StargazingDog
Prince
The amount of enabling and deflecting I am reading is mind blowin.

The amount of enabling and deflecting I am reading is mind blowin.
I saw it while reviewing the diff notes that Gedemon kindly publishes here:It's definetely not in the notes they published in their site, where did you find it?
1.1.0 diff file
773 files changed, 20461 insertions(+), 16713 deletions(-)
The amount of enabling and deflecting I am reading is mind blowing. They did not fix issues that modders fixed in a couple days. And those modders state multiple times that it is just a line of code or two. Not even game mechanic code in most cases. Even things they say they fixed in the notes are not fixed (Tech guide lines look even worse and more confusing now). It still does not even state what cities are connected to?
http://cloc.sourceforge.net v 1.64 T=277.25 s (9.0 files/s, 6089.4 lines/s)
-------------------------------------------------------------------------------
Language files blank comment code
-------------------------------------------------------------------------------
XML 688 2583 4542 1216457
Javascript 680 1718 16784 166105
TypeScript 601 27945 15871 148684
CSS 174 6346 899 37575
SASS 207 4661 380 24013
SQL 17 222 261 5833
HTML 112 377 143 5768
JSON 11 0 0 1118
-------------------------------------------------------------------------------
SUM: 2490 43852 38880 1605553
-------------------------------------------------------------------------------
Just to be precise, I'm having tons of fun with the game, that's why I'm so critic with it and that's why I'd like so much that the main problems would be addressed
This at least is a really good news, but I really have no idea why they should not report it in the main notes. Hope they'll fix also the restI saw it while reviewing the diff notes that Gedemon kindly publishes here:
I can understand this for problems like "AI get armies stucked while it attacks IP if they are not hostile anymore", but I really can't accept it for stuff like "songhai bonus get applied everywhere" or "Naval discount with carthage works for all the type of units, not only ships".I get why people are upset by the state of the game at release, so I am, but there are some things that are not as easy to fix as they look.
For example, a fix can be one line or two of codes, but that could impact others, and those need to be tested.
at first a was going to add "and it's one line in the middle of a few hundreds of thousands", then I get curious.
base game only, no DLC/Extra (there are 600+ XML files in those too, but smaller)
Code:http://cloc.sourceforge.net v 1.64 T=277.25 s (9.0 files/s, 6089.4 lines/s) ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- XML 688 2583 4542 1216457 Javascript 680 1718 16784 166105 TypeScript 601 27945 15871 148684 CSS 174 6346 899 37575 SASS 207 4661 380 24013 SQL 17 222 261 5833 HTML 112 377 143 5768 JSON 11 0 0 1118 ------------------------------------------------------------------------------- SUM: 2490 43852 38880 1605553 -------------------------------------------------------------------------------
1.6 millions, and that's without the source code.
(Ok, translation texts may be a good portion of the XML, but still...)
Other than translated text, XML is very verbose markup language and if formatted it could contain a lot of lines just for various tags. But nonetheless, it's impressive (and messy - the code, which has JS with TS, XML with Json and CSS with SASS looks like missing good technical coordination).I get why people are upset by the state of the game at release, so I am, but there are some things that are not as easy to fix as they look.
For example, a fix can be one line or two of codes, but that could impact others, and those need to be tested.
at first a was going to add "and it's one line in the middle of a few hundreds of thousands", then I get curious.
base game only, no DLC/Extra (there are 600+ XML files in those too, but smaller)
Code:http://cloc.sourceforge.net v 1.64 T=277.25 s (9.0 files/s, 6089.4 lines/s) ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- XML 688 2583 4542 1216457 Javascript 680 1718 16784 166105 TypeScript 601 27945 15871 148684 CSS 174 6346 899 37575 SASS 207 4661 380 24013 SQL 17 222 261 5833 HTML 112 377 143 5768 JSON 11 0 0 1118 ------------------------------------------------------------------------------- SUM: 2490 43852 38880 1605553 -------------------------------------------------------------------------------
1.6 millions, and that's without the source code.
