C2C Bug Ticket Tracker
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1
Bug Title
Date Registered
Post/threadPriorityActive?SkillResolved DateNotes
2
An issue with Precision VS Dodge?2/10/2019from Discord1Yes
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
3
Strange H&S behavior to evaluate2/10/2019https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v38-plus-svn-after-the-20th-of-february-2018.629241/page-148#post-153645981YesDLL
4
ExtendsBuildingClass Upgrade requested by Toffer
10/6/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-708#post-14720239AYes
Find the thread or ask him to clarify again. Hopefully can find the comments on it. Something to do with the extended buildings tag
https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-709#post-14720861
Started a backroom team conversation
5
Attempt again to fix prereqs on replacement buildings without causing huge delay
10/6/2017AYes
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
6
Get my TRAITS set in the game!10/6/2017AYes
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.
7
Autoupgrading building tag for tech thresholds10/7/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-730#post-14884058AYes
Still under discussion
8
Build new generic tag for automatic building improvements by tech and gives recalibrated base cost assignment
10/8/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-730#post-14884058AYes
Under current discussion
9
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
1/20/2017AYes
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.
10
Seaworthiness for ships10/6/2017AYes
Has often come up and needs to replace a number of other systems.
11
Free Techs only allow for one selection in a round so if you earn 2 in a round, you miss out on the second.
1/26/2019https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v38-plus-svn-after-the-20th-of-february-2018.629241/page-138#post-15346571BYesDLL
12
Text display for the new bonus placement tag12/2/2018BYesDLL
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.
13
The problem with Bounty Hunter promotion12/19/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-110#post-14952912BYes
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.
14
Building category audits10/6/2017BYes
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.
15
Still some funny calculations on transports for captives
10/6/2017BYes
I just personally don't think this worked quite right somehow.
16
Bandit Riders can carry more than captives10/8/2017https://forums.civfanatics.com/threads/archers-and-bandit-riders-balance.623126/BYes
possibly helps to explain the other bugs in captive transportation
17
Global Spawn rates need to be looked at10/8/2017
https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-81#post-14867618
BYes
I have set the barbarian, neanderthal and bandit spawn rates to 0 in the A_New_Dawn_GlobalDefines and yet they still spawn.
18
Fix Flanking10/8/2017BYes
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!
19
Graphic glitch10/8/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-80#post-14854530BYes
some research in the code may be in order but perhaps related to the problem in setXY
20
A couple of VERY valuable new promo tags10/9/2017https://forums.civfanatics.com/threads/icelandic-culture.623093/page-2#post-14885476BYes
Shouldn't be too hard to add and would be fantastic for later devel work.
21
In CvTeamAI.cpp, line 619610/29/2017int CvTeamAI::AI_getTechMonopolyValue(TechTypes eTech, TeamTypes eTeam) constBYes
Figure out what the deal was here potentially. Minor bug but a bug I don't know what the consequences may be.
22
Escort AI doesn't seem to be working properly10/29/2017BYes
Don't see them using this much if at all. Probably fucked up somewhere.
23
Review Terrain Promotion changes and implement
11/5/2017https://forums.civfanatics.com/threads/unit-promotions.623471/#post-14893872BYes
24
Review Rmi's Unit Changes and merge in and commit.
11/5/2017https://forums.civfanatics.com/threads/unit-promotions.623471/#post-14910972BYes
25
Categorize Unitcombats officialy1/20/2018BYesdll 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.
26
Units only get best XP bonus available for combat classes within a given category
1/20/2018BYesdll
Important for game balance - must do Categorize Unitcombats first
27
Add tag to bonus infos to label a bonus incapable of being traded (and apply at least to all Culture bonuses)
1/27/2018BYesDLL/XML
Need to keep track of other bonuses that come up as being unworthy of trade
28
New Bonusinfos tag: TechAssumed1/27/2018BYesDLL/XML
At this tech, we 'obsolete the bonus' but wherever it is asked if the bonus is possessed, it always responds true.
29
New BonusInfos Tag: TechResearchModifier - a means to make the ownership of a bonus (probably in the capital) influence the cost of a tech
1/27/2018BYesDLL/XML
30
Lakes have resources so need workboats and more
2/9/2018CYesDLL/XML
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.
31
Settler promotions for buildings to be added when settling
1/20/2018CYesDLL/XML
There's some AI to this.
32
Find the problem with transport volumes going incorrect in size matters games
9/28/2017CYes
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.
33
Settler AI for other map type settlers9/28/2017https://forums.civfanatics.com/threads/custom-python-code-for-units.619380/#post-14800557CYes
I should probably help the future guys with this once overloads are corrected.
34
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.
9/28/2017there's a post around here somewhere - hopefully I can find it.CYes
A brief discussion broke out a while back on this matter.
35
XP gains from buildups9/28/2017https://forums.civfanatics.com/threads/autopromotions-of-property-control-units.619722/#post-14806889CYes
An important project to get into I think. DH has put some urgency on it before and I agree.
