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Let's say Alice and Bob want to play CK in multiplayer, Alice has the game language set to English, while Bob to Korean. Are you saying they would have different checksums or having out of syncs? And if not, what is the fundamental difference between having completely different localizations (again, assuming it actually works) and having culture-specific titles while keeping everything else?
Its not the fact its localization, its the fact that the gui and localization use the same core system. So checksumming one pretty much mandates checksumming the other. And the gui system can be made to run various effects as cheats, which if not implemented by the cheater will out of sync by not posting commands to the server correctly.
It is not ideal, and I would like to investigate splitting the checksums to be a "soft" checksum that just warns on joining MP servers instead of blocks fully, but that is a very low priority thing for obvious reasons.
I doubt there are enough Multiplayer players among ourselves to judge the argument of synchronization for its whole worth. But I'm more interested in the "cheating" part. How can localization give way for cheating?
Well and easy one is you can change tooltips to reveal huge amounts of information about the game state that is not normally shown. It would be trivial to via localization only to enable the debug character tooltip despite not being allowed to go into debug mode.
No, the checksum is built from all files in the game, that includes the various localizations. So you can play multiplayer and do ironman for achievements in any language.
But if you change those files then it will change the checksum. That is what something being checksummed means.