Stardock: Will the glitches be fixed?.

Will the glitches be worked on?

Hi,

There seem to be a lot of glitches in the glitch report. I don't know how many of them are legitimate since I have not personally seen all of them, but I know that some are legitimate.

My question to Stardock is:

How many have been verified and will be worked on?

I would really like to see as many glitches fixed as possible or at least some resources allocated to fixing glitches rather than all the effort being applied to new features, which will bring a whole new set of glitches. Of course I do welcome new features.

If it turns out that there are just too many things to work on, then I suggest putting up a vote system where we can vote on what glitches are most annoying to us and then it may help guide you in your decision making.

Thank you for your time.

-- Mister.Donut
6,854 views 9 replies
Reply #2 Top
Relax, Stardock is awsome at fixing stuff. Give them time, they do it as fast as they can and they do it very fast. Stardock service absolutly owns any other gaming companies service. If it is a glitch, they will fix it, stop with these posts.
Reply #3 Top
I think he has a right to post this concern. If he was doing it everywhere (spamming) and not giving them enough time even to fix the issues, then you can tell him to quit posting this kind of thing but for now, I think StarDock would probably be happy to know about the issues. Just my opinion.

Reply #4 Top
How many patches have we had so far? Seems to me they are fixing gliches pretty quick ..eh?
Reply #5 Top
If memory serves (sometimes it doesn't), I believe Mister Donut has annoyed people about all this before... but if I'm confusing him with someone else then I appologize in advanced.

Please note that the latest version of the game fixes most of if not all major issues. There are some things that still need a bit of tweaking but they really don't affect game play in any major way. The game was still very enjoyable and playable out of the box. Now its just better. 1.1 should add some nice minor features.
Reply #6 Top
A concept that seems to be difficult to understand for many consumers is that companies do not and can not devote every resource to solely fixing bugs. Not only are many bugs interconnected sometimes, but often fixing one bug means touching an entire area of code which in turn prevents others from working on the different problems. There's also a point at which adding more programmers to a particular task doesn't actually make things take less time, it makes them take more time (see the Mythyical Man Month by Fred Brooks).

So, when seeing these feature posts, keep in mind that companies allocate resources based on need, availability and other factors. It's very possible to have all the developers you possibly can fixing bugs while still having developers available to add features without taking any significant amount of resources away from fixing things.

I don't work for StarDock, but I have been developing commercial and open source software for years. Don't worry about it, just trust that Stardock wil take care of it.
Reply #9 Top

List of things that have been added/enhanced/fixed/etc. since the release 2 weeks ago (hit the history button in SDC)

.0X - March 6th, 2006
----------------------------

3/06/06 17:03 3,555,328 GalCiv2.exe

+ IMPORTANT NOTE: Your ship designs from 1.0D1 and before will NOT
show up in this version. We have updated this version so that the
ships contain their own unique version ID so that when we do FUTURE
updates, your ships will still work. But we didn't implement this
until now (now that we have seen the sophisticated ship designs people
are creating). So we apologize in advance for that, but it shouldn't
be a problem going forward.

+ AI puts more priority into colony ship speed over colony ship range.

+ AI Heavy fighters now have more focus speed than range in their
designs.

+ AI at "bright" or higher intelligence will make guesses (simulated
intuition) as to whether a path is safe for a transport *experimental*

+ Fixed GNN Goto bug on Planet Details window + Fixed bug where players
that turned off "Show Intro" option would get a crash when starting the
Campaign

+ Added option to turn off trade route lines

+ Planetary bombardment will cause a new planet texture to be created
to reflect lowered quality

+ “Invasion Cheese” effect removed where planet populations after the
invasion were incorrect. + Drop down icons (for ships and improvements
completed) will no longer get “stuck” if another window pops up while
the icon is falling down the screen.

+ added Difficulty index to save game code so that even if the game
difficulty changes, the users will still see the one they started out
with

+ Improved tooltip handling

+ Improved slider controls

+ There have been some changes to the graphics nodes in order to make
them look decent when textures are turned off.

+ There are now a ton of new graphics card options. Note that these
have not had the same kind of wide scale testing as the other options.

+ Graphics card throttling. This should eliminate all known "random"
CTDs. Heat. Users who experienced this issue should be aware that
this may be an ongoing issue with other new games they purchase that
make use of the newer GPU features. ATI/nVidia are now running their
cards very hot when all the goodies are used. + Starbase Production
Modules now assist Planetary Research

+ MEMORY FIX: I’ve implemented a more efficient and thread-safe way of
destroying scene nodes when they are no longer in use. This will speed
up ALT-TABs and cut down on memory usage significantly.

+ Social Production Ability enabled.

+ Fixed a GNN Goto button popup bug in Planet Details screen

+ Should fix auto-save issue some have reported (multithread issue).

+ Right-clicking improvement-complete icons will now scroll to planet
that built the improvement

+ New ship weapons and defenses for Good aligned players: -Telepathic
Defense -Subspace Rebounder -Dynamic Shielding -Arnorian Battle Armor

+ Fixed the problem where the game was reporting “Not in an Empire” for
some players who are in an empire. The code that checked for valid
empire data was requiring the presence of a website URL; that
information is now optional.

