Live data from Hacker News

1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

gamedeveloper.com

51–60 of 189 posts

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#51
post #35
post #16

Earlier quoted context omitted.

You see ads? Is your computer broken? >>sarcasm overload Install uBlock Origin yo

Mobile, Yo.

AdGuard(1) on iOS is free and uses the same filters as ublock origin.

(1) https://apps.apple.com/us/app/adguard-adblock-privacy/id1047...

Android has things too. Though I’m not experienced enough there to remember what to recommend.

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#53

Earlier quoted context omitted.

If the randomness is deterministic doesn't that mean players could peek into the future?

I'm gonna take an uneducated guess that though the simulation is in lockstep, the order of inputs from all players is not known ahead of time so you can't peek too far. Though maybe a cheat engine could simulate a few branches of possible inputs a few steps ahead and adjust inputs when it discovers split-second advantages?

Everyone waits for your client's next step. Your client can basically pause the game whenever it wants, giving you time to do something.

But there are bigger exploits. IIRC, the client sends separate actions for buying a unit/tech/building and paying resources, and the other clients don't enforce that they go together. This allows malicious clients to buy without paying. It's been seen a few times even in the ranked mode of the Definitive Edition remake. https://www.reddit.com/r/aoe2/comments/fjjudp/cheaters_are_a...

This way of doing things made sense for the time, and the execution was impressive. It was pretty reliable, nobody wanted to cheat anyway, and yes lag was a big problem but there wasn't another good way to do it back then. Nowadays they should have something else IMO.

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#54

> Cheating to reveal information locally was still possible, but these few leaks were relatively easy to secure in subsequent patches and revisions. I don't understand this. Running the whole simulation locally on both ends means that a modified client would have access to the whole game state, and I don't really see how you could patch that out. Anyone have any idea what they actually did? Try to detect modified cli…

In age II, it was CRC checks of game state that prevented cheating! Games would get out of sync if there was a mismatch, which could happen for various reasons. I worked at MacSoft during the Age2 and Age3 days. The ports were faithful to the windows versions, but cross platform hadn’t been solved at the time because of this problem. It also made long game play sessions longer because the calculated state kept gettin…

There is whole slew of cheats you can do without changing games state.

From maphacks to automatic reaction and microing units

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#56

> Cheating to reveal information locally was still possible, but these few leaks were relatively easy to secure in subsequent patches and revisions. I don't understand this. Running the whole simulation locally on both ends means that a modified client would have access to the whole game state, and I don't really see how you could patch that out. Anyone have any idea what they actually did? Try to detect modified cli…

As long as users are running the game on their own computers, preventing that type of read-only cheating is not possible. "Solutions" to this problem come in the form of invasive spyware, such as Warden (Blizzard), Easy Anti-Cheat (Epic), Vanguard (Riot), etc. These are programs that run with the highest possible priviledge, inspect all memory/storage/devices/input, and report what they find to a server.

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#57

This site used to be Gamasutra didn't it?

They renamed it because they decided being a pun on "Kama Sutra" was just weird and unprofessional.

(Same for the NIPS conference. But oddly not for the science journal PNAS.)

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#59
post #17
post #5

As someone who grew up playing Age of Empires II and still consider it among the best games ever made, reading this is nothing short of amazing.

I still play it (the definitive edition) with my wife. Best game ever in my opinion.

Same

Re: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)

#60

Earlier quoted context omitted.

I'm gonna take an uneducated guess that though the simulation is in lockstep, the order of inputs from all players is not known ahead of time so you can't peek too far. Though maybe a cheat engine could simulate a few branches of possible inputs a few steps ahead and adjust inputs when it discovers split-second advantages?

Everyone waits for your client's next step. Your client can basically pause the game whenever it wants, giving you time to do something. But there are bigger exploits. IIRC, the client sends separate actions for buying a unit/tech/building and paying resources, and the other clients don't enforce that they go together. This allows malicious clients to buy without paying. It's been seen a few times even in the ranked…

> Nowadays they should have something else IMO.

Finally found a genuine use for the blockchain, since the server is only used for the lobby!

Mine virtual AoE gold and record it in the distributed ledger. Primitive path finding is also AI, so now you just need some investors!

Post reply on HN