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Oddity detector


ffm2
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This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums.

 

Quick start triggers the chat message:

"Units receives automated commands by %(player)s at turn %(turn)s"

Clicking tools like the razor rapid fire triggers the chat message:

"Automated clicker makro detected by %(player)s"

 

Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed.

 

Some features that should be added:

  • detection of a idle player
  • turning off in game or handle 2 players with the mod to limit spam

 

 

oddity_detector.zip

Edited by ffm2
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1 hour ago, ffm2 said:

Report if it behaves weird and some thresholds should be changed.

It reveal position of players in FOW. Which is preeeetty odd. Appreciate the efforts thoughts, but clearly we have very diverging opinion on what's acceptable modifications.
Maybe an oversight too. I know by doing it for moderngui that making sure no information is revealed that shouldn't, is actually extra thoughts and efforts.

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12 hours ago, ffm2 said:

Lag is atm. not accounted for

I think you  can try to account for lag by scaling the threshold with the game's simulation rate. Also I think the default chat message could be rephrased a bit so that it sounds less accusative, e.g "Oddity detector detected %player sent %number_of_inputs commands at turn %turn, we suspect this may be automated, but could be caused by natural factors, so please calm down. ". You can also consider limiting the recipients so that not everyone in the room freaks out.

 

The mod caused some drama today and ruined a TG that I was hosting:


image.thumb.png.6c99d14110a11d1fd181f2e6a5004e1e.png 

image.thumb.png.84fb89bda9ac3fd79749b94ff82531c6.png

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Ce n'est pas un drame :D je voulais juste que les gens utilisent la triche ressentent la honte, si nous ne réagissons pas, ils continuent simplement à l'utiliser. Le démarrage automatique n'est pas un gros triche, mais c'est le cas.  It was second 10 , nothing bad 

Edited by Dakara
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On 04/05/2025 at 7:15 PM, Atrik said:

Transparency would be a feature to display player's mods, this is something else.

Displaying mods doesn't really help though if someone is hell-bent on "cheating" since the mod name doesn't verify the contents of the mod. Or someone could modify the game's source code instead of using a mod.

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43 minutes ago, myliverhatesme said:

Displaying mods doesn't really help though if someone is hell-bent on "cheating" since the mod name doesn't verify the contents of the mod. Or someone could modify the game's source code instead of using a mod.

This wouldn't apply to the case above, knight, that doesn't try to hide quickstart mod. He even often host, so it's not really hidden that he use quickstart. However using this detectors in hosts that doesn't have rule against this mod isn't going to make the game more enjoyable for anyone. Worse case if you didn't know he use this mod, he have a headstart of 7 resources* that's not worth even mentioning. I already had a discussion with @real_tabasco_sauce over why quickstart is such a good mod for game enjoyably however, I could write my points down if ever someone is interested.

*from my own testing, without mp lag. Probably with lags it's even less, feel free to try it yourself.

 

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This version should account for lag. I can't test it in real games atm. so maybe someone can verify from real games how well this works. This should not trigger when the turn length is over 400 ms (the usual one is 200). Maybe that number needs to be adapted. In a replay set on 0.25x it didn't trigger.

 

Edited by ffm2
Is now current, as it worked better
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