![]() ![]() That said, I wouldn't be surprised if Relic is keeping a record of players involved in games that end in sync hack error messages in order to look for trends and take action against those who are involved in a disproportionate number of the errors. There's just too much uncertainty, so the game has to resort to the trust system. Because of this, you can't use the source of the error as a means of determining a winner and a loser. Like in the example I gave above, it would be my opponent's machine that gives the sync error even though I was the one that caused it, since it wasn't detected until my opponent received my updated information. Furthermore, it's likely difficult to reliably detect the source of the errors since a sync error simply means two sides disagree, so you don't necessarily know which side's data is actually corrupted and which side's data is perfectly fine. The thing with sync hacking is it's possible that a bad or corrupted packet from Relic's server could cause a sync error, so it's not as simple as detecting the source of the sync hack error message and flagging that player as a hacker. When my updated data gets send to my opponent, his client detects the discrepancy and terminates the game with a sync error. For example, I go into the game's memory and alter some data so that instead of having 200 manpower I have 250 manpower. ![]() "Sync hacking is just corrupting the game data so that it becomes out of sync with everyone else. ![]()
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