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Posts
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Everything posted by rossenburg
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proGUI won't magically transform a novice into a professional player. Hand this tool to @borg-, for example, and you might find his gameplay significantly deteriorating in comparison to when he uses traditional methods. Ultimately, it's all about effective management. The minor edge that proGUI offers is the ability to precisely train the exact number of units, ensuring that it doesn't exceed your current population cap, provided that you have sufficient resources. This contrasts with the traditional auto-queue that handles this process one unit at a time. Beyond this, I don't perceive any extraordinary aspect in the mod that warrants labeling it as a cheat. In competitive environments, like tournaments, the use of proGUI could even be completely restricted and it somehow understandable. Would anyone call Quickstart and farm management a cheat cause it saves you 10 seconds of clicks?
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We need an active pause, like in the Age of Empires.
rossenburg replied to Beritra's topic in Gameplay Discussion
Yep, i think building placement works just like moving units or researches during pause. The only problem is the blueprint, but its possible to place the buildings anyways. @nani -
A kind of easter egg that does not affect gameplay.
rossenburg replied to Delfador's topic in Gameplay Discussion
myths should be under mods i believe -
I fail to see the rationale behind account sharing, especially considering that each individual can readily possess or create their own account. There aren't any in-game perks, such as gun skins, legendary titles, car skins, or other materials found in games with in-app purchases, that could serve as a valid justification for wanting to test these features through someone else's account. Aside that, lending a 2000+ rated account to a player with a 1200 rating does not suddenly enhance the latter's skills to match the former's. Hence, account sharing seems unlikely unless under rare circumstances, such as accounts being compromised or accidentally disclosed on the forums.
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A wise man once said: "Those who live in the shadows, perpetuating their deceit, tremble at the mere thought of the truth's revealing light. In their fragile insecurity, they fear the awakening of a formidable force that will expose their true nature, leaving them vulnerable and stripped of their illusionary power."
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do you have any proof to support this claim? once again, do you have any proof to support this claim ?
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whats the supposed to mean @rm -rf?
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maybe use challonge for the registration @0 A.D. Tournaments, most people ask where to register. Must look something like this https://challonge.com/tournaments/signup/LB5mRljGl4#/signup/iau06icojqn
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well i somehow don't buy this idea as some level of automation should be considered unfair. Whiles proGui's autotraining or researching IMO is fairly not cheating, just like the default auto training purposely to save you couple of secs clicking and rather focusing on building, fighting and managing. Automating fighting is a bit too much. What's the point of an RTS game when you don't get to do the fighting, luring or snipping yourself. The moment these are automated it should be considered cheating. ( Ignore heros, Autosnipping, units avoiding shot projectiles, auto shooting units with the lowest hp etc)
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Hey, been a while! Just curious...are you by any means related to @Helicity or happends to be in the same household with him?
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Mainlog.html reveals too much sensitive information
rossenburg replied to Yekaterina's topic in Bug reports
when you connect to a host you should get the host ip and nobody else, if you are the host you should get everyone that joins your host. More like the host being the captain of a boat, anyone who wants to onboard will send their onboarding tickets (ip) to the captain before the captain (host) allows them into the boat (server/pc). You cant enter the captains boat without providing a valid ticket- and once you are approve to join the boat you receive a welcoming card ( host ip and nobody else's ip is given out)from the captain, the only problem here is logging into mainlog ( which i believe was for devs ). So he must have gotten that whiles he was the host.. This is the most common method used in multiplayer games. the easiest way i can put this whole ip communication thing, hope it helps! -
Mainlog.html reveals too much sensitive information
rossenburg replied to Yekaterina's topic in Bug reports
i dont support making this public ngl @Helicity, making a tool to extract ip addresses ( the same problem we are trying to avoid ) is somehow wrong. It's like saying "hey, i don't support it but here is the key to it guys, go ahead and extract peoples ip). I get the point and all the awareness you are making and fortunately it seems a ticket has been open for it and hopefully we see a fix in future updates. Keep up the good work , the only thing i disagree here is sharing that script which somehow seem like giving bad actors the very tool they could use to cause problems ( which can be fairly avoided by not sharing it at all ). And to be honest, not everyone knew or knows about the ip addresses and other info in the mainlog. We clearly needs to expect some increase in ddos attacks soon, it has been drastically reduced for the past 2 months and started emerging again as far as i've observed - yesterday -
Mainlog.html reveals too much sensitive information
rossenburg replied to Yekaterina's topic in Bug reports
agreed this should be a major concern for now i think -
this event keeps getting interesting, is there a possibility to organise it more than once every sunday because most op players doesnt get the chance to play since it only requires 8 in a single game. Maybe as time goes on we can extend it to game 1, game 2 , players who played game 1 won't be allowed to play game 2 but overall same ranking and awards?
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Fun with [GenieBot]
rossenburg replied to Yekaterina's topic in Introductions & Off-Topic Discussion
the bot do not have access to any private data or ip addresses to determine these kind of things, it just tries to respond to questions with relevant answers as possible. Any answers it gives related to players or permissions in the lobby shouldn't be entirely dependable as it may be bias or completely untrue sometimes -
So far i'm not sure the ToU promotes creation of multiple accounts unless permitted. Not really sure if it got updated to be allowed. @Norse_Harold
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Do you mind piling list of multiple account users, main account names and other account names and passing them in this thread? will be helpful
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Some players reads enemy chat while playing
rossenburg replied to guerringuerrin's topic in Gameplay Discussion
well then it simply means you didn't understood the code you wrote yourself @Helicity. The code extracts chats from mainlog.html file and display it on a console. In mainlog anything observer, allies or normal chat it logged and anything "/allies" (regardless of being enemy chat or not) is also logged. Everything is in real time unless you close the game, mainlog keeps logging as far as the game is opened. In python you can simple clear a file by opening it using "write" mode and immediately closing it or simply truncate, so if you want to clear mainlog without closing the entire game that's the approach to take. Overall , i do know the intention of the whole script wasn't for promoting players to be able to read enemy chats but that's the current situation now. I'm sure @Stan` and other devs are well aware of -
Some players reads enemy chat while playing
rossenburg replied to guerringuerrin's topic in Gameplay Discussion
yes and to raise awareness of what its capable of -
Some players reads enemy chat while playing
rossenburg replied to guerringuerrin's topic in Gameplay Discussion
hey @BreakfastBurrito_007, it's no different and its not accessible from replay storage unless you don't know anything about coding. Your chats are logged on your local storage, the code extracts the chat and display it on a console. @Helicity didn't make it intentionally to display enemies chats but my point is once we are logging observers, allies and public chats, anyone that uses /allies ( allychat ) regardless of enemy or your ally will be logged too. The whole point to prove that the script that has been released to everyone has the potential of promoting cheating. I'm not against it , it just needs a little bit of a patch. -
Some players reads enemy chat while playing
rossenburg replied to guerringuerrin's topic in Gameplay Discussion
You may want to check https://wildfiregames.com/forum/topic/106621-chat-extractor/#comment-547846 before considering this cheating. If it's not fair then i guess that mod needs a patch or somehow be removed? I already made a comment about exposing enemy chats and a patch was needed before being distributed to everyone