start_town removes missing guards on first use for the given AI player; when combined with an AI that may train missing guard units quickly and a map where guards are bulk removed by triggers (like xZ6, Fury of the Swarm for the intro sequence) AND Zerg AIs being able to train units out of nonstandard buildings (for example Hydras from Nydus Canals) this may result in aise panic crash when the Player attempts to Save some time after the removal.
Doesn't seem to occur without AISE, didn't manage to reproduce it without Nydus Hydra training
Repro (seems to need uedaip exe unfortunately, or mod everything written above instead):
- Launch a modded exe with necessary changes (add dat reqs for training to something the AI already owns in the map)
- Start Fury of the Swarm from the BW Zerg campaign menu
- After the intro sequence plays out, wait a few seconds after the AI starts so that it starts training defenseuse etc. units
- Attempt to save
Repro at least 5/10, might depend on whether a nydus/non-larva building is used to train?

start_town removes missing guards on first use for the given AI player; when combined with an AI that may train missing guard units quickly and a map where guards are bulk removed by triggers (like xZ6, Fury of the Swarm for the intro sequence) AND Zerg AIs being able to train units out of nonstandard buildings (for example Hydras from Nydus Canals) this may result in aise panic crash when the Player attempts to Save some time after the removal.
Doesn't seem to occur without AISE, didn't manage to reproduce it without Nydus Hydra training
Repro (seems to need uedaip exe unfortunately, or mod everything written above instead):
Repro at least 5/10, might depend on whether a nydus/non-larva building is used to train?