a infinite fuel - multiple turn enhancement/cheat/bug that the AI gets to stay even with the Human? Maybe the teleporting missile is not really teleporting but just gets as many turns as it wants to get to where it wants to go, (CivII - tiremes in the middle of the ocean, zepplins in the Fascist patch that violate the 4 turn flight limit)
Plato90s posted 05-10-99 11:30 AM ET     Click Here to See the Profile for Plato90s    
No, the missles actually disappear from the home city and then reappear instantly next to the target. As far as I recall, I have NEVER seen an AI faction's missles [PB or conventional] move across the map.
Beta1 posted 05-10-99 01:00 PM ET     Click Here to See the Profile for Beta1    
Yeah, the missiles definately teleport - they just appear next to the base where as the planes fly to the location and then just stay in the air.
StargazerBC posted 05-13-99 09:00 AM ET     Click Here to See the Profile for StargazerBC    
Ah. That. After months of play, I thought I couldn't see the missles coming to me b/c of visibility limits. Well, anyway--rover or hovertank with AAA, best armor, best engine, usually defends exceptionally well.
jimmytrick posted 05-13-99 01:00 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
Just for informational purposes:

I have seen at least one missle end its turn in midair. It struck my adjacent former on the next turn. I have not pinned down whether the missles teleport or travel multiple turns. I did not have any air to air units available to try to shoot it down, so I don't know if that would work. This was a transcend game. I was experimenting with rings of defenders around my bases. My theory was that if the AI could not trace an unobstructed line of flight to the target base that it would not "teleport" at all. Unfortunately, one of my protected bases was hit by a planet buster.

Still researching for a tactic to defeat the "teleporting missle bug".

Beta1 posted 05-13-99 02:49 PM ET     Click Here to See the Profile for Beta1    
How about putting a 1/1/1 unit on every square in the cities area. Let it try and teleport then. (should stop those nasty worms popping up as well )
Plato90s posted 05-13-99 02:56 PM ET     Click Here to See the Profile for Plato90s    
The "wall of units" trick has been tried before by another poster. A PlanetBuster still materialized in a surrounded city.
sandworm posted 05-13-99 05:39 PM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
B. Reynolds mentioned (in his online interview??) that the missiles were deliberately designed to teleport because they were having trouble finding the "best route" to the target, they just weren't supposed to have infinite range. Of course, they were also supposed to be fixed in 3.0, but I don't often see more than one missile attack in a game so I haven't bothered to check, myself. Lots of posters say its not, others say its fixed.
cbraga posted 05-13-99 08:27 PM ET     Click Here to See the Profile for cbraga  Click Here to Email cbraga     
I was playing today when I stupidly took a needlejet off its proper route and it was about to run out of fuel. Just to have some fun, I automated it and wasn't I surprised to find that the plane not only atays aloft but has 10 moves next turn?
googlie posted 05-14-99 12:19 AM ET     Click Here to See the Profile for googlie    
You can take advantage of the teleporting missiles too, by just automating them. You'll suddenly see one explode in a rival's city half way across the planet!! (chosen randomlt by the computer on your behalf)

I don't know if v.3 fixed this "cos I haven't been into using missiles much since installing the patch (only local tactical rather than longer distance)

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