1.7.0.13 - enforce colonization range limits

Post bug reports and ask for support here.

Moderators: Icemania, elliotg

User avatar
Kayoz
Posts: 1516
Joined: Sun Dec 19, 2010 10:55 pm
Location: Timbuktu
Contact:

RE: 1.7.0.13 - enforce colonization range limits

Post by Kayoz »

ORIGINAL: Tophat1812
At this time may i ask if you have detected any other bugs in this game version?

Most problems I have noticed have been documented in the forum - but there are some issues I don't expect to be addressed till DW2, as they'll likely require changes that go beyond the scope of a "patch" or "expansion" - though that is not to say Matrix's unique marketing would eliminate such.
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
Tophat1815
Posts: 1824
Joined: Mon Jan 16, 2006 4:11 pm

RE: 1.7.0.13 - enforce colonization range limits

Post by Tophat1815 »

ORIGINAL: Kayoz

ORIGINAL: Tophat1812
At this time may i ask if you have detected any other bugs in this game version?

Most problems I have noticed have been documented in the forum - but there are some issues I don't expect to be addressed till DW2, as they'll likely require changes that go beyond the scope of a "patch" or "expansion" - though that is not to say Matrix's unique marketing would eliminate such.

So the colony range issue then is the one bug you are experiencing that needs addressing? No other bugs to fix??

I simply don't understand your reference to matrix marketing.
User avatar
Kayoz
Posts: 1516
Joined: Sun Dec 19, 2010 10:55 pm
Location: Timbuktu
Contact:

RE: 1.7.0.13 - enforce colonization range limits

Post by Kayoz »

ORIGINAL: Tophat1812
So the colony range issue then is the one bug you are experiencing that needs addressing? No other bugs to fix??

No, I did not imply there are no more bugs.

There are plenty of bugs to fix, many of which I have experienced. The "tech support" forum has many bugs documented - the majority of which I believe are well within the scope of DW to fix. Some of the bugs are, I believe, outside the scope of a "patch/expansion" and are more appropriate for DW2.

I don't believe it would be useful to try to list all the bugs here in this thread.
ORIGINAL: Tophat1812
I simply don't understand your reference to matrix marketing.

There are numerous threads in which people question the logic of Matrix marketing. To name three:
1. Issues such questioning why DW + expansions weighs in at about US$90, which places it higher than most mainstream games.
2. The fact that there is little or no marketing run-up for any DW/DW-related releases. Most are released with little more than a perfunctory announcement in the forums and a spot in the carousel on the home page.
3. The lack of fixes/patches available for DW, despite the number of defects addressed in each expansion (most fixes in Legends have not been merged in RotS or DW-only code base). That does not send a good message to prospective customers.

I'll leave it for you to find the relevant threads; there is little to be gained by repeating the arguments here.

Note:
Matrix Games Ltd on Facebook has 562 followers. No cover, no timeline customization. There's a picture - I'll let you fill in the thousand words.
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
Dracus
Posts: 162
Joined: Mon Nov 28, 2011 10:39 pm

RE: 1.7.0.13 - enforce colonization range limits

Post by Dracus »

I have posted a few bugs/issues on the forums but never received a response from a tester, matrix or the developer. I personally kind of feel that newer users are being overlooked for the simple fact that we are newer users.


Anyway here are some things I would like to see looked at:

1. The game creating multiple copies of the same ship design. This not only over whelms the screen but make it hard to find the right items to build.

2. The colony range not being enforced. You can grab a colony outside this range with a found ship.

3. I don't think the game should design ships outside the buildable limit of the empire. it kind of sucks having curisers one year and the next year not having them unless you unmark the last buildable design.

4. migration needs to be re-addressed. I should be able to strip a planet of any non empire races as long as my race has a present there. You should have to have a place for them to go though. Also, races should not freely migrate to or from your empire unless you have a migration treaty in place. This would help prevent the gaining of a race trait just by waiting. Races should not freely migrate to slave planets if they are not the race being enslaved.

There are more but I got the flu and really can't think right now.
User avatar
Kayoz
Posts: 1516
Joined: Sun Dec 19, 2010 10:55 pm
Location: Timbuktu
Contact:

RE: 1.7.0.13 - enforce colonization range limits

Post by Kayoz »

ORIGINAL: Dracus
1. The game creating multiple copies of the same ship design. This not only over whelms the screen but make it hard to find the right items to build.

