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Posted by: Admyral
« on: August 05, 2013, 08:19:04 AM »

Hey, it has been a while since I have looked at my old quest code and have decided to start working on it again.  Did the "GiveCredits" function (that only could be activated with CK's approval) ever get implemented?

I keep getting "Unexpected identifier" with GiveCredits or AddCredits.  

Please let me know.  Thanks.
Posted by: Telok
« on: October 20, 2009, 06:18:17 PM »

Found a possible issue.

Code: [Select]
Title : Reward
Author : Telok
// Achievement : none

SCENE Reward

CLEARNAV
TC-101 : 1
/CLEARNAV

SHIP
armor : 1
attitude : 0
faction : retro
missileamount : 0
morale : fanatical
name : Reward
nav : 1
system : TC-101
order : docknoengage
ordertarget : player
gun : none
turretrear : none
turretleft : none
turretright : none
type : drayman
// types = broadsword  centurion  dralthi  drayman  galaxy  gladius  gothri  stiletto  tarsus  ulysses
/SHIP

TRIGGER
event : landed
result : questdone
/TRIGGER

/SCENE


Mind you this isn't perfectly safe or anything, but it works for fast cash.
Posted by: CheeseshireCat
« on: October 07, 2009, 04:03:23 PM »

No, as I said, you don't even have to kill them. I'm just a little bit lazy, or I'd make one where you'll get your road paved with $15K corpses on any planet. It isn't $10M, but checking the scene limits says I'll be able to get a LOT in one go.
Posted by: Christian Knudsen
« on: October 07, 2009, 10:34:05 AM »

This has been suggested before and my answer is the same: It still takes more effort to kill the NPC (even if he's close to dead already), pick up his stuff, walk to the equipment shop and sell it. And you'll have to do this quite a few times to get a lot of credits. Compare this to writing a quest where you get 10,000,000 million credits for completing a simple mission (or simply landing on a base) to trigger the hypothetical "GiveCredits" function.
Posted by: CheeseshireCat
« on: October 07, 2009, 06:32:36 AM »

Note: don't read if you don't wan't to even *know* how to make a "get rich quick and easy" quest :)

I mean, Christian, if folks *WANT* to get around your cheating prevention -- whether because they want to get money quick, or because it's seen as a challenge, they would.

[spoiler]A simple question. What stops someone from making a character with a few crit wounds, low health and Kilrathi rifle in each slot from approaching the player upon some trigger like landing or entering the bar?

Or, if crit wounds won't make him lose health (I didn't check), from keeping the 1-health dummy still, and making another char appear and nab it. Then the player just walks over ang grabs 10K worth of equipment (sale value). No effort from player character spent whatsoever (other than picking up and selling stuff).

Rinse, lather, repeat.[/spoiler]
Posted by: Flyboy
« on: May 06, 2009, 05:35:01 AM »

Sounds cool to me  :D
Posted by: Cort
« on: May 05, 2009, 08:08:24 PM »

Quote from: "Christian Knudsen"
Quote from: "Cort"
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.


That's really interesting! How about this: I'll add a AddCredits function to the scripting syntax, but when you compile it, the compiler will strip this function. However, when you submit your quest script for adding to the 'quests' page, I'll compile it with my own compiler that doesn't remove AddCredit calls. That way I'll be able to check that it isn't a script designed to "cheat" your way to 10 million credits. You'll still be able to compile and test your script like you can now, you just wont get the credit rewards until you submit the script - which will also hopefully motivate players to actually submit their scripts.

In case that was just missed and not already rejected, I'd like to suggest again that quests not only reward by medals and credits, but that there are also commands to reward the player with trading goods. Might be a more interesting reward for trading quests. (Same limitations as for AddCredits apply.)

Also, I'd suggest to not make the AddCredits function do nothing when in 'debug' mode (i.e. running it 'unblessed'), but rather show a message box with what *would* have happened, to make testing it easier.

I'd really like to see the official storyline quest unlocking the galaxy over time. I personally think that's a very big motivation to keep playing while pretty simple to implement.


-- Cort
Posted by: KnowledgeArcana
« on: May 05, 2009, 08:05:38 AM »

Quote from: "Christian Knudsen"
Quote from: "Cort"
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.


