Lokasenna
Posts: 9297
Joined: 3/3/2012 From: Iowan in MD/DC Status: offline
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Guys, none of that matters. We know that the seed is set not when the Japanese player ends his turn, but when the Allied player ends his turn (Allied player can alter orders with just 1 change and change the seed this way between 2 otherwise identical turns). quote:
ORIGINAL: paradigmblue quote:
ORIGINAL: Lokasenna Just like I'm going to say the same thing every time I have to respond to this. I should really just go back up and find my reply that lays out how it works and quote that every time. Except that from what I saw, you're missing a step on how this exploit is said to work. quote:
ORIGINAL: Lokasenna Well, not really. This is prevented because the Japanese player has to select the scenario, enter a password, and send to the Allied player before doing anything. The Allied player then opens that file, enters a password, and sends it back. That file would then have the exact same replay generated for it every single time it was reloaded. In order to re-run the first turn until optimal results were achieved, the Japanese player would have to receive the file back from the Allied player each time - starting from scratch, each time, so both players would have to enter passwords. Let's walk through a potential scenario: 1. Japanese player starts a new PBEM game, sets their password and saves in slot 10. 2. Japanese player re-opens the slot 10 save, sets an allied password, and saves in slot 11. 3. Japanese player re-opens the slot 11 save, runs the turn, and views the combat results. 4a. If the Japanese player likes the results, they then send the save in slot 10, which is still ready for the allied player to set the password. 4b. If the Japanese player doesn't like the results, they then go back to step 1, and start a new PBEM game. The exploit doesn't come from running the save save over and over, but by instead creating new games over and over and being able to check the results. I've tested this myself, and it seems to work. The question is if the results would be the same if the allied save was done on a different computer, which I don't know. The slot you save it in doesn't matter a whit. And the key part of this is that you can't do this without the Allied player letting you set their password. That's what you're not understanding. Before the results are generated, the Allied player has set their password. You can set an Allied dummy password all you like, but when the Allied player reports to you that their password isn't working on your dummy password replay and dummy password turn file, you'd have no choice but to say "Oh, your password is actually (dummy password)." The only replay and turn you'll be able to actually send back to the Allied player is the one that is based on the turn file they sent back to you, after they set their password - and the replay and turn you send back to them will be the same no matter how many times you run it, or how many different slots you save it in, because the only turn you can run to generate these files is the one the Allied player sent to you with his password. quote:
ORIGINAL: tomamars 1. Allied and IJ player decide to have a game 2. IJ player creates first save and sends it to Allied player 3. Allied player inspects time save file was created and / or changed and takes it ONLY if it was created in last few minutes - e.g. not being pre-prepaired 4. Allied player confirms the save and sends it back to IJ player 5. IJ player views combat report and starts working on his turn. But maybe it's best to let Matrix people have their oppinion on this one... Time of save file is unimportant entirely. What's to say I didn't run the turn and send it to you hours or days later? It's happened in my games several times - simply forgetting to send the file. quote:
ORIGINAL: paradigmblue quote:
ORIGINAL: Lokasenna Just like I'm going to say the same thing every time I have to respond to this. I should really just go back up and find my reply that lays out how it works and quote that every time. Except that from what I saw, you're missing a step on how this exploit is said to work. quote:
ORIGINAL: Lokasenna Well, not really. This is prevented because the Japanese player has to select the scenario, enter a password, and send to the Allied player before doing anything. The Allied player then opens that file, enters a password, and sends it back. That file would then have the exact same replay generated for it every single time it was reloaded. In order to re-run the first turn until optimal results were achieved, the Japanese player would have to receive the file back from the Allied player each time - starting from scratch, each time, so both players would have to enter passwords. Let's walk through a potential scenario: 1. Japanese player starts a new PBEM game, sets their password and saves in slot 10. 2. Japanese player re-opens the slot 10 save, sets an allied password, and saves in slot 11. 3. Japanese player re-opens the slot 11 save, runs the turn, and views the combat results. 4a. If the Japanese player likes the results, they then send the save in slot 10, which is still ready for the allied player to set the password. 4b. If the Japanese player doesn't like the results, they then go back to step 1, and start a new PBEM game. The exploit doesn't come from running the save save over and over, but by instead creating new games over and over and being able to check the results. I've tested this myself, and it seems to work. The question is if the results would be the same if the allied save was done on a different computer, which I don't know. So basically you're saying here that... the Japanese player could just test his first turn? Big deal. You can do that without an Allied player's help on historical first turn, although I don't know why you would - it's not like you have any control over it, and as I've stressed 180 times in this thread you can't run and re-run and re-run the turn the Allied player sent to you until you get results that you like. It's going to be the same results every time. This is a CORE COMPONENT of how the PBEM system works. If the results were not 100% repeatable (assuming running in the same version of the program), it would be literally unplayable.
< Message edited by Lokasenna -- 4/23/2017 8:04:33 PM >
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