ORIGINAL: Ian R
Can't do it. That "functionality" was removed in TOAW III to prevent cheating.
But what about we people who play against the computer and want to be able to fix things as they go?
Just our bad luck?
Call me dense, but just what...exactly...would you "fix"?
You play a game. If it doesn't go well, you learn from your mistakes and play it again. If you need to "fix" something in a single-player game, then save frequently and replay from whatever point you think you "broke" it enough to be "fixed".
Sorry, but I still haven't heard what I consider a compelling enough reason to leave this feature in. Even from those members of the beta team that have used it, once or twice in a blue moon, to monkey with their scenario designs. Call it bad luck, if you wish, but having been on the short end of the stick, from someone cheating in a tournament game, I tend to be a bit more concerned with the cheat-proofing of the game than keeping a trivial functionality that virtually nobody ever used.
Philosophically, I tend to think trying to prevent cheating is futile. If anything, making the effort legitimizes the activity. After all, then the cheater is 'winning' in a sense. Just leave it easy to do and the guy will have a harder time deluding himself as to the moral texture of what he just did.
However, I can see your point. On the other hand, I certainly can see times when one would want to edit a game for development purposes. I wouldn't mind being able to just run Seelowe to turn 4 and then edit that file to test the effect of various possible changes. In a scenario where the effects to be examined start occurring around turn 40, the need could be imperative.
Couldn't the file just be clearly marked as having been edited somehow -- or couldn't it be made impossible only in PBEM play?
< Message edited by ColinWright -- 10/28/2007 10:26:58 AM >
I am not Charlie Hebdo