Page 1 of 4

Official statement on custom clients / mods

PostPosted: Mon Aug 13, 2012 1:26 pm
by TotalyMoo
I just wanted to create this thread so that there will be no misunderstandings.

Paradox Interactive and Seatribe do not encourage the use of custom clients or mods. We do not check the contents of these and can therefore not guarantee that they are free of malicious software. If you decide to use such a client, it is entirely at your own risk.

If you find that a mod/client in this forum contains malicious software, post information about it in this thread ASAP.

Regards,
John

Re: Official statement on custom clients / mods

PostPosted: Mon Aug 13, 2012 2:22 pm
by Sevenless
I have a longstanding gripe about this issue. And the legal butt coverage, while expected, does not make me happier about the situation.

Re: Official statement on custom clients / mods

PostPosted: Mon Aug 13, 2012 2:25 pm
by TotalyMoo
Sevenless wrote:I have a longstanding gripe about this issue. And the legal butt coverage, while expected, does not make me happier about the situation.


Please explain this gripe, either here or in PM if that is more fitting.

To clarify, there have yet to be any issues with any of the custom clients that exist now. This is simply (so far) to warn for any potential future problems and conflicts.

Re: Official statement on custom clients / mods

PostPosted: Mon Aug 13, 2012 6:43 pm
by dullahx
I think the common gripe is the same thing as in haven.
People like Ender or Apxeolog made really nice clients, with fair features and made them publicy available.
There are other hidden clients, with builtin scripting engines and auto foraging, which are less fair for the common gamers.

Re: Official statement on custom clients / mods

PostPosted: Wed Aug 15, 2012 5:06 pm
by Glennfinnan
dullahx wrote:There are other hidden clients, with builtin scripting engines and auto foraging, which are less fair for the common gamers.


...that allow them, for instance, to run several clients at the same time and auto-forage enough hay to spam on their fields and get tier 4 farmed products ~10 days after the world is created within few mouse-clicks(-literally, I am not joking here ).
Whats the stance on this kind of bots-clients?
I personally find this an absurd in the game on which people spend their money.

Re: Official statement on custom clients / mods

PostPosted: Wed Aug 15, 2012 6:07 pm
by sabinati
you have some proof of this?

Re: Official statement on custom clients / mods

PostPosted: Thu Aug 16, 2012 8:11 am
by APXEOLOG
Glennfinnan wrote:...that allow them, for instance, to run several clients at the same time and auto-forage enough hay to spam on their fields and get tier 4 farmed products ~10 days after the world is created within few mouse-clicks(-literally, I am not joking here ).
Whats the stance on this kind of bots-clients?
I personally find this an absurd in the game on which people spend their money.


That's why J&L tries to make this game unbottable. There is no way to determine what client player use - custom, or default, network messages could be emulated easily. Even with default client people can use AutoIT and such programs so you will always have people who use bots. If there will be lot's of players who use private clients with script-engines i will just add one to my client, so everyone will be in same conditions and J&L will see what mechanics are botted by people and how can they avoid it.

Re: Official statement on custom clients / mods

PostPosted: Thu Aug 16, 2012 2:05 pm
by Potjeh
Yeah, the problem here is obviously that there is no invariance penalty for fertilizers.

Re: Official statement on custom clients / mods

PostPosted: Thu Aug 16, 2012 2:08 pm
by Droj
Potjeh wrote:Yeah, the problem here is obviously that there is no invariance penalty for fertilizers.


You do realise how long it would take to reach better tiered crops with an invariance penalty?

Re: Official statement on custom clients / mods

PostPosted: Thu Aug 16, 2012 3:57 pm
by sabinati
Droj wrote:
Potjeh wrote:Yeah, the problem here is obviously that there is no invariance penalty for fertilizers.


You do realise how long it would take to reach better tiered crops with an invariance penalty?


You do realize that it should take a long time?