[Freeciv-Dev] Re: cheating
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> possible solution:
> when the game starts, every player receive an id that the client writes
> to a file. when you try to reconnect to a game that is already in
> progress, the client passes the id to the server, so that only the
> original client will be able to reconnect.
This doesn't stop the cheater from *begining* with two civilizations and later
in the game swap units/cities etc.. between them. How about having the server
give some"WARNING"'s whenever several players connect from the same
host?
/ Mathias
- [Freeciv-Dev] cheating, rodolfo . borges, 2000/11/22
- [Freeciv-Dev] Re: cheating, Vilius Puidokas, 2000/11/22
- [Freeciv-Dev] Re: cheating,
Mathias Broxvall <=
- [Freeciv-Dev] Re: cheating, Lalo Martins, 2000/11/26
- [Freeciv-Dev] Re: cheating, Paul Dean, 2000/11/26
- [Freeciv-Dev] Re: cheating, Reinier Post, 2000/11/27
- [Freeciv-Dev] Re: cheating, Paul Dean, 2000/11/27
- [Freeciv-Dev] Re: cheating, Gerhard Killesreiter, 2000/11/27
- [Freeciv-Dev] Re: cheating, ryan p bobko, 2000/11/27
- [Freeciv-Dev] Re: cheating, Paul Dean, 2000/11/27
- [Freeciv-Dev] Re: cheating, Paul Dean, 2000/11/27
- [Freeciv-Dev] Re: cheating, Jed Davis, 2000/11/27
- [Freeciv-Dev] Re: cheating, Greg Wooledge, 2000/11/27
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