View Full Version : starting locations bug for expansionist civs

Dec 04, 2003, 08:23 AM
If units 1 and 2 are set to 'none' in the editor under general settings, startting locations are disabled. To work properly for expansionist civs this should not happen unless the 'scout' unit is also set to 'none', otherwise a scout is placed in a random position on the map!

Disabling the starting units makes sense in many scenarios, where it usually is preferable to place units explicitly. The lack of starting locations and random appearance of scouts can, however, be a trap for the unwary - allowing immediate contact over continents that would otherwise be separated for a significant period of time.

This bug can be verified by inspection in the editor. I have the UK version of the game with the 1.02 patch installed.

Dec 04, 2003, 10:44 AM
I've noticed this sort of thing too. I have the USA version.