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- Oct 5, 2001
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We have just confirmed the second cheater in GOTM 9, and we really need to define a strategy to prevent / deter anymore cheaters. I thought a thread to discuss how the issue will be policed (or even if it should be policed) would be a good idea.
The two cheaters basically got carried away, and the cheating was quite obvious. More insidious forms of cheating are much harder to determine, so I guess we are still going to have to rely on the "honour system".
The real problem that I have with this is that if you look at behavioural issues (we're touching a bit on psychology here
), you find a bell-curve of behaviours. Where there are proven "extreme" cheaters, there are more than likely lots of less-obvious ones - save and reloaders, trainers to just change one or two (critical) aspects etc etc.
In order to detect cheating, we need something efficient. Loading every save game and manually checking the replay screen is inefficient, and will only detect the blatant cheats. Only checking the save-games of the top scorers is (in my opinion) unfair. If someone cheats, they should be punished regardless of their final score.
Could we perhaps enlist the help of Firaxis or the mod / hack community, to do some automated checking of the save game files? I guess it depends on what data is stored in the .sav file, but given the replay, there may be enough. We could check things like the time taken to research techs and the time taken to build wonders.
If we could enlist the help of firaxis, we could perhaps go for a more complete solution where more data is stored in the .sav file. One thing they could add is that everytime a game is loaded from a .sav file, it would write the game date to that save file - we could then get a list of how many times the player saved and reloaded, and at what dates. 12 reloads at 2000 BC would look very dodgy! If the replay also had the old Civ-I style of recording the first construction of each type of unit, that would be good.
One question: Does the .sav file contain the .bic file parameters now? I thought that it did (for scenario purposes). Can these be changed with a trainer? If so, a utility that extracts these parameters from the .sav game would be useful, and a flag in the .sav file that determines if they have been changed in-game would be good (if someone changes them, then changes them back the turn before winning).
There's not a lot of structure to my ideas above, but please add to this as a brain-storm of ideas. Note that so far I've just listed a couple of ideas for how to detect cheating behaviours; we still need to discuss the structure to undertake these checks, how the cheaters will be punished etc etc.
The two cheaters basically got carried away, and the cheating was quite obvious. More insidious forms of cheating are much harder to determine, so I guess we are still going to have to rely on the "honour system".
The real problem that I have with this is that if you look at behavioural issues (we're touching a bit on psychology here

In order to detect cheating, we need something efficient. Loading every save game and manually checking the replay screen is inefficient, and will only detect the blatant cheats. Only checking the save-games of the top scorers is (in my opinion) unfair. If someone cheats, they should be punished regardless of their final score.
Could we perhaps enlist the help of Firaxis or the mod / hack community, to do some automated checking of the save game files? I guess it depends on what data is stored in the .sav file, but given the replay, there may be enough. We could check things like the time taken to research techs and the time taken to build wonders.
If we could enlist the help of firaxis, we could perhaps go for a more complete solution where more data is stored in the .sav file. One thing they could add is that everytime a game is loaded from a .sav file, it would write the game date to that save file - we could then get a list of how many times the player saved and reloaded, and at what dates. 12 reloads at 2000 BC would look very dodgy! If the replay also had the old Civ-I style of recording the first construction of each type of unit, that would be good.
One question: Does the .sav file contain the .bic file parameters now? I thought that it did (for scenario purposes). Can these be changed with a trainer? If so, a utility that extracts these parameters from the .sav game would be useful, and a flag in the .sav file that determines if they have been changed in-game would be good (if someone changes them, then changes them back the turn before winning).
There's not a lot of structure to my ideas above, but please add to this as a brain-storm of ideas. Note that so far I've just listed a couple of ideas for how to detect cheating behaviours; we still need to discuss the structure to undertake these checks, how the cheaters will be punished etc etc.