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 Post subject: Cruel Intentions with Humor
PostPosted: Mar 18 2007 
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Joined: Apr 22 2005
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Location: Woods Bend, Alabama,USA
I did something today that was truly funny (To me anyways). Was playing the world map as the US. An idea hit me that involved building the less travel range and fuel cap transport planes. I ended up using the onedaybuild cheat and I built 2K then traded everyone of them to Europe. The planes never made it to Europe and crashed in my territory. Europe lost 2k units at 34 men a unit. About 68k men were lost to the planes crashing. Now that was funny. I can kill off Europe's manpower by letting their planes crash in my territory while I make a little money off the event. Course the game lag with that many planes flying to Europe.

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 Post subject:
PostPosted: Mar 18 2007 
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Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
LOL.
A long while back, when i was trying to figure out how much exp affected unit combat, I set up a base to build supply trucks.

And just let it keep making them for like 1/2 the game (like 20 years).

Than i picked an enemy i was at war with and raised their diplo towards me.

I than surrounded the base with full stacks of LAV-5s .Than sold all the trucks to the enemy and watched as they came out of the base right into the fire of the LAVs.

It was damn funny.

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 Post subject:
PostPosted: Mar 18 2007 
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Location: Woods Bend, Alabama,USA
:lol: haven't thought of that. Got to try that next. But for now I'm going for the approach of killing of a region's manpower without going to war. By trading worthless transport planes like I did is a good answer to killing them off.

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 Post subject: Life of a programer...
PostPosted: Mar 19 2007 
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Brigadier Gen.

Joined: Jun 08 2005
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Life of a game programer must have some sad days when reading these stories. :cry:


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 Post subject:
PostPosted: Mar 19 2007 
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Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
Why ? I think the nut cases like us immensely help the Devs to see how the game can be "broken".

Thereby allowing them to make a more solid game.IE less flaws.

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This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
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 Post subject:
PostPosted: Mar 19 2007 
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I've done similar things...selling Europe my entire stock of towed Arty for example (as the U.S. or North America, I forget). They gathered in Maine or Newfoundland somewhere and turned bright red. Once war came down I had very little trouble wiping them out.

It is a flaw that, while not "top of the list", should be addressed. Even an automated sea transport wouldn't work, there being no port to use for loading.

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 Post subject:
PostPosted: Mar 19 2007 
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OK. You guys are all officially weird! :lol:

Regards,
Feltan


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 Post subject:
PostPosted: Mar 19 2007 
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geminif4ucorsair wrote:
Life of a game programer must have some sad days when reading these stories. :cry:


tkobo wrote:
Why ? I think the nut cases like us immensely help the Devs to see how the game can be "broken".

Thereby allowing them to make a more solid game.IE less flaws.


You're kind of both right, we do sometimes cringe at the way ppl try and break the game model, but we do also keep track of the loop holes so we know what to close ;)

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 Post subject:
PostPosted: Mar 21 2007 
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It's okay trying to get the game over the edge ... but NOT with cheats ... that's complete b*llsh*t

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 Post subject:
PostPosted: Mar 21 2007 
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Location: Woods Bend, Alabama,USA
:lol: Well, I always like taking things to the edge. Did that with research then when I saw the game could go to the year 2100 and beyond. Now I'm down to seeing if there's any other ways to kill of a region's manpower without going to war.

Oh, to note, I'm not weird, just insane. Not really but I do like to keep devs on the edge on what I can think up to do with the game. It helps them close the loop holes like Bal stated.

Now what else can I think up to try out. I'll figure that out later. :lol:

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 Post subject:
PostPosted: Jan 06 2008 
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Just hope the fix is to find a way to get the units overseas instead of just keeping the AI from ever purchasing units.


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