[Freeciv-Dev] Re: cheating
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On Sun, Nov 26, 2000 at 02:08:24PM +0100, Mathias Broxvall wrote:
>
> > 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?
IMVHO playing with two civs is not really "cheating", specially
when there is some turn timeout. If you can control two civs
and still win with one of them, that's ok in my book.
[]s,
|alo
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- [Freeciv-Dev] cheating, rodolfo . borges, 2000/11/22
- [Freeciv-Dev] Re: cheating, Vilius Puidokas, 2000/11/22
- [Freeciv-Dev] Re: cheating, Mathias Broxvall, 2000/11/26
- [Freeciv-Dev] Re: cheating,
Lalo Martins <=
- [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
- [Freeciv-Dev] Re: cheating, Tony Stuckey, 2000/11/28
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