

The only cheating you can find usually are pre-advantage cheaters like: team stackers, map choosers, custom mode players, etc. but usually things like player positions are safe and on a server. Because a few things there aren’t synced such as player aiming, angles, etc. The cheater market is mainly for mainstream FPS game with bad communities that allow it usually for making more $. Usually devs can make penalties so if they lag out or try to pause the game they will run out of chances and lose. While ‘lagging’ the player simply can’t conduct any action and then has to reconnect. Lag switches doesn’t work well on these games, and you can just avoid any opponent. This is why RTS like these have remained relatively safe for so long. If so I don’t think any of these games would have lasted very long. There is currently not an issue with this, these things can only work in singleplayer. Even if you tried to fix this, eventually you would out-of-sync as you’d be performing weird actions such as dead units that you thought are alive and isn’t alive for everyone else. For custom games you can sometimes restore it but this is usually always caused by cheaters modifying resources or stats, or something similar. The reason is every player is synchronized, when modifying something it will detect that you are different from the other player(s), then it causes out-of-sync. Mark, when you tried to cheat it causes either a) you will resign/lose, or b) the game will end and the lowest scores/team will lose. There has never been need for anti-cheat modules in RTS games that are made properly like this, the reason is because of Out of Sync. Mark, if this were possible, why do you think there’s players competing in every Ensemble Studios game from AoE1 to AoM to AoE3?Īre you just projecting because you are a cheater?