+ Fixed a bug in classGalaxy::CalcGameDifficulty(); it was including
the first minor race in its calculations.

+ Trade Goods and Galactic Achievements now transfer their benefits
when ownership of them changes. In the case of Trade Goods, ownership
of the Trade Good is transferred and the old owner no longer has use of
the Trade Good.

+ CalcAbilities() is now called whenever a civ acquires/loses a special
improvement.

+ Fix for an exploit that allowed players to build improvements more
cheaply/quickly than they should.

+ Lots of AI tweaks to improve social handlings, particularly for the
Terran Alliance AI.



1.0D1 - February 24th, 2006
---------------------------

2/24/06 19:34 3,522,560 GalCiv2.exe

+ Fix for bug where save games with a version <= 24 didn’t properly set
the cached commonly-used tech IDs. This bug manifests itself by making
the "Speak To" button do nothing or not acknowledging a technology
victory. + Research Wnd: When listing ships that a tech will unlock,
the other techs required will be listed as well.

+ Support for a mods directory where people can dump things in (we'll
document this as soon as we get a breather)

+ Fix for when a starbase is destroyed and being unable to build
another star base on it

+ More debug messages for saved games to provide more user info on
what's being saved

+ Custom maps with support for fewer players won't allow too many
players to be on them.

+ Fixed "No Image" png that would show up then prompting to harvest a
resource

+ Easier to get higher approval on planets with low tax rates

+ Fixed bug in surrender code that caused the Defection victory popup
message to pop up.

+ Fixed bug where improvements that were supposed to change the
player’s miniaturization ability were actually changing their logistics
ability. This affects exactly one improvement type: the Hyperion
Shrinker.

+ When a starport is destroyed, classColony::OnDestroyImprovement() now
sets its planet’s bNeedToUpdateOverlayIcons member to TRUE so that the
planet will have its starport overlay removed in the main game screen.

+ If you are running in 16bit color, the game will warn you.

+ CTD on exiting game fixed. (only came up in very specific
circumstances)

+ If you're running too low a resolution, the game will warn you.

+ Fixed invasion escape exploit (you know who you are)

+ Morale ability nerfed a bit it now is to the .80 power to balance.

+ Sensor range capped at 15 tiles. Significant performance issues if it
gets much bigger than that (> 1 sector)

+ Tweaked farm improvements. Farm improvements provide 4,6,8,10,12
units of food as you go up the tech tree. This prevents players from
accidentally ending up with ridiculously large populations that are
impossible to keep happy.

+ Sensors are a bit more expensive in terms of space

+ Fix for the elusive "social project never completing" bug. The key
to finally finding this bug was learning that it only happens from the
quick build window: improvements built from the quick build window were
being built upon whatever planet was last viewed in the colony
management screen, not the planet selected in the quick build window.

+ Starport Details: List now shows number of installed modules /
available modules so players know what starbases to send ships to.

+ Trade Wnd: Alliances made in trade window more fool-proof...old code
open to allowning one race to consider another race an ally, but not
the other way around (fixes Ashberrys Treaties Window Bug).

+ Memory optimization on ship graphics, game should use less memory,
especially in larger galaxies

+ Alt-Tabbing should be faster to come back from. Note: The game does
not crash when you alt-tab back in, it just takes time to regenerate
the textures from the seed nodes.

+ Performance (frame rate) improved on larger maps.

+ Fixed an ALT tab problem reported in forum where fleet units would
leave ghost fleets after attacking after an alt-tab

+ Hitting Cancel when placing a new rally point will now destroy the
rally point

+ Fixed bug where battles would skip if the planet had orbital fleet
manager

+ Destination in context area no longer tells you the anomaly type.
Now it will display the anomaly name. i.e. "Anomaly 20 15"

+ Tightened the spacing of ships in fleet battles

+ Fixed bug where some fleets would fail to fire because their lead
ship’s graphic did not have the right weapon

+ Cosmetic: Fixed bug where some fleets would fail to fire after an
alt-tab

+ Ship Context Window: "Set destination" button is removed for
starbases and disabled for AI ships

+ Fixed size limit for .shipcfg files. This will fix the disappearing
jewelry problem

+ Fixed the GNN/Shipyard popup problems. Basically the popups are
forced to the front.

+ Added debug information to ship intelligence report and ship details
screen when running in DEBUG mode

+ Saved games should load faster

+ Added ‘.’ to the set of legal characters for metaverse character
names.

+ Fixed crash when selecting a component if no hull is selected

+ Made scanner modules work for any starbase type, not just military
starbases

+ Fix for crash in EntryField that can occur when the backspace key is
pressed in an empty entry field.

+ Fixed classCivilization::TransferAllTech() so that it works for all
techs. It was calling IsTechKnown() with the tech’s display name, but
IsTechKnown() expects the type name. Therefore, some techs wouldn’t
get transferred because their display name was not the same as the type
name. Also, this wouldn’t work at all with non-English data (i.e.,
TransferAllTech() would transfer no techs in non-English games).