I am sorry for the long post but I wanted to explain my logic.
1. Let us start with what we know: PBEM/Hotseat worked with CTP1. CTP2 is built from CTP1. You change the AI files, you change diplomacy, you change the city management, you add turns and technology, and PBEM/Hotseat doesn't work. So tell me where the bug is: in the code that previously worked and wasn't changed or in the code that was changed or added. Now tell me how removing PBEM/Hotseat fixes the bug?
2. Why would Activision say this fixed the bug or rephrasing - why would the bug show up more often with PBEM/Hotseat. This feature adds another human player which affects the total resources of the program. PBEM/Hotseat could cause the game to crash the same reason why an application will work fine with a small data set but crash when accessing the entire database. But again actually where is the bug?
3. Why no more that 8 Civs? If Joe user can have 32 civs with a couple of simple modifications and more than 8 Civs was on the top of the wish list for CTP2, why did Activision not implement it?
a. Do not say system specs because that is a bad excuse. You could have a statement that a 233 with 32mb RAM can run 8 Civs, but to run 16, 24, or 32 the recommended specs are a 400 with 128mb RAM. When a user would select more than 8 civs a user verification screen would appear asking the user to verify the PC specs. I am NOT saying the game verifies and the game would still try to run 32 civs on a 233, but the user was warned and if the game crashes it is the users fault.
b. Adding more Civs puts stress on the game resources much the same like PBEM/Hotseat would, so the bug would appear more often. Activision's answer - cut the feature not fix the bug.
4. A review states the game's interface is slow at times and needs optimization. Now first, reviewers almost never say anything bad and sugar coat the negative aspects. The only time something negative is mentioned is if it jumps out and bits the user who would say that this problem is so obvious how come the reviewer didn't see it. What is a cause of slow interface and need optimization - problems with game resources.
5. What could be a cause of this bug? - A dangling pointer, unallocated memory, subroutines that open but don't close or call themselves. I am sure all the C++ programmers could list 10 reasons off the top of their head. However, most of these reasons are very hard to prove or disprove and could literally take months to QA the program and find such a bug.
6. What could this mean to the user who buys the game? If you play the game a long time, it may unexpectedly crash. Save the game often and reboot if necessary. Modifications like all the mods with CTP1, will add overhead and could make this bug happen more often. Send your game files to Activision. The more data they have on when and how it happens the more chance they have of isolating and fixing the problem. All of us are counting on you helping Activision correct this bug so do a good job.
7. Could it be some other reason? The new code added and changed requires some modification to the existing PBEM/Hotseat to ensure a proper interface. If that code is not done than or not done correctly than that could cause problems with PBEM/Hotseat and removing PBEM/Hotseat feature would remove that bug. But what does that tell you about the game. If simple interfaces are not done for features that have been in the game from the beginning, how ready is the game. This problem is a clear indication of an unfinished game being rushed into production and released early. Now ask the question of what other corners were cut and what other problems does the game have.
8. The indication is clear that the game is either incomplete or has bugs; yet is being released. What does that say about QA on the game? Is Activision capable of doing such a nefarious act? Yes! The same thing happened with CTP1. A clearly unfinished and unstable game was released early to beat SMAC to the market. The Christmas deadline is approaching and Activision wants to release the game at Christmas, whether it is ready or not.
9. My experience is with Graphic User Interfaces (GUI) mainly using Visual Basic or Java (similar to C++). I have programmed with C++ but in no fashion claim to be an experienced C++ programmer. So I challenge all C++ programmers to refute my logic and if they can sufficiently prove I am wrong, incorrect, or misstated the truth, I will buy the game!
1. Let us start with what we know: PBEM/Hotseat worked with CTP1. CTP2 is built from CTP1. You change the AI files, you change diplomacy, you change the city management, you add turns and technology, and PBEM/Hotseat doesn't work. So tell me where the bug is: in the code that previously worked and wasn't changed or in the code that was changed or added. Now tell me how removing PBEM/Hotseat fixes the bug?
2. Why would Activision say this fixed the bug or rephrasing - why would the bug show up more often with PBEM/Hotseat. This feature adds another human player which affects the total resources of the program. PBEM/Hotseat could cause the game to crash the same reason why an application will work fine with a small data set but crash when accessing the entire database. But again actually where is the bug?
3. Why no more that 8 Civs? If Joe user can have 32 civs with a couple of simple modifications and more than 8 Civs was on the top of the wish list for CTP2, why did Activision not implement it?
a. Do not say system specs because that is a bad excuse. You could have a statement that a 233 with 32mb RAM can run 8 Civs, but to run 16, 24, or 32 the recommended specs are a 400 with 128mb RAM. When a user would select more than 8 civs a user verification screen would appear asking the user to verify the PC specs. I am NOT saying the game verifies and the game would still try to run 32 civs on a 233, but the user was warned and if the game crashes it is the users fault.
b. Adding more Civs puts stress on the game resources much the same like PBEM/Hotseat would, so the bug would appear more often. Activision's answer - cut the feature not fix the bug.
4. A review states the game's interface is slow at times and needs optimization. Now first, reviewers almost never say anything bad and sugar coat the negative aspects. The only time something negative is mentioned is if it jumps out and bits the user who would say that this problem is so obvious how come the reviewer didn't see it. What is a cause of slow interface and need optimization - problems with game resources.
5. What could be a cause of this bug? - A dangling pointer, unallocated memory, subroutines that open but don't close or call themselves. I am sure all the C++ programmers could list 10 reasons off the top of their head. However, most of these reasons are very hard to prove or disprove and could literally take months to QA the program and find such a bug.
6. What could this mean to the user who buys the game? If you play the game a long time, it may unexpectedly crash. Save the game often and reboot if necessary. Modifications like all the mods with CTP1, will add overhead and could make this bug happen more often. Send your game files to Activision. The more data they have on when and how it happens the more chance they have of isolating and fixing the problem. All of us are counting on you helping Activision correct this bug so do a good job.
7. Could it be some other reason? The new code added and changed requires some modification to the existing PBEM/Hotseat to ensure a proper interface. If that code is not done than or not done correctly than that could cause problems with PBEM/Hotseat and removing PBEM/Hotseat feature would remove that bug. But what does that tell you about the game. If simple interfaces are not done for features that have been in the game from the beginning, how ready is the game. This problem is a clear indication of an unfinished game being rushed into production and released early. Now ask the question of what other corners were cut and what other problems does the game have.
8. The indication is clear that the game is either incomplete or has bugs; yet is being released. What does that say about QA on the game? Is Activision capable of doing such a nefarious act? Yes! The same thing happened with CTP1. A clearly unfinished and unstable game was released early to beat SMAC to the market. The Christmas deadline is approaching and Activision wants to release the game at Christmas, whether it is ready or not.
9. My experience is with Graphic User Interfaces (GUI) mainly using Visual Basic or Java (similar to C++). I have programmed with C++ but in no fashion claim to be an experienced C++ programmer. So I challenge all C++ programmers to refute my logic and if they can sufficiently prove I am wrong, incorrect, or misstated the truth, I will buy the game!
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