ffm2 Posted May 4 Report Share Posted May 4 (edited) 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 (v01)" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s(v01)" If a player does not send a command in 30 seconds triggers the chat message: "%(player)s has not send a command in 30s (v01)" Market Exploit "%(player)s has bought %(buy)s shortly after selling it for %(sell)s (v01)" 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: turning off in game or handle 2 players with the mod to limit spam Current version: 02 oddity_detector.zip oddity_detectorv00.zip oddity_detectorV01.zip oddity_detector V02.zip Edited 2 hours ago by ffm2 10 1 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted May 4 Report Share Posted May 4 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. Quote Link to comment Share on other sites More sharing options...
ffm2 Posted May 4 Author Report Share Posted May 4 Flare is turned of for Quick start for now 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted May 4 Report Share Posted May 4 You could check instead g_IsObserver or GetEntityState(id).visibility if you have some entity id. Quote Link to comment Share on other sites More sharing options...
Seleucids Posted May 4 Report Share Posted May 4 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: 1 Quote Link to comment Share on other sites More sharing options...
Dakara Posted May 4 Report Share Posted May 4 (edited) Ce n'est pas un drame 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 May 4 by Dakara Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted May 4 Report Share Posted May 4 I think its simply transparency. And it is great! thx @ffm2 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted May 5 Report Share Posted May 5 Transparency would be a feature to display player's mods, this is something else. Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted May 5 Report Share Posted May 5 I really appreciate this mod! It is especially helpful when users don’t disclose what mods they use, often trying to avoid having any discussion about rules. There have been many players already surprised to find out that they have been playing on an uneven field for months. 1 Quote Link to comment Share on other sites More sharing options...
myliverhatesme Posted May 7 Report Share Posted May 7 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. 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted May 7 Report Share Posted May 7 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. Quote Link to comment Share on other sites More sharing options...
ffm2 Posted May 8 Author Report Share Posted May 8 (edited) 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 May 8 by ffm2 Is now current, as it worked better 3 Quote Link to comment Share on other sites More sharing options...
ShadowOfHassen Posted May 8 Report Share Posted May 8 This is really cool-- I wonder if we could get it as a setting in the game proper though. Quote Link to comment Share on other sites More sharing options...
ffm2 Posted Sunday at 12:19 Author Report Share Posted Sunday at 12:19 Added warning of idle players after 30 seconds without command. I think this is important as some games are ruined by players suddenly leaving a 4v4 without notice. In lower rated games this gets triggered occasionally. I can't relate to that but I left the older version (the one without v00) without this if this is annoying. The chat command now also sends the version number (now 00), so if this gets a update and a version was known for false positives one can inform the mod user of the update. 5 Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 20 hours ago Author Report Share Posted 20 hours ago V01: Added detection for market exploit. 3 1 Quote Link to comment Share on other sites More sharing options...
0 calories Posted 8 hours ago Report Share Posted 8 hours ago 11 hours ago, ffm2 said: V01: Added detection for market exploit. This is nice example of positive contribution to 0ad. Higly appreaciate your work. 1 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted 6 hours ago Report Share Posted 6 hours ago It doesn't work in singleplayer replays? Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 5 hours ago Author Report Share Posted 5 hours ago (edited) It should work also in singleplayer replays. Rapid fire alarm could be triggered false in mp replay if the game lags online but not offline since the turn time is not logged. Or did you maybe work around a trigger? Edited 5 hours ago by ffm2 1 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted 4 hours ago Report Share Posted 4 hours ago 1 hour ago, ffm2 said: It should work also in singleplayer replays. Rapid fire alarm could be triggered false in mp replay if the game lags online but not offline since the turn time is not logged. Or did you maybe work around a trigger? I just installed the mod, activated it and then I checked out a singleplayer replay where the market exploit was tested. But I couldn't see that this exploit was recognized... Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 3 hours ago Author Report Share Posted 3 hours ago Can confirm. Made a short replay just doing it and its not recognized. I tested the mod on a multiplayer replay where it worked. I will check whats different. It is running though and detects 30s afk for example. 1 Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 2 hours ago Author Report Share Posted 2 hours ago V02 is only a bug fix version. It should work now. It works in my one player replay and in the initial replay on which I set it up. Thanks for the report. Quote Link to comment Share on other sites More sharing options...
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