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reloaded message in PBEM

Posted: Wed Aug 02, 2006 8:08 am
by Iñaki Harrizabalagatar
Hi
I have been informed by my opponent in a PBEM game that he saw the reloaded 1 time message in a turn, I didn´t reload the file, what can be the cause for that? I did reload the end of turn save to take a look how the turn ended, could that be the cause?

RE: reloaded message in PBEM

Posted: Wed Aug 02, 2006 8:47 am
by larryfulkerson
I've been getting that "reloaded" message several times but thought maybe it's because my opponent and I are using different versions.  Is that possible?

RE: reloaded message in PBEM

Posted: Wed Aug 02, 2006 7:01 pm
by Dr. Foo
From what I gather it could mean that your opponet has played part of a turn saved and then opened the file again later to finish the turn. It could also mean that your opponet played a turn did not like the results and reopened the file to play again (I am not clear on that one) but that is what I take reload to mean. They opened the file and at somepont closed it and reponed it again. I have found (just testing, of course [:)] ) that when asked to save your PBEM file if you save it under a different name you can then reopen the original file sent to you and replay your turn, I think this would trigger a reload message.

RE: reloaded message in PBEM

Posted: Wed Aug 02, 2006 7:21 pm
by Okimaw
I'm so darn sick of these reload messages I don't even pay any attention to them anymore. The only time someone actually reloaded they told me because the converted scen was full of inconsistencies ( we eventually terminated the game because of the scen) and that was fine by me. I get them almost every turn I open but doubt seriously that anyone is pulling any funny business.

RE: reloaded message in PBEM

Posted: Wed Aug 02, 2006 7:44 pm
by Industrial
Most useless 'feature' of TOAW III IMHO.
Almost as useless as the Undo-beep, whenever somebody hears it his first assumpzion is always: OMG, my opponent is cheating! While in 99,9% of all cases that won't be the case. Only if the Undo beeps raise to 20+ in a medium sized scenario you should start to take a closer look, but even than there are many reasons why somebody would use the undo in a totally legit way. ('group movement/dig-in' instead of just the one-unit version beeing the most common case [;)])
Just to name one: I have a german keyboard, and I use the hotkeys all the time, the most used keys are probably I, U and C. On a german keyboard the upper row reads: T,Z,U,I,O, so the Z = Undo is right next to two of my most used keys, and yes, I have already several times pressed Z=undo when I really ment to press U or I [:@]

If somebody wants to cheat .. there are ways to reload your file without this message appearing, so it wont stop those guys who really want to cheat on purpose, but in all the years I've been playing so far I've never ever had to suspect any of my opponents of beeing a cheater! And in good old CoW there are indeed some ways to cheat big time if you want to.

To make it short: ignore these messages, either you trust your opponent or you don't, these 'potential cheat messages' are nothing but an annoyance

RE: reloaded message in PBEM

Posted: Thu Aug 03, 2006 8:44 am
by golden delicious
ORIGINAL: Industrial

Most useless 'feature' of TOAW III IMHO.

Just about. A lot of fuss was generated about PBM security when TOAW III was first mooted. Now we have all these special features which are supposed to make the game cheat-proof. Well a) they aren't effective and b) they remove some functionality from the game, such as the ability to load it into the editor part way through for design purposes.

RE: reloaded message in PBEM

Posted: Thu Aug 03, 2006 5:06 pm
by Curtis Lemay
ORIGINAL: golden delicious
ORIGINAL: Industrial

Most useless 'feature' of TOAW III IMHO.

Just about. A lot of fuss was generated about PBM security when TOAW III was first mooted. Now we have all these special features which are supposed to make the game cheat-proof. Well a) they aren't effective and b) they remove some functionality from the game, such as the ability to load it into the editor part way through for design purposes.
Plus they intentionally chose to keep it secret. The rationale was that it would prevent it from being hacked. But the effect is that no user has a clue what specific acts will trigger the alarm. I'm on the inside (sort of) and I don't know.