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Thread: Test server for unity version

  1. #51
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    Quote Originally Posted by Narasn View Post
    this is what I get using your link at 1. - blank#blocked

    https://prnt.sc/1333czw
    Sorry! It should work now.

  2. #52
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    Quote Originally Posted by BB_Trafffer View Post
    Sorry! It should work now.
    okay seems to work now thanks

  3. #53
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    Since I jumped straight to this page, I don't know it's it's been addressed or thought of - but many times when I log on I get the red X's even though it hasn't been a full day since the last time I was on. I'd like to suggest a change to the logon timer so that it's day-specific rather than time-specific. Often (as it is in my case) I don't get to log on at one set time, and the efforts in getting online often are wasted. If it were a situation where we logged on within a 24-hour period, then that restriction would be removed. Something to think about, anyway...it's not like I'd stop playing because of it, but it IS frustrating when it happens. Thanks!

  4. #54
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    Quote Originally Posted by TropicDave173 View Post
    Since I jumped straight to this page, I don't know it's it's been addressed or thought of - but many times when I log on I get the red X's even though it hasn't been a full day since the last time I was on. I'd like to suggest a change to the logon timer so that it's day-specific rather than time-specific. Often (as it is in my case) I don't get to log on at one set time, and the efforts in getting online often are wasted. If it were a situation where we logged on within a 24-hour period, then that restriction would be removed. Something to think about, anyway...it's not like I'd stop playing because of it, but it IS frustrating when it happens. Thanks!
    red 'x's for what - for the weekly log in bonus? It is day specific for Europe I believe, you probably are in North America in a different time zone that is why it starts one day and ends the next.

    Unless they are willing to give NA their own server I am guessing we are stuck with things like that, since changing it for us will make it out of wack for another group.

  5. #55
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    For anyone who's wondering - we don't go straight to the Live version without first testing it on our test server. The Unity Test Server will have an update. We will publish all the details soon.

  6. #56
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    Quote Originally Posted by BB_Trafffer View Post
    For anyone who's wondering - we don't go straight to the Live version without first testing it on our test server. The Unity Test Server will have an update. We will publish all the details soon.
    was it the plan for us to be losing so many conveniences we currently have or are all those supposed to be reported as bugs? For instance, you can't see the number of troops you have for use unless you open up a general, you can only see 4 postings in the trade office instead of 12, you can't see the time remaining for a production cycle to complete, etc.

  7. #57
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    Quote Originally Posted by Narasn View Post
    was it the plan for us to be losing so many conveniences we currently have or are all those supposed to be reported as bugs? For instance, you can't see the number of troops you have for use unless you open up a general, you can only see 4 postings in the trade office instead of 12, you can't see the time remaining for a production cycle to complete, etc.
    Interesting. I'm not having any of those issues on the Unity test server. Although definitely experiencing a lot of the bugs from the published bug lists, and running across a few others (which I've reported) along the way. I know at least one of our guild members experiences bugs that are different from mine, and hers are across browsers so does not seem to be browser related.

    While personally I don't think the Unity version is ready for prime time, I do have confidence that the BBs will get it up to speed before going live. The more people who test and report, the more issues can get fixed ahead of the first release. It can be really frustrating at times dealing with all of the bugs, but that is the entire purpose of testing (I know you already get that Narsn but many people seem to want the test environment to act like a final release).

    I really encourage players to mess around on the test server, and help with bug tracking. It's a lot like voting, you can't complain about the outcome if you don't participate in the process. (and again, Narsn, not directed at you, as I know you participate )
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  8. #58
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    Quote Originally Posted by Narasn View Post
    was it the plan for us to be losing so many conveniences we currently have or are all those supposed to be reported as bugs? For instance, you can't see the number of troops you have for use unless you open up a general.
    Click on your pop icon (settler face on left side of resource bar at top of screen). That opens the info screen you want (on live you would hover over it). The one I miss, is clicking on said resource bar to open the mayor's house screen. Let's me check my storehouse from anywhere.

  9. #59
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    Quote Originally Posted by ShuttlePilot View Post
    Interesting. I'm not having any of those issues on the Unity test server. Although definitely experiencing a lot of the bugs from the published bug lists, and running across a few others (which I've reported) along the way. I know at least one of our guild members experiences bugs that are different from mine, and hers are across browsers so does not seem to be browser related.

    While personally I don't think the Unity version is ready for prime time, I do have confidence that the BBs will get it up to speed before going live. The more people who test and report, the more issues can get fixed ahead of the first release. It can be really frustrating at times dealing with all of the bugs, but that is the entire purpose of testing (I know you already get that Narsn but many people seem to want the test environment to act like a final release).

    I really encourage players to mess around on the test server, and help with bug tracking. It's a lot like voting, you can't complain about the outcome if you don't participate in the process. (and again, Narsn, not directed at you, as I know you participate )
    you mean you can see 12 postings in the trade office? and you can see the time left on for your production to complete (that one makes me want to quit playing actually)? although tbh that trade office one comes pretty close to making me want to quit as well - there is no need for that

    this bar - you can hover over it on live and see how much time remaining - I can only 'guess' at how much time is remaining on the test.

    https://prnt.sc/13fhzpu

    how it shows on live.

    https://prnt.sc/13fi57p

    and the trade office, how it shows for me on test

    https://prnt.sc/13fin3g

    Quote Originally Posted by Trialgame View Post
    Click on your pop icon (settler face on left side of resource bar at top of screen). That opens the info screen you want (on live you would hover over it). The one I miss, is clicking on said resource bar to open the mayor's house screen. Let's me check my storehouse from anywhere.
    yes that works thanks
    Last edited by BB_Trafffer; 05-26-21 at 02:42 am.

  10. #60
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    They had better not put this live until they fix the biggest problem though: the specialist super lag glitch.

    In generals, if you click on a general and open his UI, and any other general does any action at all, it will force switch the UI from the general you had to whoever just did the action instead. So you pick a general and tell him to relocate, then you pick the second general and go to make him do something, only the first general does that notification that he is moving, and suddenly the UI you are looking at is the first guy again, so you have to close it and reselect the second guy again. Same if one is attacking or losing or anything that gives a notification. No matter what you were trying to do with the second guy, it forces you to go back to the first guys menu. It also does this if you are trying to send a geo or explorer and a general does anything. Out of the geo/explorer screen and back to the general screen.

    But that it very minor compared to what happens for geos or explorers. If you don't wait for the notification to pop up saying they have done what you ordered them to BEFORE sending the next one, it will resend the first one and ignore the orders on the second. So currently we have a hundred or so explorers. If we sent them as normal, one after the other as fast as we can, what we would see is the first explorer being sent over and over again but none of the others at all. So in order to get them to all send we will now have to send one, wait 3 seconds for the notification to pop up and a sit a bit, then send the next and wait 3 seconds, and the repeat and repeat for the remaining hundred+ explorers. Combine that with the time it normally takes and that it is going to be 15-20 minutes each time we have to send them out. Thank goodness there isn't an event happening right after implementation... Oh wait... Oh no...

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