This one is certainly a game-killer. It's rather disappointing that it hasn't been fixed.

But there's no point in listing defects here. I have no idea why Tophat1812 wanted a list. If he wants the list, the forum is accessible to all, and there is nothing stopping him from making it.
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
User avatar
Erik Rutins
Posts: 39786
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: 1.7.0.13 - enforce colonization range limits

Post by Erik Rutins »

I'm coming to this a bit late, but I have to say that it's very poor form to lay into the volunteer testers. These public betas are primarily that and receive a shorter internal test than pre-release builds before being posted here. They are then tested by both the testers and the members of the public who are willing to try the beta versions. Reporting a bug should not be an exercise in casting blame or being rude.

Please remember that being civil and constructive is part of the forum rules.

A new public beta will be available this week.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
Tophat1815
Posts: 1824
Joined: Mon Jan 16, 2006 4:11 pm

RE: 1.7.0.13 - enforce colonization range limits

Post by Tophat1815 »

ORIGINAL: Kayoz
ORIGINAL: Dracus
1. The game creating multiple copies of the same ship design. This not only over whelms the screen but make it hard to find the right items to build.

This one is certainly a game-killer. It's rather disappointing that it hasn't been fixed.

But there's no point in listing defects here. I have no idea why Tophat1812 wanted a list. If he wants the list, the forum is accessible to all, and there is nothing stopping him from making it.


I was simply listening to what you had to say and seeing what cropped up or if I can replicate your issue. Since your tone seems to imply more is annoying you other than the colony range issueI asked if you had any additional concerns. Note I am attempting to do so while walking on eggshells because you seem to go off on sarcastic rants with little warning.

And that is the mystery of why I was trying to listen to "your' concerns. So no harm,no foul and no ill intent alright?
User avatar
Kayoz
Posts: 1516
Joined: Sun Dec 19, 2010 10:55 pm
Location: Timbuktu
Contact:

RE: 1.7.0.13 - enforce colonization range limits

Post by Kayoz »

ORIGINAL: Tophat1812

I was simply listening to what you had to say and seeing what cropped up or if I can replicate your issue. Since your tone seems to imply more is annoying you other than the colony range issueI asked if you had any additional concerns.

With this issue, I find it more annoying than others due to the fact that it is an entirely new feature, and was not tested at all. Standard QA testing requires that any new features in a release be checked. The extent of the testing can change depending on time available and the complexity of testing. But in this case, it seems that no testing at all was done. This is not a case of unexpected or erratic behaviour, but one of a feature being completely non-functional.

Beta testers need to be instructed that they should read the change logs and test those issues first. Sometimes those changes result in something else being broken - and that new defect not being caught - but this is not the case for this defect. It was not tested.

That, I suppose, is the core of my frustration here. Testing was said to be done, and it was in fact, not done.
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: 1.7.0.13 - enforce colonization range limits

Post by ASHBERY76 »

Responsibility is only with the publisher and developer and not voluntary testers.I have in the past been involved in private beta testing games with other companies and you would post gameplay issues and bugs and get no reponse at all in the private beta boards.NDA's stop testers posting the truth about the game state.SOTS2 comes to mind...

User avatar
Kayoz
Posts: 1516
Joined: Sun Dec 19, 2010 10:55 pm
Location: Timbuktu
Contact:

RE: 1.7.0.13 - enforce colonization range limits

Post by Kayoz »

ORIGINAL: ASHBERY76

Responsibility is only with the publisher and developer and not voluntary testers.

Some effort needs to be made to guide/direct/manage/mentor the testers, voluntary or not. A basic "must be done" test script, for example. This seems to be lacking, and testing is very much ad hoc as a result. Or so it seems.

Now, this is what I call product testing.

Image
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
Anonymous

[Deleted]

Post by Anonymous »

[Deleted by Admins]
Dracus
Posts: 162
Joined: Mon Nov 28, 2011 10:39 pm

RE: 1.7.0.13 - enforce colonization range limits

Post by Dracus »

The range enforcement still is does not work 1.7.0.14. You can build a colony ship and then sent it to planets outside the range limit. The ship does colonize.
Post Reply

Return to “Tech Support”