Preventing the use of "cheat" mods

Xiabed

Chieftain
Joined
May 8, 2012
Messages
8
I think about creating GOTM (on civfr) and I would to know if there is a way to prevent players to load and change the game with "cheat" modes (IGE, Info addict, ...)

I read in Kael's tuto that there is an "exclusivity" property. My idea was to make a very simple but "Totally exclusive" mod but I didn't find such an option in ModBuddy.

What I found is to explicitly exclude a list of mods but I can't make such a list and any player could make a copy of IGE and rename it ...

I don't want to say that some players are cheater but if I can find a way to be SURE that none of them will cheat, I'll be happy :goodjob: (at least for cheating using too powerfull mods ... hex-editing saves is another thing ...)
 
Even if it's possible to exclude all other mods, players can edit the original XML files...
 
good point :cry:

Now I better understand all the "we cannot make safe GOTM" complaints ...
 
If there were a built-in way to see WHICH mods were part of a posted savegame, and a database of WHICH files you didn't want changed--would that be a step in the right direction? Not that I can code well enough to do those things; I'm just asking.
 
If there were a built-in way to see WHICH mods were part of a posted savegame.
You can see those at the beginning of the save file but I think it does not include the mods that do not affect savegames, like IGE. Besides, mods and files modifications are not the only way to cheat: there is also FireTuner.
 
Yes, and also there is the Debug Panel. So preventing cheating in single player games is impossible.
 
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