|An issue with Precision VS Dodge?||2/10/2019||from Discord||1||Yes|
Very minor thing, but it appears in the Advanced Combat Odds text when you're hovering over a defending unit on the line where it shows each unit's damage inflicted/number of hits/chance to hit/ and cs ratio, the chance to hit value isn't correctly calculated in that specific spot Seems to be cause it's subtracting the modified "to hit" value from presicion minus dodge as opposed to adding it
|Strange H&S behavior to evaluate||2/10/2019||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v38-plus-svn-after-the-20th-of-february-2018.629241/page-148#post-15364598||1||Yes||DLL|
ExtendsBuildingClass Upgrade requested by Toffer
Find the thread or ask him to clarify again. Hopefully can find the comments on it. Something to do with the extended buildings tag
Started a backroom team conversation
Attempt again to fix prereqs on replacement buildings without causing huge delay
Must cache the upgrades and how they count just as anything before them for prereqs on units and buildings.
Part of the ExtendsBuildingClass project now
|Get my TRAITS set in the game!||10/6/2017||A||Yes|
Should be able to now pick out buildings (within categories) and techs for the traits that bonus or penalize their research/production and so on to get them.
|Autoupgrading building tag for tech thresholds||10/7/2017||https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-730#post-14884058||A||Yes|
Still under discussion
Build new generic tag for automatic building improvements by tech and gives recalibrated base cost assignment
Under current discussion
SM force split on a unit that has been damaged 1/2 way - and a new unit ability to attempt to force split particular unitcombat types: IsolateUnitCombatTypes
SM thread has huge discussion on this - there's probably a lot more projects to consider there but I may not be the one to do them all.
|Seaworthiness for ships||10/6/2017||A||Yes|
Has often come up and needs to replace a number of other systems.
Free Techs only allow for one selection in a round so if you earn 2 in a round, you miss out on the second.
|Text display for the new bonus placement tag||12/2/2018||B||Yes||DLL|
How to best do this... hmm... GOING to get wordy if it's complete
Might as well work in promotions into this system!
AI! if you can do this you probably want to enable it at some point in the AI stream. But how to keep it from spamming - that's where it gets VERY tricky.
|The problem with Bounty Hunter promotion||12/19/2017||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-110#post-14952912||B||Yes|
I may have this sort of problem on the list already but this comes with a save reported.
Was higher priority but it's too involved for prerelease.
|Building category audits||10/6/2017||B||Yes|
I've mentioned this before but it's about getting all the buildings on the building list by tech into correct and applicable categories and recording that also on the building spreadsheet. Also cleanup empty building entries on the main building sheet.
Still some funny calculations on transports for captives
I just personally don't think this worked quite right somehow.
|Bandit Riders can carry more than captives||10/8/2017||https://forums.civfanatics.com/threads/archers-and-bandit-riders-balance.623126/||B||Yes|
possibly helps to explain the other bugs in captive transportation
|Global Spawn rates need to be looked at||10/8/2017|
I have set the barbarian, neanderthal and bandit spawn rates to 0 in the A_New_Dawn_GlobalDefines and yet they still spawn.
FlankingStrikeCombat(pPlot, iAttackerStrength, iAttackerFirepower, iAttackerKillOdds, iDefenderDamage, pDefender);
needs to be invoked when the attacker withdraws as well as when the attacker kills (currently this is drawn from when the attacker kills.)
The function is also terribly inefficient!
some research in the code may be in order but perhaps related to the problem in setXY
|A couple of VERY valuable new promo tags||10/9/2017||https://forums.civfanatics.com/threads/icelandic-culture.623093/page-2#post-14885476||B||Yes|
Shouldn't be too hard to add and would be fantastic for later devel work.
|In CvTeamAI.cpp, line 6196||10/29/2017||int CvTeamAI::AI_getTechMonopolyValue(TechTypes eTech, TeamTypes eTeam) const||B||Yes|
Figure out what the deal was here potentially. Minor bug but a bug I don't know what the consequences may be.
|Escort AI doesn't seem to be working properly||10/29/2017||B||Yes|
Don't see them using this much if at all. Probably fucked up somewhere.
Review Terrain Promotion changes and implement
Review Rmi's Unit Changes and merge in and commit.
|Categorize Unitcombats officialy||1/20/2018||B||Yes||dll then xml|
Needs done so that we can do the xp 'best of' awards only - Raledon seems very strong with this sort of thing, maybe he'd be willing to do this side of the project.
