in this case it's the old rand making BS thing... just for lulz load the save 1T before and switch some mine worked into not working mine and do the turn
Changing whether a mine is worked changes the RNG seed??
in this case it's the old rand making BS thing... just for lulz load the save 1T before and switch some mine worked into not working mine and do the turn
as for AI not declaring at pleased/friendly...I actually like it. I saw how bad diplomacy can get when design goes the "AI wants to win no matter what" in Civ V, basically meaning that game has NO diplomacy whatsoever.
Yip decayed fast, can still be annoying thou cos they might just decide plotting on you during those few turns
I dun like that mechanic, but would also not call it cheating..AI can miss out too, if i make that tech trade with somebody else cos they are grumbling.
Soren says that the AI more or less use the same automated workers as is used for the human.
Why post here?
Well..is winning this battle with >33% hps left, chances lower than 1%, anything else but cheating?
Ah, didn't consider that. Interesting to know. I'm not a normal reloader but if I mis-click, sometime I'll reload and I'd like to make sure that I don't change anything.
I've lost a full health knight to a damaged catapult, while the game literally displayed 100% odds, so you're still beaten in RNG misfortune.
But that was not game over for you i bet
Watching your second city being burned down is thou ~~
Soren lied, unless by "more or less" he meant "the AIs workers will not move onto the borders of civs they're fighting, but automated workers will gladly do such suicide". That isn't more or less. One side's workers routinely suicide, the others don't. AI workers also build improvements based on its preferences which sets them apart though you can use emphasis to get your workers to do something similar.
"Nothing" is a bit strong; I strongly suspected before I joined the forums. The thing is, I expect games to take a few shortcuts.There's nothing in the game or manual to indicate to the player that the AI uses a different set of rules, or that it plays a different game entirely. It's semantics at that point...for those of us who know these things already and agree to them it's more grey area...but to people who don't know about these things it's definitely cheating.
In a literal sense, of course they are. I know there isn't a magical fairy that really controls the computer playersThey're the same thing. Literally, the AI is a part of the game.
Um, I don't know anything about Call of Duty. Looking up boosting in CoD, I see that it means two people killing each other, apparently to rack up kills? How are they hacking?Technically, the AI was coded in BTS to follow a strategy for winning culture; this is the only VC it is actively designed to pursue, and only some of them will do it. However, you can still cheat at a game without actively trying to win it. If you need a human example of this look no further than hackers boosting in call of duty; boosting is certainly not something that one does to try to WIN the game...but hacks to make it easier are definitely cheating even if the cheats are not directly applied to victory...and they share the AI PAssal tendency to screw a player (human or not) at random.
The difficulty bonuses also aren't published. Just because you agree to their terms doesn't mean that you know what they areThat's what difficulty bonuses are for. We don't need hidden, difficulty-independent and esoteric things that the AI can do that the human can't due to game rules. I don't want to hear "but the AI neeeeeeeeds the cheats!". Warlords II (mentioned yet again because of just how mechanically superior it is to every civ game ever made, despite having less depth) could certainly still be challenging, or even close to impossible at times.
That would've been nice. And I know that I don't usually realize it. It's also ridiculous that trading with worst enemies can invoke a bigger penalty than being at war, or that the AI's get so upset when you don't give into their frequent demands.Or, they could make a nice, simple system where they can detect trades between known civs only. I can't imagine that routine would be too difficult...I'm not convinced people can consistently [figure out who traded what to whom]. I'm betting it wouldn't be so easy to always tell who made what trade without seeing IBT.
I agree that the whole Peacevassal mechanic is broken, though. That's the main cheat that bothers me
But they are separate in a couple of ways: they don't "know" the same things and they don't have the same goals.
Um, I don't know anything about Call of Duty. Looking up boosting in CoD, I see that it means two people killing each other, apparently to rack up kills? How are they hacking?
That would've been nice. And I know that I don't usually realize it. It's also ridiculous that trading with worst enemies can invoke a bigger penalty than being at war, or that the AI's get so upset when you don't give into their frequent demands.
I agree completely. You know what's even worse? When you realize that the AI beat me without even trying.It would be nice if the players in a game played it.
Glad I never got into it then. Not that I have the tactical awareness that I'd need to play anyway, but at least this gives me a good excuseCombine it with wall hacks or aim bots and there you go. Hours of "fun".
Yep. I already said that I hated all the cheaty aspects of civ4 "diplomacy". The AI is definitely colluding against you, and you have to bend over backwards to get them to break their cartel. And even then you can get screwed because somebody rolled the dice and you get shafted.You can become a worst enemy on no other demerit than trading with a worst enemy.