wino wrote:
This makes sense in multiplayer games only. Cheating is thus not possible. But in player vs AI games this is not important and may be considered as bug.
But why would I want code it differently for multiplayer and singleplayer? I don't see any problems with existing situation. Besides, some game mechanisms like replays rely on it, and I don't want to change them only to fix this point.
wino wrote:
I wonder how this design decision can be exploited in multiplayer game ? Any ideas ?
Got one:
First fight 2 not important battles then one important - try all permutations. Sometimes it is possible, especially using aircraft. When you know that each time RNG will be seeded with the same value this could be possible to find optimal outcome of the important attack.
I did not say that cheating is eliminated, just that you have less room. You may not have "unimportant" combats to use, and the whole process becomes much more involved. If you have suggestions how to eliminate cheating completely, please share them with me.
wino wrote:
Send. Let me know that you got them, if not I will put them on somewhere.
Got the files. I see that in the first file it is raining and so visibility is reduced. In the second file there is no rain, and so the unit is visible. Do these saves both come from the same game?