Originally posted by Mr Spice
Could it be that you mistake game features for bugs, like so many other people on this forum?
Yes I have noticed that many people are very loose with terminology on this forum, and in some cases this has led to misunderstandings. Problems people have with playing the game are not all bugs, there are also design flaws and design decisions.
examples:
bug- the corrupted games that are generated on some people's machines that then crash the game during a future disorder popup.
design flaw- bombers (at least after some time) not being able to sink ships. Now the key thing with design flaws is that they are also subjective. And this is where the editor falls in, allowing us to change it to suit our likes.
design decision- unable to unload or upgrade armies. These are decisions made during playtesting to balance things out. This also includes the relative unit strengths.
Now you can only expect the bugs to eventually get fixed (this is also dependent on how reproducable the bug is, so that they can find it). And you can hope they might address the design flaw issues if you make a good enough point, or at least give you the option in the editor to make those changes.
The same terminology argument can be made to the discussion on AI cheats. To me AI cheats are things that it does on all skill levels, which are part of the AI code. The stuff that is tied to difficulty levels are just handicaps to me. This misunderstanding has resulted in some people giving the player bonuses on high difficulty levels to balance out the AI "cheating" (handicaps in reality).
It would be nice if people said what they mean, like with their problems with combat. Refer to it as improbible combat results if that is the problem or design issues with combat. At least for a while some of the combat threads would degenerate into pretty much flame wars since both issues were being argued and not kept seperate. The interesting thing is that if improbible combat results are happening too often, which would indicate a problem with the random number generator in that it is too streaky, this may also effect city flipping, resource distribution and dissapearances. All those use random numbers. I haven't seen those problems, but I am willing to accept that there might be a system specific bug in the random number generator.