Posted July 18, 2011
My worst AI exploit is in Age of Wonders: Shadow Magic BUT there's a justification...sorta.
Flying units (even the really weak Zephyr Hawks) can stymie a stack of Shadow Demon Lords, Ballistas, Cannons, or the best damn (non-flying) critters in the game by sitting in a tree. Seriously.
The Ai can't "see" a flying unit that is directly on top of a tree, so all you have to do is stay out of the initial range of any ranged units and you can 'end turn' until turn 26 when the tactical battle automatically ends. This was an exploit that you could use to block enemy entry into your cities, but a community mod patch changed it so that flying units are blocked from the space over doors, so you have to use an alternate: put the flying unit on your wizard tower or other building - even if the city is overrun, you'll retain the city as long as the flying unit lives to turn 26.
Here's the explanation. On the final scenario of the campaign, you are scattered and under siege by tons of shadow demons who WILL route you and your allies in no time flat - it is a nigh-unwinnable situation without that exploit. With it, however, you can keep your allies around to trade spells and resources, act as buffers, and generally have a fighting chance until you're ready to take on the All-Devourer.
Flying units (even the really weak Zephyr Hawks) can stymie a stack of Shadow Demon Lords, Ballistas, Cannons, or the best damn (non-flying) critters in the game by sitting in a tree. Seriously.
The Ai can't "see" a flying unit that is directly on top of a tree, so all you have to do is stay out of the initial range of any ranged units and you can 'end turn' until turn 26 when the tactical battle automatically ends. This was an exploit that you could use to block enemy entry into your cities, but a community mod patch changed it so that flying units are blocked from the space over doors, so you have to use an alternate: put the flying unit on your wizard tower or other building - even if the city is overrun, you'll retain the city as long as the flying unit lives to turn 26.
Here's the explanation. On the final scenario of the campaign, you are scattered and under siege by tons of shadow demons who WILL route you and your allies in no time flat - it is a nigh-unwinnable situation without that exploit. With it, however, you can keep your allies around to trade spells and resources, act as buffers, and generally have a fighting chance until you're ready to take on the All-Devourer.