36
Audit the GP pts from wonders9/28/2017CYes
Shouldn't take long to complete and we could really find some ways to improve on this quickly.
37
Are Hunter AI sequences ignoring animals inside borders?
10/1/2017https://forums.civfanatics.com/threads/add-dedicated-action-for-hunters-hunt-all-animals-within-cultural-borders.619831/#post-14812718CYesIf so, fix it.
38
Longstanding caching bug with national tally of minor buildings
10/6/2017https://forums.civfanatics.com/threads/courts.621113/CYes
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?
39
Setup units that can transport to be able to have multiple transport types
10/6/2017CYes
This is actually kinda important to improve on.
40
Building recosting additional phases10/6/2017https://forums.civfanatics.com/threads/building-re-costing-project.620246/CYes
Go through and consider the rest of the factors and how they adjust things
41
Project: Land Blockades10/6/2017CYesDH requested
42
New promo tags10/6/2017CYes
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.
43
Yield and Resource and Equipment Inventory system
10/6/2017CYes
Leads to lots of other projects like pickpocketing and new merchant abiliteis
44
Size matters Hunting splits10/6/2017CYes
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.
45
Update Modularized Animals with the group names that were used on all the ones in the core.
10/6/2017CYes
Does this still need to be done?
46
Great Aviator and Air Combatants10/6/2017CYes
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.
47
Do Culture Wonders count against limit? Make it so they don't if they do.
10/7/2017CYes
Nobody seems to have a straight answer on this.
48
Upgrading a 'wanted' criminal can entrap wanted status
10/7/2017somewhereCYes
A sign of possibly worse?
49
Make sure all property Affliction Buildings show on the special buildings tab in the city
10/7/2017CYes
A side effect need of Outbreaks and Afflictions.
50
Review Messages and Texts in announcements in the Outbreaks and Afflictions
10/7/2017CYes
Part of the wrap up of O&A
51
Tech Quotes, Strategy, and Pedia for Torture Tech
10/7/2017CYes
Small project obviously
52
AI found a way to reduce to 0 city size somehow10/7/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-702#post-14689257CYesinteresting
53
Trails should require 2 cities in the nation before becoming available to build
10/7/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-702#post-14690099CYes
Makes sense and helps the AI.
54
Recalibrate/complete the Freedom Fighter mod10/8/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-85#post-14884367CYes
Potentially very game disruptive
55
AI problem with very poor captive use10/8/2017CYes
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".
56
Update Generic Unit Value10/8/2017CYes
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.
57
Compare Unit Stacks upgrade10/8/2017CYes
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.)
58
Settles Maptype10/8/2017CYes
I believe the futurists need to be able to set where a unit can settle if that unit CAN settle.
59
Reconsider how to restructure the civics tag for city limits to become relevant again
10/8/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-71#post-14815661CYes
Underwent some Unfulfilled discussion in bugs and crashes a while back and remains a bone of contention still.
60
Space Domain10/11/2017CYes
Areas need divided by Space tiles... noted. I might need to talk about this more in terms of a new Domain or two.
61
Neanderthal/Barb unit glut10/12/2017https://forums.civfanatics.com/threads/immersion-breaking-barbarians.622441/#post-14888785CYes
Seen this before and measures taken obviously didn't stop it from happening, just not as bad as it was is all.
62
Sub optimal immediate game entry behavior10/13/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-87#post-14890411CYes
Interesting report
63
Mismatch on Neanderthal playable civ10/18/0217https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-90#post-14894452CYes
civilizationinfos.xml?
64
AI has a problem with suddenly sending its defenders out of the city.
10/18/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-90#post-14894364CYes
Good pics to help with this
65
Trade of prop control units problematic10/31/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-94#post-14906611CYes
66
Possible other SM exploits to investigate11/7/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-734#post-14911974CYes
67
Improvements to improvements11/27/2017https://forums.civfanatics.com/threads/resource-improvement-incosistency.622361/#post-14926045CYes
Further up the thread there's possibly more notes
68
Some very important project considerations12/2/2017https://forums.civfanatics.com/threads/new-game-speeds.569658/page-49#post-14932653CYes
AI and Player capabilities
69
Add a tag for extra population to units for settlers
2/11/2018DYesDLL/XML
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
70
Strength adjustment per round change10/7/2017DYes
Note says 'add to init combat' - I have no idea what I was trying to say - combat odds I'd say
71
Battlefield Promos 19/24/2017https://forums.civfanatics.com/threads/hard-cap-on-glorious-battle-promotions.622385/#post-14872989DYes
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.
72
Add filter for resource producing buildings9/27/2017https://forums.civfanatics.com/threads/suggestion-add-filter-to-show-only-resource-producing-buildings.620048/#post-14815194DYes
Very helpful for the Zones Project!
