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      The latest. What is happening with 0 A.D. Stay tuned...

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Latest updates

  • Newest Posts

    • Unfortunately singleplayer is free cheat. Cheat codes are enabled by default, when you are under attack by the AI, all you need to do is gift from the gods + open developer overlay and win   Possibly people are just curious / giddy with this new discovery earlier today. But by later this evening, in the TGs hosted by Chocapoca and Akentas, nobody even bothered to build a market and the thing was forgotten   My plan would be to introduce some counter-intuitive names for variables and waffle a lot of irrelevant nonsense in the source code of Autociv to make it harder to pinpoint the important lines. 
    • I spectated a few games today and the market exploit was in 50% of them used. The state is quite bad imo. Maybe everyone is eager to try their new trick. I don't see how atm. besides mod signing.
    • V01: Added detection for market exploit.
    • This is why we need more single player content. 
    • After a large increase in cheat accusations between players and Geriatrix's monologue of claims, I think it's necessary for me to debunk the possibility of cheating in A27. I will reference the source code in every one of my statements so that you can peer review what I write and make further studies.    1. Seeing enemy chat and spec chat.  This is not possible anymore because all chat messages are sent to only the intended recipients by an engine function. The Engine.SendNetworkChat()  function is defined at Line 237 of https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/network/scripting/JSInterface_Network.cpp If you attempt to edit this file, the most you can do is send all of your messages to everyone, but those who use the official release will still be sending messages to the right targets, then you just make a fool of yourself.  In A26 and earlier versions, the messages are sent to all players, then the GUI (defined in public mod) selectively displays these messages on the screen. Therefore someone can make a mod which removes the selection process to reveal all chat messages.     2. Revealing the map If you attempt to reveal the map by injecting commands into the console or using some kind of mod, you will get a message saying "Changing the perspective with cheats disabled is prohibited" . See lines 92-95 of https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/ps/scripting/JSInterface_Game.cpp   Therefore the reveal map cheat is gone from a mod level. Theoretically, one could edit the engine code to allow this function to be called, then recompile into a different version without causing OOS. However, this is beyond the level of most players. Furthermore, even if you call this function successfully, you will be put into a different player identity and you will not be able to control your own units and buildings. The advantage of the temporary vision is diminished by the need for extra apm and being afk for a bit. Oddity detector will likely pick you up and you might also have an OOS.    3. Seeing enemy stats This may be possible by changing some code in public/gui/ to display information about your enemy in the summary screen but I am not sure about this. One could theoretically edit the Javascript code of a mod with stat panels e.g. autociv, BoonGUI, ModernGUI to reveal enemy stats. However, actually doing it is non-trivial (not a 1-liner change) and most players don't even know where to start. @Atrik could we solidify our mod code to make hacks less easy?   4. Excessive automation It has been demonstrated by ProGUI and Quickstart that automation of commands is possible. Therefore it is theoretically possible to make a mod which does all of the micro tasks for you, or completely take over your eco. The core technology is the function Engine.SendNetworkCommand() which issues a command. This function is normally called after interpreting an user input, but one can also spam call it in GUI code. This is where @ffm2's oddity detector comes in handy: if somebody sends too many commands in a short time, they are automating things. You can also inject commands in via RL interface. However, what's the point ? You play 0ad because you enjoy playing the game and the action. If you automate everything that much, you might as well just stay spec behind some pro player who is actually playing and imagine that you are him.   5. Market exploit - yes this is still going on and we might ban this building / ask spectators to monitor abuse.     6. Biased spectators - some players have a pro friend who is watching and giving advice to them in global chat or voice chat on another platform. Some might make a smurf account which joins as spec to see the game. But this is much of a social issue not a technical issue. 
    • Just a thought: there is a mod "volatile market". Would that fix this? 
    • Hippeus yeah? Singular. Also, would be Specific Name. I merely suggested Generic Names.
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