Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: pzgndr quote:
ORIGINAL: Shannon V. OKeets There is still missing code for the scenario changes in Production and for the odd rules concerning the Transfer Pool (units in the Pacific). Both of those omissions would seriously annoy players later in the game. For the first half dozen turns they aren't as crucial - and we are really just messing around, accepting any glitches we come across without complaint. But, yes, one of the main reasons we are testing Fascist Tide is so we can make it available to customers. I fully understand that, but for two years now I and others have assumed that the missing code would have been implemented by now. At this point, even being able to set up Fascist Tide from scratch and play through the first half dozen turns would be a plus. I would much rather work on getting Fascist Tide ready for prime time than NetPlay. However, my priorities are clear. In the same vein, I am really close to getting Search and Seizure working (instead of just skipping the phase). Before I can do that, I need to make sure all important bugs have been fixed, which requires staying up-to-date with all the posts in Tech Support and posts in the Development forum by the beta testers. So, I spend a lot of my time, doing record keeping and investigating bug reports. Only after that has been completed (about once a week) can I focus on actually fixing bugs. On the other hand, if when I first read about a bug, I can reproduce and fix it immediately, then I do so. That saves me from having to record everything: assign a number, document who reported it when & where, instantiate a saved game, etc.
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Steve Perfection is an elusive goal.
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