if you think that border agression from porcing AI types represents a challenge on a similar scale to difficulty 10 waves you should play a (breif) game against two difficulty 10 mad bombers to remedy your understanding
Yes, there are a few ai types that get extremely heavy waves. Do your arbitrary double godlike rules require them to be played? No, unless I missed something (or if you are interested in changing them again). Do I feel like border aggression represents a challenge on a similar scale to say, bully or assassin level waves(or some of the easier types that have pretty weak waves)? yes, I do though clearly border aggression is recent enough I haven't tested it that extensively. Why not argue that nothing but 2x technologists should count for double godlike, since most other ai types don't represent a challenge on a similar scale?
taking advantage of ingame inbalances is perfectly valid. maniuplating the game settings in the lobby to reduce the challenge ingame is not.
Ok, I'll revert back to the version where riots and transports both were way way overpowered, or go back even further to when raiders were extremely overpowered, etc. Honestly there's at least as much room for exploitation here, since as new stuff gets introduced, it at times is extremely unbalanced.
manipulating lobby settings to produce an easy game is not strategy. Setting the AI to anything but the random types allows the player to exploit the knowlege of their opponents disposition to choose and produce counter units. What is impressive or skillful about that exactly? I'm interested in the 'Real' double god like because a successful completion would be a feat of ludicrous skill. There is no skill involved in fiddling lobby settings to give yourself ingame advantages or handicap your opponents.
Ah, so we have a new "rule" where one must now also choose from random types. Must these be any random type or only random hard types? It seems that allowing random easy types would dilute the challenge.
To be pedantic, to be skillful at something depends on the skill in question. If the skill in question is how well can you fiddle lobby settings, then someone who is good at fiddling with lobby settings could display a feat of ludicrous skill. If the skill in question is how well can you play ai war, well, I would argue that understanding how to use lobby settings to overcome a challenge is part of the game. Clearly you don't agree, and I think we will just have to agree to disagree on that point.
Personally I have at times impressed by how good people can be at exploiting weakness in games. For example the sequence breaking/speed runs of Super Metriod, where they exploit the knowledge (and bugs) of the game to do some pretty cool stuff.
I'm not arguing that that lobby settings can be maniupulated to the effect that earning the double-godlike acheivement can be rendered easy enough for relatively unskilled players. It evidently can. I am asking if anybody has ever defeated the double-godlike without having to do so, and what method they used. If you beat double godlike on a 10 planet map with waves turned off and 300% handicap thats real impressive, were all real proud of you, but that is not what is being discussed in this thread.
Can we at least avoid personal attacks? To correct your mistake, handicaps have always disabled double godlike, so had I gotten it, clearly I couldn't have had a 300% handicap. Anyhow, my point remains that I at least don't agree with some of your arbitrary decisions on what makes it real or not. I'm glad that you (and everyone else you speak for) are proud of me though
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How about this for a true test of skill--the new "über-mega-real" double godlike:
2 diff 10 ai random technologists
Must be played in 1 sitting (pauses are ok, but no saving/loading).
No hands (feet are allowed unless people feel this makes it too easy).
Monitor must be turned off after game is launched (I think we can allow speakers unless someone has an objection).
Must be played in wine (the first challenge is getting it to run in the first place!).