Many thanks for the work done against cheating in multiplayer!NoQ wrote: ↑19 Aug 2018, 18:59Cheating has been pretty much eliminated since 3.1 by introducing the new synchronous network engine. Every unexpected change in the game state on one of the machines, including visibility cheating, would expose itself as a desync warning (which immediately indicates who cheats, even if it's the host, but doesn't affect the rest of the game for honest players) due to units picking different targets on different machines. It should still be possible to hack the remote game client into believing in the hacked game state, but there's pretty much no reason for people who are capable of this to target us, we're just too small and too non-evil and too cross-platform for a single low-level exploit to work reliably. Modded maps are now highlighted, and it is trivial to explore the contents of the map archive to find if it severely favors the host even during the game when you suspect that the map itself is unfair or that it contains modified stats or game rule scripts.Some players feel cheated.
Most of the people who "feel cheated" simply don't know how to play and spend all game building walls in the middle of their base and then claim that they lose because their opponent is cheating. We can't do anything about it other than what i'm doing now: explaining that they are noobs crybabies wrong. And this has been explained dozens of times.
And yet there are good reasons to suspect cheating. And the second problem. Also I agree. I can open the whole map at the level of graphic api.
An open card gives an advantage in unexpected raids. I took out so many players from the game without an open map.
But what will happen if I have a map opened at the start?
We really need support for recording games. Playback file in json format. This is very important for the development of the graphics engine.
Vincent talked about this already. It seems we have lost a good developer for the graphic part. He no longer writes.