Units only get best XP bonus available for combat classes within a given category
Important for game balance - must do Categorize Unitcombats first
Add tag to bonus infos to label a bonus incapable of being traded (and apply at least to all Culture bonuses)
Need to keep track of other bonuses that come up as being unworthy of trade
|New Bonusinfos tag: TechAssumed||1/27/2018||B||Yes||DLL/XML|
At this tech, we 'obsolete the bonus' but wherever it is asked if the bonus is possessed, it always responds true.
New BonusInfos Tag: TechResearchModifier - a means to make the ownership of a bonus (probably in the capital) influence the cost of a tech
Lakes have resources so need workboats and more
BUG/PROBLEM: Please remember to make the building boatyard also available to build in citys that are settled at lake shore not only at ocean, makes sense because i got fishing boats im my lakes.
Settler promotions for buildings to be added when settling
There's some AI to this.
Find the problem with transport volumes going incorrect in size matters games
A persistent and annoying issue that could be related to a host of problems but needs to get tracked down and slain because it is not correctly auditing somewhere.
|Settler AI for other map type settlers||9/28/2017||https://forums.civfanatics.com/threads/custom-python-code-for-units.619380/#post-14800557||C||Yes|
I should probably help the future guys with this once overloads are corrected.
Establish a hard limit on number of units and have the code bar the creation/trade/etc... of more to the player when he gets to that point.
|9/28/2017||there's a post around here somewhere - hopefully I can find it.||C||Yes|
A brief discussion broke out a while back on this matter.
|XP gains from buildups||9/28/2017||https://forums.civfanatics.com/threads/autopromotions-of-property-control-units.619722/#post-14806889||C||Yes|
An important project to get into I think. DH has put some urgency on it before and I agree.
|Audit the GP pts from wonders||9/28/2017||C||Yes|
Shouldn't take long to complete and we could really find some ways to improve on this quickly.
Are Hunter AI sequences ignoring animals inside borders?
|10/1/2017||https://forums.civfanatics.com/threads/add-dedicated-action-for-hunters-hunt-all-animals-within-cultural-borders.619831/#post-14812718||C||Yes||If so, fix it.|
Longstanding caching bug with national tally of minor buildings
May be related to some other bugs? This seems to be corrected by a reload or recalc so why not tracking properly in normal rounds?
Setup units that can transport to be able to have multiple transport types
This is actually kinda important to improve on.
|Building recosting additional phases||10/6/2017||https://forums.civfanatics.com/threads/building-re-costing-project.620246/||C||Yes|
Go through and consider the rest of the factors and how they adjust things
|Project: Land Blockades||10/6/2017||C||Yes||DH requested|
|New promo tags||10/6/2017||C||Yes|
Promotion tags for converting the unit to a different type, and to an NPC owner when the promotion is assigned. There's probably going to have to be some interesting staging of timing for this to work, like it doesn't happen until the next round or something. Also tag that when the promotion is possessed states that the unit will experience a conversion rather than death when the unit dies. And another that then causes change of player on death as well.
Yield and Resource and Equipment Inventory system
Leads to lots of other projects like pickpocketing and new merchant abiliteis
|Size matters Hunting splits||10/6/2017||C||Yes|
Hunting, as opposed to warfare to destroy, should allow the hunter to force splits of large groups and carve off portions rather than destroying whole herds. Force split mechanics for Size Matters.
Update Modularized Animals with the group names that were used on all the ones in the core.
Does this still need to be done?
|Great Aviator and Air Combatants||10/6/2017||C||Yes|
Split up Air Combatants and land Combatants. Create Air Combatant class and assign it to the air units that currently have Air Combatant combat class. We'll need the Great Aviator during this step.
Do Culture Wonders count against limit? Make it so they don't if they do.
Nobody seems to have a straight answer on this.
Upgrading a 'wanted' criminal can entrap wanted status
A sign of possibly worse?
Make sure all property Affliction Buildings show on the special buildings tab in the city
A side effect need of Outbreaks and Afflictions.