That's really interesting! How about this: I'll add a AddCredits function to the scripting syntax, but when you compile it, the compiler will strip this function. However, when you submit your quest script for adding to the 'quests' page, I'll compile it with my own compiler that doesn't remove AddCredit calls. That way I'll be able to check that it isn't a script designed to "cheat" your way to 10 million credits. You'll still be able to compile and test your script like you can now, you just wont get the credit rewards until you submit the script - which will also hopefully motivate players to actually submit their scripts.


I think is a better idea than not allowing us to AddCredits at all.  I like that you are thinking about implementing the killing pirates feature; it would be nice if you would.
Posted by: Lyndon
« on: May 04, 2009, 11:22:14 PM »

On the subject of cheaters and memory editing I found it very easy to find the specific address where money was stored for ascii sector.
I agree with Clear Vision:
Quote from: "Clear Vision"
They're spoiling it for themselves
Posted by: X Leviathan X
« on: May 02, 2009, 01:50:59 AM »

You can't just believe everything you read, you know.  And actually, multi player games are harder to hack because they're server sided, so you can't just simply use a packet editor or edit the memories.  Everything is stored on the server, there aren't any save files whatsoever to hex edit so hex editing is out of the question.

My point is, that Christian isn't implementing fun features into Ascii Sector because of over what Christian calls "cheaters".  Like I said, nobody forced anybody to not play legitly, so it's their problem if they spoil the game for themselves only because they chose to not play legitly and took the other option.
Posted by: Flyboy
« on: May 01, 2009, 08:10:30 AM »

How does one use a memory editor on a single player game? With multiplayer games it's easy, because you can just use a network package editor. Maybe the worry over cheating is due to the fact that later in the game, when it reaches the point of "conquer and destroy" if someone cheats then they are sure to brag about it and make all of us non-cheaters feel down. Plus it just doesn't seem very fair if someone can nab millions of credits in one go while the rest of us take weeks to earn the money.
Posted by: X Leviathan X
« on: May 01, 2009, 01:17:30 AM »

I like that idea, but what's the point of being so paranoid about all this cheating if there are so many ways around anyway?  If they cheat, let them.  They're spoiling it for themselves, you're only stopping some features from being implemented over this.  Any 7 year old can hex edit a save file, or use a memory editor to change a value, a single player game is just way too easy to hack.
Posted by: Lyndon
« on: April 24, 2009, 10:03:16 PM »

That and you will be able to edit the amount accordingly :D
Posted by: Christian Knudsen
« on: April 24, 2009, 09:38:31 PM »

Quote from: "Cort"
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.


That's really interesting! How about this: I'll add a AddCredits function to the scripting syntax, but when you compile it, the compiler will strip this function. However, when you submit your quest script for adding to the 'quests' page, I'll compile it with my own compiler that doesn't remove AddCredit calls. That way I'll be able to check that it isn't a script designed to "cheat" your way to 10 million credits. You'll still be able to compile and test your script like you can now, you just wont get the credit rewards until you submit the script - which will also hopefully motivate players to actually submit their scripts.
Posted by: Cort
« on: April 24, 2009, 08:17:56 PM »

Quote from: "KnowArcana"
Chrisitian, I totally sympathize for your decision.  Allowing game breaking quests into the game will ruin it .. but could you reconsider some of it.  I would again like to recommend a variable called Treasure.  If it was a ship the software would randomly and hidden generate a value of cargo that was on the ship.  If it was a character the software would generate a number of credits.

What if the best quests would be 'blessed' by Christian and added to the download page with a reward that he sets (money, trade goods, special items).
The reward setting option would not be available to normal quest developers. Only Christian can set it and it would be based on the difficulty or extensiveness of the quest.

Of course someone could still hack that by reverse engineering, but as has been said elsewhere, that's probably also possible with the savegame files.

An alternative would be to make quests unlock parts of the game (systems or whole areas, certain trading goods, etc.), but I guess that should be reserved to the main storyline quest.


Now that I've written that, I'm not entirely sure that hasn't been suggested before, but I can't be bothered to check right now, sorry.


-- Cort

PS: Remember that we still have the 'medals' feature coming up, if I understood Christian correctly. So that's at least one kind of reward.