| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
| View Poll Results: Should the Beta HOF require No Cheat Mode or allow mods? | |||
| Allow mods |
|
16 | 41.03% |
| Require no cheat mode |
|
23 | 58.97% |
| Voters: 39. You may not vote on this poll | |||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Still hatin' on Khan
Join Date: Jan 2003
Location: The Farm
Posts: 11,081
|
No Cheat Mode or No Mods
Original post: Spoiler:
__________________
Kamikaze Watermelons Pwn Last edited by superslug; Dec 30, 2005 at 03:11 PM. |
|
|
|
|
|
#2 |
|
Watching.
![]() Join Date: Oct 2001
Posts: 27,516
|
My initial thoughts on it were that the signatures of approved mods could be stored in a database, and then checked when the save was uploaded. That way, you could verify that it was played with the approved mod and only the approved mod.
The problems are:
|
|
|
|
|
|
#3 |
|
Digital Matter
Join Date: Nov 2004
Location: www.noughmad.org
Posts: 2,673
|
I voted for Allow mods. I think ainwood said enough, there should be a database, but if it could become too big, and we certainly don't want to overload the staff.
BTW, if you put a mod like the clock mod in the original folder instead of CustomAssets, does it work with "No cheating" checked?
__________________
Noughmad's Land
Wouldn't it be great if you could ask a woman what she's thinking? - Jerry Seinfeld (Avatar by Mistfit) |
|
|
|
|
|
#4 |
|
Small but hardy
Join Date: Mar 2003
Location: Woking, UK
Posts: 5,814
|
I've voted "No cheat mode". If it's a case of one or the other I would rather be sure that the games haven't been played using World Builder or with "custom" python/xml changes.
|
|
|
|
|
|
#5 | |
|
Small but hardy
Join Date: Mar 2003
Location: Woking, UK
Posts: 5,814
|
Quote:
|
|
|
|
|
|
|
#6 | |
|
Digital Matter
Join Date: Nov 2004
Location: www.noughmad.org
Posts: 2,673
|
Quote:
__________________
Noughmad's Land
Wouldn't it be great if you could ask a woman what she's thinking? - Jerry Seinfeld (Avatar by Mistfit) |
|
|
|
|
|
|
#7 |
|
Small but hardy
Join Date: Mar 2003
Location: Woking, UK
Posts: 5,814
|
When the admin password is set or the no cheating option is used the custom assets folder is not used. With 1.09 the custom assets folder was still used when the admin password was set, this changed in 1.52.
This means that in order to use mods with the admin password set or the no cheating option on you need to either: a) Change the original game files under C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets b) Create a new mod with the required changes under C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods It might be possible, and easier for us to manage, to create a HOF mod that contains all of the mods support by the HOF in some configurable manner, which would mean the "No Cheat Mode or No Mods" question would no longer be an either/or. |
|
|
|
|
|
#8 |
|
Bachogwa
Join Date: Sep 2001
Location: Paris, France
Posts: 662
|
I vote "No Cheat mode" selected.
But as I like to play with autolog mod and blue marblle mod, it would be great to have a special GOTM/HOF mod made by CFC staff (validate and check)... I know it more job for you guys but.... |
|
|
|
|
|
#9 | |
|
Digital Matter
Join Date: Nov 2004
Location: www.noughmad.org
Posts: 2,673
|
Quote:
__________________
Noughmad's Land
Wouldn't it be great if you could ask a woman what she's thinking? - Jerry Seinfeld (Avatar by Mistfit) |
|
|
|
|
|
|
#10 |
|
King
Join Date: Dec 2001
Posts: 791
|
What is the means of confirmation of modification of the base files? I have a couple hand rolled changes I made to the base set which I will not play without. One was to disable the blinking end of turn text (in MainEvents file maybe?) and the other was a modification of the default settings for a custom game, notably checking No Barbs and recently No Cheats, if thats irony enough for ya.
|
|
|
|
|
|
#11 | |
|
Small but hardy
Join Date: Mar 2003
Location: Woking, UK
Posts: 5,814
|
Quote:
|
|
|
|
|
|
|
#12 | ||
|
HoF Quattromaster
![]() ![]() ![]() |
Quote:
I chose allow mods as the autlog mod is a great addition to both the HOF and IVOTM games. Taking notes and keeping track of everything is so much easier with the autolog mod. Prior to it SG’s were tough as I kept track of my turnset with pen and paper. I would hate to have to do that with IVOTM. Doubt I’ll ever submit a HOF game but figure that HOF/IVOTM will use the same mod. |
||
|
|
|
|
|
#13 |
|
Chieftain
Join Date: Nov 2005
Posts: 74
|
What all does No Cheat Mode really do? Aside from most likely disabling world builder, does it prevent reloading an earlier save? What other ways to cheat are left other than edited gamefiles.
|
|
|
|
|
|
#14 |
|
Settler
Join Date: Apr 2002
Location: Iowa
Posts: 4,374
|
I voted for "No Cheat Mode" and "No mod". Let keep it simple! The less mod the better. Currently, I'm playing the game "as is" out of the box with patch 1.52 without any mod.
__________________
The future is all around us, waiting in moments of transition to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain. -- G'Kar My Favorite Game |
|
|
|
|
|
#15 |
|
Still hatin' on Khan
Join Date: Jan 2003
Location: The Farm
Posts: 11,081
|
__________________
Kamikaze Watermelons Pwn |
|
|
|
|
|
#16 |
|
King
Join Date: Oct 2001
Posts: 688
|
anyone know how to make "no cheat mode" set all the time? Everytime I start a game I have to re-check the box...
|
|
|
|
|
|
#17 |
|
HoF Quattromaster
![]() ![]() ![]() |
Just curious on something. If I go into the EventManager.py and change autosaves to every turn will that be considered as tampering by the security measures?
It is in effect altering the main files. |
|
|
|
|
|
#18 | ||
|
Small but hardy
Join Date: Mar 2003
Location: Woking, UK
Posts: 5,814
|
Quote:
![]() Quote:
Code:
; The maximum number of autosaves kept in the directory before being deleted. MaxAutoSaves = 5 ; Specify the number of turns between autoSaves. 0 means no autosave. AutoSaveInterval = 4 |
||
|
|
|
|
|
#19 |
|
Emperor
Join Date: Nov 2001
Posts: 1,124
|
I know autolog is disabled with no cheat mode on, but the log generated by this mod still shows up on submitted games under player log. So... I'm happy! Voted, no cheat mode, check!
|
|
|
|
|
|
#20 |
|
Warlord
Join Date: Oct 2005
Posts: 169
|
I miss my blue marble terrain, and the civ scale tool....Makes the games more enjoyable for me. Please included them.
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Cheat Mode? | WankIT | CivRev - General Discussions | 2 | Mar 21, 2008 04:51 AM |
| cheat mode | shortnerd08 | Civ4 - General Discussions | 3 | Dec 31, 2007 10:56 PM |
| Possible Cheat mode | Colonel | Civ4 - General Discussions | 2 | May 20, 2005 08:39 AM |
| Cheat Mode | Bookworm2007 | Civ2 - General Discussions | 32 | Feb 17, 2005 09:39 AM |
| cheat mode off | tindi | Civ2 - Scenario Creation | 7 | Oct 22, 2003 08:15 AM |