Review Messages and Texts in announcements in the Outbreaks and Afflictions
Part of the wrap up of O&A
Tech Quotes, Strategy, and Pedia for Torture Tech
Small project obviously
|AI found a way to reduce to 0 city size somehow||10/7/2017||https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-702#post-14689257||C||Yes||interesting|
Trails should require 2 cities in the nation before becoming available to build
Makes sense and helps the AI.
|Recalibrate/complete the Freedom Fighter mod||10/8/2017||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-85#post-14884367||C||Yes|
Potentially very game disruptive
|AI problem with very poor captive use||10/8/2017||C||Yes|
I wondered what ai doing with captured civilians (from #3). It just adds them to their city - and next turn it shrinks back to size 1, wasting captives. May be add some check like "If GoingToSettle and TargetCityFoodSurplus < 0 Then DoNot".
|Update Generic Unit Value||10/8/2017||C||Yes|
Int CvUnitAI::AI_genericUnitValueTimes100(UnitValueFlags eFlags) const is cached but is horribly under developed. Koshling was trying to tell me to work on this a long while back but I didn't quite get it then. This is how potential enemies guage the strength of the units on the plot.
|Compare Unit Stacks upgrade||10/8/2017||C||Yes|
int CvSelectionGroupAI::AI_compareStacks(const CvPlot* pPlot, bool bPotentialEnemy, bool bCheckCanAttack, bool bCheckCanMove, int iRange) const
Could use some improvement to consider the average strength, giving more validation to the average strength differential between given units (taking into consideration that stronger units aren't stronger at a comparison of 1 str to 1 str but are instead exponentially more powerful as str differences grow.)
I believe the futurists need to be able to set where a unit can settle if that unit CAN settle.
Reconsider how to restructure the civics tag for city limits to become relevant again
Underwent some Unfulfilled discussion in bugs and crashes a while back and remains a bone of contention still.
Areas need divided by Space tiles... noted. I might need to talk about this more in terms of a new Domain or two.
|Neanderthal/Barb unit glut||10/12/2017||https://forums.civfanatics.com/threads/immersion-breaking-barbarians.622441/#post-14888785||C||Yes|
Seen this before and measures taken obviously didn't stop it from happening, just not as bad as it was is all.
|Sub optimal immediate game entry behavior||10/13/2017||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-87#post-14890411||C||Yes|
|Mismatch on Neanderthal playable civ||10/18/0217||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-90#post-14894452||C||Yes|
AI has a problem with suddenly sending its defenders out of the city.
Good pics to help with this
|Trade of prop control units problematic||10/31/2017||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-94#post-14906611||C||Yes|
|Possible other SM exploits to investigate||11/7/2017||https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-734#post-14911974||C||Yes|
|Improvements to improvements||11/27/2017||https://forums.civfanatics.com/threads/resource-improvement-incosistency.622361/#post-14926045||C||Yes|
Further up the thread there's possibly more notes
|Some very important project considerations||12/2/2017||https://forums.civfanatics.com/threads/new-game-speeds.569658/page-49#post-14932653||C||Yes|
AI and Player capabilities
Add a tag for extra population to units for settlers
We did a python fix for this that puts off the need for this for a while///Also change the era references there to current era
|Strength adjustment per round change||10/7/2017||D||Yes|
Note says 'add to init combat' - I have no idea what I was trying to say - combat odds I'd say
|Battlefield Promos 1||9/24/2017||https://forums.civfanatics.com/threads/hard-cap-on-glorious-battle-promotions.622385/#post-14872989||D||Yes|
Automatic Withdrawal from combat limit ability on units seems to be giving those units that defeat them too much chance to get a Battlefield Promotion.
|Add filter for resource producing buildings||9/27/2017||https://forums.civfanatics.com/threads/suggestion-add-filter-to-show-only-resource-producing-buildings.620048/#post-14815194||D||Yes|
Very helpful for the Zones Project!
|Hotkeys for Buildups||9/28/2017||https://forums.civfanatics.com/threads/need-help-with-crime.622678/#post-14876626||D||Yes|
Should be part of the xml to setup a hotkey for this command?
|Leviathon too strong||9/28/2017||https://forums.civfanatics.com/threads/c2c-promotions.458193/page-70#post-14775306||D||Yes|
Been a promo issue for a while - might have been addressed.
|Set a patrol AI group||10/1/2017||https://forums.civfanatics.com/threads/add-dedicated-action-for-hunters-hunt-all-animals-within-cultural-borders.619831/#post-14812718||D||Yes|
Could be very beneficial for the AI to have some anti-invisibility patrols
|Adjust population # charts||10/6/2017||https://forums.civfanatics.com/threads/normalize-population-stats-in-cities.620303/#post-14821855||D||Yes|
Important for Nomadic and Size Matters accounting considerations and future systems
Function is in the getRealPopulation function of the CvCity class.
