1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

starting locations bug for expansionist civs

Discussion in 'Civ3 Conquests - Bug Reports' started by Pawel, Dec 4, 2003.

  1. Pawel

    Pawel Daimyo

    Joined:
    Mar 18, 2003
    Messages:
    625
    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.
     
  2. Flamegrape

    Flamegrape Chieftain

    Joined:
    Dec 20, 2002
    Messages:
    245
    Location:
    United States
    I've noticed this sort of thing too. I have the USA version.
     

Share This Page