For example if there is a score of 5000+ but still only the start 3 stations on week 1, then it can be clearly flagged as fake.Īlso another method could be expanding the leaderboards to show the number of weeks passed too, so that too could be a factor for the community to help declare if a score could be obtained in a legit fashion. However this wouldn't prevent score manipulation directly unless there is a formula based on scale vs # of weeks / stations etc. If they equal the same, then likely more legit score than alterating assets at least. Then cross check MaxAssests with the Current used Assets ( plus reserves in the 'tray' ) Weeks * 2 ( 2 possible assets / week) + Assets (or just +9 ) = MaxAssets However, the sad truth is, the more counter measures a game has, the more it drives certain people to push past them.Īn alternative way would be to add a legit test before adding to leaderboard, Example would be counting the assets that could be obtained.Īssets = 9 ( 3 lines, 3 tunnels, 3 loco's at start ) I think ways to counter it would be to 'hide' the values as a string or such for backup and enforcement and that should help. In regards to this game, I would immagine you could search for the loco's or carriages or tunnels value and alter that, thus giving a distinct advantage. Essentially a global trainer that needs manual calibration etc. ![]() Poke is similar to cheat engine if i recall, it hooks into the process and you can run a search for a value amongst the memory ( or something), for example : My character has 1400 current health, so i put in 1400, he then loses some, so it drops to 1263, I then update the search to 1263 ( still filtering from the previous search) this process continues until you find the value that controls the health internally in the game code, which you can then manually manipulate or lock.
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