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Status of "Cheat" Mods


RangerK
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55 minutes ago, Seleucids said:

I would like to test some features for mods or even future patches in practical conditions, i.e. a 4v4 game. If mod signing prevents me from testing and editing the patch on the fly then that would be annoying.

Yeah, the other players may also just like to test out the market glitch now (or something else). And that is annoying to the other 7 players. One could still have games where all mods are allowed and games where one can play the game without having to worry the other players are "just testing something".

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9 hours ago, Seleucids said:

I don't understand, what is in violation of the license?

I dont think its a "strict violation", but your goal is to obfuscate the code so its harder to determine what the mod is actually doing, which kinda goes against the concept of free (as in freedom) software? I think?

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You'll notice a strong trend here on this forum and also out in the real world, indeed, across humanity:

When some people speak of "freedom" they very often mean their own freedom to screw over other people. 

The fight against this tendency is what builds and maintains civilization (and a healthy online community in 0 A.D.).

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I mean, the concept of free software (as in, you can read the code and find out exactly what your pc is doing) has its place in certain situations, although I dont necessarily believe gaming is one of them; it makes more sense when actual real-world data is involved; i dont really care to know *how* the game calculates where my units go, i just need them to go.

But I dont think this quote

32 minutes ago, wowgetoffyourcellphone said:

When some people speak of "freedom" they very often mean their own freedom to screw over other people.

(even though its certainly true) is very applicable in this situation? Just knowing what code is executed doesnt mean anybodys screwing anybody over?

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10 minutes ago, TheCJ said:

(even though its certainly true) is very applicable in this situation? Just knowing what code is executed doesnt mean anybodys screwing anybody over?

My comment wasn't a direct reply to you. If anything, I agree with you here. My comment is in response to those who would rather obfuscate what their mods are doing while claiming "freedom" and twisting the meaning of open-source software as justification.

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Hey hey hey

All I'm trying to do is to make it harder to hack autociv. 

@wowgetoffyourcellphone if you have a better idea to defend the code than covering up the code, please suggest. As of now I am just brainstorming ideas and obfuscation is the first idea that came to my mind. 

Edited by Seleucids
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  • 3 months later...
On 1/11/2024 at 11:46 AM, RangerK said:

MOVES PER SECOND - Reacting to @ffm2 's comment on page 1 of this thread.

Wouldn't it be cool if after a game, you got see a chart of people's commands per second?  That would offer interesting insight not only into skill, but it also might reveal automation.

You could publish both peak and average commands per second.

Maybe there are some other statics that would put a spotlight on automation - like barracks idle time, resource use efficiency.

It seems that making more information public is technically easier than preventing certain behaviors.

Also - some unit-idle-time statistics at the very start to reveal start scripts?

:o

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