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cheating
Posted: 17 Oct 2005, 11:28
by chrono
I've found a very easy way to cheat, ive tested it. don't worry i don't use it, or else i'd win more.

but i want to know if the creators are aware of this cheat, it gives free resource basically, metal and energy. I don't want to discuss it in the open for obvious resons.
Posted: 17 Oct 2005, 12:06
by Gnomre
.atm?
Posted: 17 Oct 2005, 16:31
by SinbadEV
we should totally add .idspipopd code that engages "God Mode"... Units just don't take damage for the team that types it only... just to be cool...
Posted: 17 Oct 2005, 16:44
by SJ
.idkfa maybe, all stockpiled units gain 100 missiles, not sure about the key bit though :)
Posted: 17 Oct 2005, 16:50
by SinbadEV
You could just make it so litle pictures of keys showed up in the bottom right by the .info stuff... in the team colors of the people participating...
heheh
Posted: 17 Oct 2005, 17:38
by chrono
u guys know about alot more stuff then me lol. i knew you could manipulate the soldier you had but i though it might just put u out of sync, i was thinking about the smd file, u know max metal, wind pwer, ocean power, maybe xtractor radius
Posted: 17 Oct 2005, 18:02
by BadMan
Since your on the subject of cheating.....
Back on the zone, there were cheaters. Of course these were easy to spot (the cloak, stealth, instabuild crap) Then, you got the LOS cheaters, which were harder to spot. Lastly, I was in a clan with a bunch of people and we caught one of our own cheating. This cheat was very different. He somehow hacked his units and changed the cost of certain things. (i.e. on GoW, he had 2 wind generators powering his whole base and firing a BB non stop. All without nanostall, this is how we caught him and he admitted to it afterwards. Demos rock!)
Can you do the same thing in Spring? I thought TA had some sort of checksum or something on the units that made sure that everyone had exactly the same unit, or they would be greyed out. I am not entirely sure on how he hacked his stuff, or how TA works in that area....
Posted: 17 Oct 2005, 18:51
by IMSabbel
well, LOScheats should be trivial (just recompile the source and just ad a factor in the LOS part... datafiles will still be hash-identical)
Posted: 17 Oct 2005, 19:42
by chrono
badman: Im aware of the cheat you are talking about i figured out how to do it, I'm fairly certain it would work in spring, but i haven't looked into it yet. I wouldn't suggest changing the comin spring though, I fairly sure the engine recognizes the com is different, im nopt ssure why it pays more attention to the com but it seems to.
Posted: 17 Oct 2005, 19:42
by chrono
by los cheats what exactly do you mean?
Posted: 17 Oct 2005, 19:58
by SinbadEV
The server sends the acctual position of all units to the client, the client filters this in order for things to show up either seeable, radar covered, hidden but seeable eventually, cloaked, or just plain stealthed (not seeing at all)... one would just build the client to not bother filtering and show the units where they are no matter what... also, targetting is handled by the client, so you could have your units acctually target unseable units...
Posted: 17 Oct 2005, 20:13
by chrono
ahh, interesting,itd be neat if we managed to get the los to work with the direction units were facing, that could bring a whole new lvl to the game, and alot more dragons eyes.
Posted: 17 Oct 2005, 23:34
by Gnomre
I'm fairly sure the game syncs map data at the very least. It doesn't care about lighting conditions (so you COULD change the sun color, if you really wanted, but why?

), but it does about things that matter. I'm not sure about units, but I do know Spring will send out messages if the cost of a unit seems very amiss.
Besides, cheating like that will almost certainly be caught in demos. The only way you could "hide" your cheats, by being EXTREMELY subtle in your changes, wouldn't even really be worth it in the first place. Why risk your reputation for a flash that costs five metal less than normal?
Posted: 18 Oct 2005, 04:46
by mongus
Gnome wrote:I'm fairly sure the game syncs map data at the very least. It doesn't care about lighting conditions (so you COULD change the sun color, if you really wanted, but why?

), but it does about things that matter. I'm not sure about units, but I do know Spring will send out messages if the cost of a unit seems very amiss.
Besides, cheating like that will almost certainly be caught in demos. The only way you could "hide" your cheats, by being EXTREMELY subtle in your changes, wouldn't even really be worth it in the first place. Why risk your reputation for a flash that costs five metal less than normal?
yeah, if you gonna cheat, make a gollie that costs 2k less metal :D
as for sun.. thats good, some maps are barely playable bc of ligth condition.
will give that a try someday.
When im in doubt, i watch the replay and see wtf happened.
once the enemy was sending bulldogs very early in game (redhvn, minute 10 O_O).
so i watched the replay and he was making 45+ metal by that time?!!!
his mexes and all const units and blah, were not making +45...
but realized he .take his dropped ally units... that were core.. so didnt show using Control+Z...
all in all, he was not cheating but was lucky, (had 2 adv plants by minute 13!!!!!!! ).
got pwnd that game

Posted: 18 Oct 2005, 05:02
by chrono
ummm. gnome.... you have no idea what im talking about. change the light wtf!
Posted: 18 Oct 2005, 05:06
by chrono
and the games sync data isnt that good,and subtle changes could be very effective, plus 1 at every windmill for exampl, some ppyl build like 500, who would ever notice, u could get away with plus 5 easily.
Posted: 18 Oct 2005, 06:04
by Gnomre
umm chrono... you have no idea what im talking about. answering your question whether or not the game syncs data wtf!
People WOULD notice in the demos, it would just be harder to spot because you wouldn't think anything is amiss at first.
Also, taking a glance at the archive cache file... it'd be fair to assume the game trades checksums on those files. Radical changes to the internals of a mod would likely cause that checksum to change, causing sync issues.
And, yeah, add 0.1 energy/tick for winds... it'd take 500 to gain 50 extra energy

Posted: 18 Oct 2005, 06:17
by Kuroneko
Gnome wrote:Radical changes to the internals of a mod would likely cause that checksum to change, causing sync issues.
Any changes will cause a checksum change.
Posted: 18 Oct 2005, 06:39
by chrono
Ive tested it without sync errors that salli know...
Posted: 18 Oct 2005, 07:53
by SinbadEV
you don't get sync error in single player... did you try online?