(Ok, translation texts may be a good portion of the XML, but still...)
Who's accepting anything? "these things take time / might be more complicated than they look" is a valid opinion. Unless you're into people not having different opinions, in which case good luck - we're all fanatics hereIf everyone will keep accepting this this will never change.
Code:http://cloc.sourceforge.net v 1.64 T=277.25 s (9.0 files/s, 6089.4 lines/s) ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- XML 688 2583 4542 1216457 Javascript 680 1718 16784 166105 TypeScript 601 27945 15871 148684 CSS 174 6346 899 37575 SASS 207 4661 380 24013 SQL 17 222 261 5833 HTML 112 377 143 5768 JSON 11 0 0 1118 ------------------------------------------------------------------------------- SUM: 2490 43852 38880 1605553 -------------------------------------------------------------------------------
I agree with this.How do you know?
Modders can move quickly as they don't have to worry about cross testing, UAT, quality control etc etc so very easy for them to move fast. One mod broke the AI's ability to declare war, can you imagine the fuss if Firaxis did that?? I love the modding community but it's totally different to being the devs responsible for a game.
That's when project management should ensure that the system doesnt get too complicated. I mean, look at Spiffing Brit, how brutally exposes all the exploits. Don't blame the users for itI agree with this.
I feel like Firaxis is biting more than they can chew with Civ 7.
There are so many mix and match combinations at play. Leader and civ abilities, policies and traditions, memento effects, religion and pantheon effects, unit and commander abilities, tile effects, leader attributes.... so many that small effect might blow out an in-game currency or yield. I wonder how they can test everything out and we still have to consider it should work across all platforms.
at first a was going to add "and it's one line in the middle of a few hundreds of thousands", then I get curious.
base game only, no DLC/Extra (there are 600+ XML files in those too, but smaller)
http://cloc.sourceforge.net v 1.64 T=277.25 s (9.0 files/s, 6089.4 lines/s) ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- XML 688 2583 4542 1216457 Javascript 680 1718 16784 166105 TypeScript 601 27945 15871 148684 CSS 174 6346 899 37575 SASS 207 4661 380 24013 SQL 17 222 261 5833 HTML 112 377 143 5768 JSON 11 0 0 1118 ------------------------------------------------------------------------------- SUM: 2490 43852 38880 1605553 -------------------------------------------------------------------------------
1.6 millions, and that's without the source code.
(Ok, translation texts may be a good portion of the XML, but still...)
"these things take time / might be more complicated than they look" is a valid opinion that has nothing to do with my post, I'm discussing other points, it should be clear unless you're into people not having different opinionWho's accepting anything? "these things take time / might be more complicated than they look" is a valid opinion. Unless you're into people not having different opinions, in which case good luck - we're all fanatics here![]()
Cute, but you said "everyone", not me"these things take time / might be more complicated than they look" is a valid opinion that has nothing to do with my post, I'm discussing other points, it should be clear unless you're into people not having different opinion![]()
That "everyone" has nothing to do with what you saidCute, but you said "everyone", not me
You were also replying to Gedemon, who was saying the exact same thing as me ("might be more complicated to fix").
Who does it have to do with? It followed your reply to Gedemon, and seemed to be a part of that reply. If it wasn't a reply to Gedemon, what "this" is anyone accepting?That "everyone" has nothing to do with what you said
Basic rule of software development - no matter how much testing you do users will find combinations that trigger bugs you weren't aware of! Especially in a game like Civ VII where the sheer volume of users dwarfs the dev team.I wonder how they can test everything out and we still have to consider it should work across all platforms.
Basic rule of software development - no matter how much testing you do users will find combinations that trigger bugs you weren't aware of! Especially in a game like Civ VII where the sheer volume of users dwarfs the dev team.