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Viewing Issues (251 - 300 / 573)
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| | | P | ID | # | Category | Severity | Status | Updated | Summary |
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| | |  | 0000432 | | Core Bug | minor | resolved | 2012/08/21 | The sighted object table generator fails if an expansion overflows the 900 object limit |
| | |  | 0000431 | | Core Bug | minor | resolved | 2012/08/21 | Allied AIs are not informed when a human discovers enemy units and buildings |
| | |  | 0000430 | | AI Scripting | minor | resolved | 2012/08/20 | New actions are required for AIs to manually execute garrison commands |
| | |  | 0000070 | | AI Scripting | major | resolved | 2012/08/14 | Idle units cannot be detected and retasked |
| | |  | 0000429 | | AI Scripting | minor | resolved | 2012/08/14 | AIs must be able to delete idle economic units including villagers and fishing ships |
| | |  | 0000428 | | Core Bug | minor | resolved | 2012/08/14 | The expansion manifest loader fails to link unique techs under certain conditions |
| | |  | 0000427 | | Core Bug | crash | resolved | 2012/08/10 | The sighted unit type conversion code for AIs fails when provided invalid data |
| | |  | 0000069 | | AI Scripting | minor | resolved | 2012/08/07 | Gaia units cannot be counted with players-unit-type-count |
| | |  | 0000426 | | Core Bug | major | resolved | 2012/08/07 | Various units, including barracks huskarls, are uncounted by the AI sighted units system |
| | |  | 0000425 | | Core Bug | minor | resolved | 2012/08/02 | Random teams are improperly distributed with auto-ordered player numbers |
| | |  | 0000424 | | AI Scripting | minor | resolved | 2012/08/01 | New symbols are required for AIs to determine pocket, flank, and map positioning |
| | |  | 0000423 | | AI Scripting | minor | resolved | 2012/07/31 | AIs must be able to send a scout to explore the nearest border of the map on demand |
| | |  | 0000422 | | AI Scripting | minor | resolved | 2012/07/30 | AIs must be able to send a scout to explore the target player's town on demand |
| | |  | 0000384 | | AI Scripting | minor | resolved | 2012/07/30 | AIs must be able to direct scouts to find the enemy and other locations on demand |
| | |  | 0000421 | | Core Bug | crash | resolved | 2012/07/28 | The boar luring support code for AIs fails to synchronize activity in multiplayer games |
| | |  | 0000420 | | Core Bug | minor | resolved | 2012/07/28 | Boar lurers for AIs may abandon the hunt after a garrison event under certain conditions |
| | |  | 0000419 | | Core Bug | minor | resolved | 2012/07/26 | The command processor fails to translate player information under certain conditions |
| | |  | 0000418 | | Core Bug | minor | resolved | 2012/07/26 | Multiplayer games fail to start if all players are on the auto-order - player color |
| | |  | 0000417 | | Core Bug | crash | resolved | 2012/07/26 | Executing certain commands during multiplayer lag may crash the game |
| | |  | 0000416 | | Core Bug | minor | resolved | 2012/07/26 | Dropsite distance for AIs becomes unreliable for concurrent hunting after a boar is down |
| | |  | 0000415 | | Core Bug | minor | resolved | 2012/07/25 | Boar lurers for AIs fail to retreat to the town center under certain conditions |
| | |  | 0000414 | | AI Behavior | minor | resolved | 2012/07/25 | Boar lurers should request support before garrisoning into the town center |
| | |  | 0000413 | | AI Scripting | minor | resolved | 2012/07/25 | A new action is required for AIs to request hunters to support an active boar lure |
| | |  | 0000412 | | Core Bug | minor | resolved | 2012/07/22 | The idle farm bug fix contains code that may result in unintended behavior |
| | |  | 0000411 | | AI Behavior | minor | resolved | 2012/07/20 | Gatherers should retask if their target resource is unreachable due to other units |
| | |  | 0000410 | | Core Bug | minor | resolved | 2012/07/18 | Farmers may idle indefinitely if their farms are targeted by an enemy player |
| | |  | 0000409 | | AI Scripting | minor | resolved | 2012/07/16 | A new sn is required for AIs to control the dropsite-min-distance update event |
| | |  | 0000408 | | AI Behavior | minor | resolved | 2012/07/15 | Dropsite distances should update after construction is complete to avoid dangerous areas |
| | |  | 0000407 | | Core Bug | minor | resolved | 2012/07/11 | The unit-count and building-count functions improperly handle certain objects |
| | |  | 0000406 | | Core Bug | minor | resolved | 2012/07/10 | Without custom AIs, the player name replaces Computer on the game setup screen |
| | |  | 0000405 | | Core Bug | crash | resolved | 2012/07/10 | Memory is misallocated within the game expansion xml manifest parser |
| | |  | 0000404 | | Core Bug | minor | resolved | 2012/07/10 | The interface loader fails to respect the manifest settings in Enhanced 1.0c mode |
| | |  | 0000403 | | Request | feature | resolved | 2012/07/09 | Game expansions must be able to define the offsets for loading civilization interfaces |
| | |  | 0000402 | | Core Bug | minor | resolved | 2012/07/06 | Players on the auto-order color setting should not be synchronized like a coop |
| | |  | 0000401 | | AI Scripting | feature | resolved | 2012/07/05 | New facts are required for AIs to count the number of enemy objects in town |
| | |  | 0000400 | | AI Scripting | minor | resolved | 2012/07/04 | A new action is required for AIs to dynamically change their name during gameplay |
| | |  | 0000399 | | AI Scripting | minor | resolved | 2012/07/04 | A new fact is required for AIs to determine the target of a projectile attack |
| | |  | 0000398 | | AI Behavior | minor | resolved | 2012/07/04 | AIs should gather non-converted sheep and turkeys at the town center |
| | |  | 0000397 | | AI Scripting | feature | resolved | 2012/07/03 | A new sn is required for AIs to place dropsites without a 1 tile buffer region |
| | |  | 0000078 | | Request | feature | resolved | 2012/07/03 | Allow custom color selection for AIs |
| | |  | 0000396 | | AI Scripting | minor | resolved | 2012/07/02 | A new sn is required to allow AIs to disable automatic attack group targeting |
| | |  | 0000395 | | AI Scripting | minor | resolved | 2012/07/02 | The strategic number for civilian offense should allow AI villagers to be more aggressive |
| | |  | 0000394 | | AI Scripting | feature | resolved | 2012/06/30 | A new sn is required for AIs to target placement relative to the center of the map |
| | |  | 0000393 | | AI Scripting | minor | resolved | 2012/06/29 | The controlled building placement system for AIs requires more precision |
| | |  | 0000392 | | Core Bug | minor | resolved | 2012/06/28 | Obstructed builders may idle indefinitely for AIs under certain conditions |
| | |  | 0000391 | | AI Scripting | minor | resolved | 2012/06/24 | A new action is required for AIs to gather units inside buildings while training |
| | |  | 0000390 | | AI Behavior | minor | resolved | 2012/06/23 | Villagers under attack should be able to garrison even outside maximum-town-size |
| | |  | 0000389 | | Core Bug | minor | resolved | 2012/06/23 | AIs should not retask villagers who are in the midst of a garrison action |
| | |  | 0000385 | | Core Bug | minor | resolved | 2012/06/22 | Player data is overwritten during file transfer when restoring an out-of-sync game |
| | |  | 0000388 | | Scenario Design | minor | resolved | 2012/06/22 | The scenario editor improperly rejects a value of -1 for certain trigger effects |
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