73
Hotkeys for Buildups9/28/2017https://forums.civfanatics.com/threads/need-help-with-crime.622678/#post-14876626DYes
Should be part of the xml to setup a hotkey for this command?
74
Leviathon too strong9/28/2017https://forums.civfanatics.com/threads/c2c-promotions.458193/page-70#post-14775306DYes
Been a promo issue for a while - might have been addressed.
75
Set a patrol AI group10/1/2017https://forums.civfanatics.com/threads/add-dedicated-action-for-hunters-hunt-all-animals-within-cultural-borders.619831/#post-14812718DYes
Could be very beneficial for the AI to have some anti-invisibility patrols
76
Adjust population # charts10/6/2017https://forums.civfanatics.com/threads/normalize-population-stats-in-cities.620303/#post-14821855DYes
Important for Nomadic and Size Matters accounting considerations and future systems
Function is in the getRealPopulation function of the CvCity class.
77
Confirm proper functioning of nurseies10/6/2017https://forums.civfanatics.com/threads/tree-nurseries.620707/#post-14831525DYes
diff to setup the test, wb required
78
Develop out the Outbreaks and Afflictions10/6/2017https://forums.civfanatics.com/threads/a-new-modders-guide-to-v38s-c2c-combat-mod-outbreaks-and-afflictions.613839/DYes
Major upcoming project of extreme importance
79
XP Projections in the city screen flawed?10/6/2017DYes
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.
80
Criminals during a revolt changing sides10/6/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-721#post-14812371DYesCool concept.
81
Recast the Throwing Axe unit into the core10/7/2017https://forums.civfanatics.com/threads/icelandic-culture.623093/DYes
Javelineers should become these guys
82
Adjust the tech for Icelandic culture10/7/2017https://forums.civfanatics.com/threads/icelandic-culture.623093/DYes
Interesting history note and may require some unit and hero adjustments.
83
More XP awards for scouts when achieving things
10/7/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-707#post-14706864DYes
Some cool ideas to spark improvements in scout xp derival - they struggle to earn so need this
84
enforce an investigation check whenever a criminal enters a city
10/8/2017DYes
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.
85
put a much greater difficulty on passing an investigation check when the criminal is visible
10/8/2017DYes
Enhanced realism and balance.
86
bNoScalingByGamespeed tag request10/11/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-87#post-14887405DYes
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.
87
Improve Barb and Neander City development10/12/2017https://forums.civfanatics.com/threads/immersion-breaking-barbarians.622441/#post-14888609DYes
Would be nice if they were a little stronger.
88
Route was only required up to adjacent to bonus plot?
10/15/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-88#post-14891356DYes
look for it during the mountain resource access fix
89
GP starts GA in a new way11/13/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-735#post-14916931DYes
90
Era Infos to have the iGoldModifier2/3/2018EYesDLLFirst up for Joe
91
built Nazca Lines world wonder in Kyoto. All era benefits are lost when I do a recalculation.
1/13/2018https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-118#post-14973721EYespython/dll
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.
92
Combat resolution movement issues10/26/2017https://forums.civfanatics.com/threads/single-player-bugs-and-crashes-v37-plus-svn-after-the-24th-of-december-2016.607975/page-93#post-14902255EYesDLL
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.
93
Review Elite Trained Animals in prep to group wonder the trainers
10/6/2017https://forums.civfanatics.com/threads/caveman-2-cosmos-ideas-discussions-thread.377892/page-729#post-14876724EYes
Important to Jo's project
94
Zones Project9/27/2017https://forums.civfanatics.com/threads/factories-and-early-powerplants.620021/#post-14814960EYes
https://forums.civfanatics.com/threads/factories-and-early-powerplants.620021/#post-14814360
Not a bug but is an important prerequisite for Equipment and volumetric resources projects, as well as power property
95
Power as a Property9/27/2017EYes
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
96
Option to Disable Coordinate Spawn9/28/2017https://forums.civfanatics.com/threads/suggestion-option-for-disabling-coordinate-spawn-rules-for-animals.615849/EYes
DH agreed this would be helpful for him and the mapmakers like it.
97
Trap and other land transport AI9/28/2017https://forums.civfanatics.com/threads/cant-build-movable-landmines-or-naval-mines.622820/#post-14877005EYes
numerous examples of the needs are given in the comments in the post. May need to itemize this once it goes to be addressed.
98
Write out a guide to the Trap mechanism once the AI is designed for it
9/28/2017EYes
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.
99
Pedia guides for some of my stuff like buildups9/28/2017https://forums.civfanatics.com/threads/tutorial-game-manual-for-c2c.616181/#post-14800097EYes
Should do this before release at least.
100
Gold to upgrade routes within your city radius10/6/2017https://forums.civfanatics.com/threads/is-there-way-to-upgrade-routes-automatically.620375/#post-14823551EYes
Maybe more important than D depending on ongoing conversation
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