|Confirm proper functioning of nurseies||10/6/2017||https://forums.civfanatics.com/threads/tree-nurseries.620707/#post-14831525||D||Yes|
diff to setup the test, wb required
|Develop out the Outbreaks and Afflictions||10/6/2017||https://forums.civfanatics.com/threads/a-new-modders-guide-to-v38s-c2c-combat-mod-outbreaks-and-afflictions.613839/||D||Yes|
Major upcoming project of extreme importance
|XP Projections in the city screen flawed?||10/6/2017||D||Yes|
Make sure that the XP granted by great military people are showing up correctly on the XP projection list on the city build unit help hover.
|Criminals during a revolt changing sides||10/6/2017||https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-721#post-14812371||D||Yes||Cool concept.|
|Recast the Throwing Axe unit into the core||10/7/2017||https://forums.civfanatics.com/threads/icelandic-culture.623093/||D||Yes|
Javelineers should become these guys
|Adjust the tech for Icelandic culture||10/7/2017||https://forums.civfanatics.com/threads/icelandic-culture.623093/||D||Yes|
Interesting history note and may require some unit and hero adjustments.
More XP awards for scouts when achieving things
Some cool ideas to spark improvements in scout xp derival - they struggle to earn so need this
enforce an investigation check whenever a criminal enters a city
To limit raid and retreat behavior or at least make it risky
Another suggested this along with more thoughts: May be criminal should pass a check when entering the city, based on investigation/insidiousness rate of the city. For example 10 times harder compared to normal check when just staying the city already entered. More, if on forced march, or brought by sea transport, airlifted etc. And should spend all move points, to give police chance for arrest, if check failed.
put a much greater difficulty on passing an investigation check when the criminal is visible
Enhanced realism and balance.
|bNoScalingByGamespeed tag request||10/11/2017||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-87#post-14887405||D||Yes|
A tag for events that enables a single round or other non-scaled amount of rounds before it's next event in the trigger sequence.
|Improve Barb and Neander City development||10/12/2017||https://forums.civfanatics.com/threads/immersion-breaking-barbarians.622441/#post-14888609||D||Yes|
Would be nice if they were a little stronger.
Route was only required up to adjacent to bonus plot?
look for it during the mountain resource access fix
|GP starts GA in a new way||11/13/2017||https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-735#post-14916931||D||Yes|
|Era Infos to have the iGoldModifier||2/3/2018||E||Yes||DLL||First up for Joe|
built Nazca Lines world wonder in Kyoto. All era benefits are lost when I do a recalculation.
For each era transition after the nasca lines is built the building get through python some boosts to random yields and/or commerces.
Ah... no wonder they are stored in such a manner that they are lost during a recalc. Makes perfect sense then. And really is unfixable unless we want to do a deep multi-disciplinary effort to correct it or I want to reprogram it completely into the dll. Might be interesting to do some day but as a quick fix, nothing's going to work. Well, no way I'm aware of anyhow.
|Combat resolution movement issues||10/26/2017||https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-93#post-14902255||E||Yes||DLL|
Reported by DH
This is actually about captives and animals not keeping up with their protector when the move takes place due to being unable to explore.
Review Elite Trained Animals in prep to group wonder the trainers
Important to Jo's project
Not a bug but is an important prerequisite for Equipment and volumetric resources projects, as well as power property
|Power as a Property||9/27/2017||E||Yes|
Not a bug but is important to resolve serious lategame balance issues and to improve late game city management
Also important to do as a prerequisite for a rebalancing of pollution properties
|Option to Disable Coordinate Spawn||9/28/2017||https://forums.civfanatics.com/threads/suggestion-option-for-disabling-coordinate-spawn-rules-for-animals.615849/||E||Yes|
DH agreed this would be helpful for him and the mapmakers like it.
|Trap and other land transport AI||9/28/2017||https://forums.civfanatics.com/threads/cant-build-movable-landmines-or-naval-mines.622820/#post-14877005||E||Yes|
numerous examples of the needs are given in the comments in the post. May need to itemize this once it goes to be addressed.
Write out a guide to the Trap mechanism once the AI is designed for it
Been promising this for a while but without the AI done for it, it will need a bit more working I think - AI may be done more than I think though. Check.
|Pedia guides for some of my stuff like buildups||9/28/2017||https://forums.civfanatics.com/threads/tutorial-game-manual-for-c2c.616181/#post-14800097||E||Yes|
Should do this before release at least.
|Gold to upgrade routes within your city radius||10/6/2017||https://forums.civfanatics.com/threads/is-there-way-to-upgrade-routes-automatically.620375/#post-14823551||E||Yes|
Maybe more important than D depending on ongoing conversation