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Old April 16th, 2005, 06:37 PM
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Default Re: Cheaters AI Race

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Urendi Maleldil said:
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douglas said:
...this race received negative income from the treaty. I just assumed that if it allowed negative values one way, there wouldn't be an explicit check for negatives separate from the supposed limits from settings.txt for any way of circumventing those limits.
You mean the race that made the treaty with the modified empire got negative resources? You may have created the first resource vampire race.
No, the modified empire itself was the one getting negative income from it. I also tried it with negative physical strength and repair aptitude, which are possible but not through AI_General files. The first made capturing planets literally impossible, and the second just made repairs never progress. If a player knew how to achieve these things and was willing to accept either of these handicaps, he would have effectively unlimited racial points and would be able to ignore maximum characteristic values as well. If I really wanted to, I could set up an empire with 2000% intelligence and use it in stock PBW games. As long as I made sure that the rest of my setup left enough points, assuming minimum values within the label's range for everything, to raise intelligence to "God-like" at 130%, and never established treaties higher than plain trade alliances, no one would be able to tell that I was cheating unless they bothered to calculate how much research it would take to get the techs they had observed me using and figured out that the result was literally impossibly high for that far into the game.
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Old April 17th, 2005, 08:40 AM
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Default Re: Cheaters AI Race

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douglas said:

No, the modified empire itself was the one getting negative income from it. I also tried it with negative physical strength and repair aptitude, which are possible but not through AI_General files.
I'm still not clear how you are doing this? How do you get negative values to work at all? I have not been able to. Every time I set a value to negative it breaks and that value gets set back to 100%

Edit: Sigh, never mind. I figured it out. Yes unfortunatly this could be used on PBW to cheat. It would be hard to detect under normal circumstances during the game by the other players. However, if anyone had suspicions the game owner or the PBW admins could fairly easily verify it. It would be impossible for the cheater to cover their tracks after the fact. Someone despicable enough to pull something like this runs the risk of seriously damaging their reputation.
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Old April 17th, 2005, 09:07 AM
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Default Re: Cheaters AI Race

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geoschmo said:
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douglas said:
No, the modified empire itself was the one getting negative income from it. I also tried it with negative physical strength and repair aptitude, which are possible but not through AI_General files.
I'm still not clear how you are doing this? How do you get negative values to work at all? I have not been able to. Every time I set a value to negative it breaks and that value gets set back to 100%
I've been avoiding posting how I did it for fear of some unscrupulous forumgoer using it to cheat on PBW. I'll send you a PM explaining it.
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Old April 17th, 2005, 09:10 AM
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Default Re: Cheaters AI Race

That's allright. I figured it out and updated my post.
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Old April 17th, 2005, 02:17 PM
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Default Re: Cheaters AI Race

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douglas said:
I've been avoiding posting how I did it for fear of some unscrupulous forumgoer using it to cheat on PBW.
I don't think we really have to worry too much about it but I agree with you about not posting the how to.

However, I can think of a good use for this trick, it would make setting up god-like races for theme games much easier.
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