Dooley wrote:Hello,
Has the mechanics of PBEM changed from the original?
I stopped playing the original because an opponent could redo his turn, including giving orders etc, after executing the turn (if he didn't like what he saw).
Cheers.
Ace wrote:Here is a simple cheat to what you are suggesting, that is if someone wants to cheat even before the first turn played - premeditate cheating. Have a double install of cw, and run the turn in one install, view the orders and execute the turn on another installed game.
So, the opponent would only have a false sense of security.
Your system wouldn't prevent those cheaters. It would however prevent those cheaters that had they sneaky amphibious landing twarted, and facing losing an army, reload the turn and change order cheaters.
EDIT:
Even simpler way. Erase all files in the save game folder, and copy order files from mail again. That way the counter would not know the turn has been replayed. I repeat, the only way is to have a game server or independent host.
James D Burns wrote:All I’m suggesting is to change when a player can see a turns hosting results, so there is no need for both players to be online. So if player #2 is always the host of a games turns, just prevent him from being able to see the results of a hosted turn until the turn is first opened, orders for the next turn issued and then ended by player 1.
Then when the turn comes back to player 2, he can view the results of the turn just as player 1 did before he too gives orders for the upcoming turn just as player 1 just did. There is no real need for a player to be able to see the host results when it initially occurs, if you hide the results until the turn comes back then there is no way the system can be cheated.
Jim
James D Burns wrote:All I’m suggesting is to change when a player can see a turns hosting results, so there is no need for both players to be online. So if player #2 is always the host of a games turns, just prevent him from being able to see the results of a hosted turn until the turn is first opened, orders for the next turn issued and then ended by player 1.
Then when the turn comes back to player 2, he can view the results of the turn just as player 1 did before he too gives orders for the upcoming turn just as player 1 just did. There is no real need for a player to be able to see the host results when it initially occurs, if you hide the results until the turn comes back then there is no way the system can be cheated.
Jim
Ace wrote:Are you sure combat mission 2 does not use independent server. It is good suggestion, but it would require independent server coordinating computers from two players, since they do not need to be online at the same time.
Pocus wrote:To Erik: but then we are back to IGO-UGO there, right, sort off... Not in the actual execution of the turn, but on its pace...
AndrewKurtz wrote:If the engine supported launching with a command line to specify which game to load and immediately run, it would be possible (and maybe not too hard) for a third party to to build/host an independent server that allowed both sides to upload their orders which would then be auto-run.
Erik Springelkamp wrote:Unless you are at a critical point in the game and want to think everything over carefully before plotting your move.
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