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Viewing Issues (301 - 350 / 579) [ First Prev  ... 2 3 4 5 6 7 8 9 10 11 12 Next Last ]
    PID # CategorySeverityStatusUpdatedSummary
  0000392 Core Bugminorresolved2012/06/28Obstructed builders may idle indefinitely for AIs under certain conditions
  0000391 AI Scriptingminorresolved2012/06/24A new action is required for AIs to gather units inside buildings while training
  0000390 AI Behaviorminorresolved2012/06/23Villagers under attack should be able to garrison even outside maximum-town-size
  0000389 Core Bugminorresolved2012/06/23AIs should not retask villagers who are in the midst of a garrison action
  0000385 Core Bugminorresolved2012/06/22Player data is overwritten during file transfer when restoring an out-of-sync game
  0000388 Scenario Designminorresolved2012/06/22The scenario editor improperly rejects a value of -1 for certain trigger effects
  0000387 AI Behaviorminorresolved2012/06/21AIs should bring their sheep and turkeys under the town center before gathering
  0000386 Scenario Designminorresolved2012/06/20Negative attack deltas are not shown on the selected object information display
  0000383 Scenario Designfeatureresolved2012/06/18The trigger effect to change object names must be able to process areas
  0000382 Scenario Designfeatureresolved2012/06/18Certain scenario editor controls must be able to accept negative numbers
  0000381 AI Scriptingfeatureresolved2012/06/14A new fact is required for AIs to determine how much food remains on a boar
  0000380 AI Scriptingminorresolved2012/06/14A new action is required for AIs to use cheat codes when they are enabled
  0000379 AI Scriptingfeatureresolved2012/06/13A new sn is required for AIs to disable the special targeting priority for fortifications
  0000378 AI Behaviorminorresolved2012/06/12Boar lurers for AIs should aim for two arrows and hold their position before retreating
  0000376 Core Bugminorresolved2012/06/10Market counts are improperly checked under certain conditions
  0000375 Core Bugminorresolved2012/06/10The resign command may fail under certain circumstances in multiplayer games
  0000374 Core Bugcrashresolved2012/06/09The up-reset-scouts command for AIs fails to synchronize in multiplayer games
  0000372 AI Behaviorminorresolved2012/06/04AIs must be able to discover markets and docks from allied human players for trade
  0000371 AI Scriptingfeatureresolved2012/06/04A new symbol is required for AIs to determine whether or not a human is in the game
  0000370 AI Scriptingfeatureresolved2012/06/04A new action is required for AIs to disband specific types of internal unit groups
  0000369 AI Scriptingfeatureresolved2012/06/04A new fact is required for AIs to detect whether or not a timer is in the running state
  0000368 Core Bugmajorresolved2012/06/04Player activity states may become inconsistent after restoring a saved game
  0000367 AI Scriptingminorresolved2012/06/03A new action is required for AIs to halt and disband soldier explore groups
  0000366 Core Bugminorresolved2012/06/02Defensive targeting for monastery units loops indefinitely while conversion fails
  0000365 Core Bugminorresolved2012/06/02Monastery units block standard defensive unit targeting for AIs when conversion fails
  0000364 AI Behaviorminorresolved2012/06/01Walls and gates should always have lower priority than other targetable buildings
  0000363 Core Bugminorresolved2012/05/24The settings conversion code fails to adapt the population cap data from 1.0c
  0000023 Economyminorresolved2012/05/24Town centers are not always placed optimally for resource gathering
  0000055 AI Scriptingminorresolved2012/05/23A new sn is required for market defense
  0000032 Militarymajorresolved2012/05/23AIs have very little control over tower placement
  0000362 Core Bugminorresolved2012/05/22The defensive targeting system for AIs fails to prioritize buildings over walls
  0000361 AI Scriptingminorresolved2012/05/22The sn-total-number-explorers value should not be used to halt AI explorers
  0000360 AI Scriptingminorresolved2012/05/21A new fact is required for AIs to determine how many units are actively defending
  0000359 Core Bugminorresolved2012/05/18Timing data must be reset for AIs during guard and reset commands
  0000358 Core Bugmajorresolved2012/05/18The defensive targeting system fails to transition when a target is unreachable
  0000357 Core Bugminorresolved2012/05/17Port forwarding for upnp-compatible routers fails to operate on Windows 2000
  0000356 Core Bugminorresolved2012/05/15The music volume adjustment controls fail to operate for CD audio
  0000355 Core Bugminorresolved2012/05/15Excessive command messages in a multiplayer game may cause a list overflow
  0000354 Core Bugminorresolved2012/05/12The unit garrison controller for AIs improperly handles town center attack events
  0000353 AI Scriptingminorresolved2012/05/11New symbols are required for AIs to determine the civilizations of other players
  0000067 AI Scriptingminorresolved2012/05/10AIs cannot easily determine the number of players in a game
  0000352 Core Bugminorresolved2012/05/09Game settings must be stored separately for 1.1 in order to preserve 1.0c
  0000351 Core Bugminorresolved2012/05/09Palisade wall flags fail to animate in custom scenario games
  0000350 Core Bugminorresolved2012/05/09Wall lines created by the random map generator have an excessive number of gates
  0000349 Requestfeatureresolved2012/05/08The multiple building selection (MBS) queue system must be an optional feature
  0000348 AI Scriptingminorresolved2012/05/08A new command is required for AIs to perform calculations with cost sets
  0000347 AI Scriptingminorresolved2012/05/08A new math operator is required for AIs to negate values
  0000346 AI Scriptingminorresolved2012/05/07New commands are required for AIs to calculate cost data for objects and techs
  0000345 Core Bugblockresolved2012/05/07Merging subformations may cause an infinite loop when the maximum is reached
  0000344 AI Scriptingminorresolved2012/05/06A new fact is required for AIs to compare constants with other data
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