Popping Settlers in COTM

Più Freddo

From space, earth is blue
Joined
Jan 26, 2005
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Location
Vienna, Austria
While preparing COTM120, I learned something about myself. I popped a hut and read, apparently: "zz zz zz gave us a skilled zz", which I interpreted as "sh*t, a conscript Warrior I don't really need." But when it was time to move this unit, it looked very much like a Settler! So here is a possible explanation to the somewhat confusing fact that both Settlers and Workers have been popped in COTM119:

Could it be that through some Editor usage error on my part Settlers have replaced Warriors in the popping options, while the kludge to replace Settlers by Workers is still in place and functioning? Did anyone pop a single Warrior in COTM119?

I have looked through the rules change form in the Editor without finding the place where popped units are set to be Warriors (or Settlers). Does anyone know or have a hunch where this might be?
 
i am sorry but i do not remember for sure anymore whether i also popped warriors... but i tend to think no. i got settlers, lots of barbs and 1 tech i believe... no workers and no warriors afair.

t_x
 
I popped a spearman in the Korean game, I guess as equivalent to warrior, and some maps and barbs. No settlers, no town, no workers :sad:
 
:lol:

it keeps getting better and better... Piu what did you do with that file? ;)

t_x
 
I have no idea what happened. I made a test with many huts and popped all manner of units: skilled Scouts, skilled Settlers, skilled Workers... I then restored the default rules and tried again: skilled Warrior, skilled Warrior, skilled Warrior. I still can't find a specific setting. It's a random mutation.
 
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