View Full Version : Seafaring Start Location Issue


JohnnyBuck9
Feb 16, 2005, 08:19 AM
Hi all,

I downloaded a neat map Vancouver - Victoria from this site. It is a map without resources, etc., ie: a "clean map".
Never having used the Editor before I found it smple enough to just add (redistribute) the resources, goody huts, etc.
Problem is, when I play this map as the Dutch, I want to play as seafaring/agricultural for this map, the starting location is not on a coast tile??
I realize the starting locations could be independantly adjusted in the editor to make them all on the coast, but is there not a better way to ensure I get a coastal starting spot if I happen to pick a civ with seafaring trait?
I want the start locations to be ramdom and changeable by random so I can play this more than once and not know where everyone else is starting.
Thanks for any and all help!

Cheers Seato.

GRM7584
Feb 16, 2005, 09:23 AM
Map ---> Redistribute starting locations?

The computer almost always sets at least a few next to water tiles.

JohnnyBuck9
Feb 16, 2005, 02:53 PM
GRM7584, yes correct that is what I have done, but I don't seem to get that/those starting location(s).
I suppose perhaps, (unless someone knows otherwise), that is just the way it is and you may sometime get a coast start, or not.
Does seem a bit odd in that I thought they fixed this issue, at least in normally random created maps/starts in a regular game ....

Thanks much Seato.

Plotinus
Feb 16, 2005, 03:11 PM
Are you using Conquests 1.22? It really ought to work properly with that...

Nate1976
Feb 16, 2005, 03:18 PM
If you want to be a seafearing map, when you put down the start locations, go to start location properties and click always... and pick a seafearing civ. Only thing is, that means they are always there, and I don't even know if C3C has that. I have Vanilla, so if I'm wrong, sorry.

_-Nate-_

Master Kodama
Feb 16, 2005, 04:11 PM
I would think, though I'm not certain, that if you delete all the start locations on the map the game... SHOULD place them randomly, which in turn SHOULD place seafaring civs next to sea tiles. However, I'm not sure if this would work or how reliably it would work.