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jim panse
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Anvilvania
Oct 2002 time: 06:16
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I have only "playing" experience with them but I think Pablostuka could help you out, he used those commands in his Spanish Civil War scenario I think.
Basically it works like this: You need to define the area in which the respective units should move and the units (which means the respective owner civ) where to move to.
To simplify this, I copy'n'pasted an event from Captain Nemo´s "Second Front" scenario (explanations below):
@IF
RECEIVEDTECHNOLOGY
technology=28
receiver=Germans
@THEN
CREATEUNIT
unit=Panzergrenadiers
owner=Germans
veteran=yes
homecity=None
locations
99,75
97,75
99,77
99,79
endlocations
MOVEUNIT
unit=AnyUnit
owner=Germans
maprect
96,76,98,74,101,77,99,79
moveto
97,67
numbertomove=ALL
@ENDIF
The first part is all common-place yada yada 
And not comes the interesting part: the command line (MOVEUNIT) is clear, also the following implications/restrictions (like "unit=AnyUnit" and "owner=Germans").
* The funny part is the next one: the red text in such an event defines the area. It must be 4 valid coordinates - which are written down there in this example.
* The blue marked part marks the (valid) map grid where to the units defined at the beginning of this events command are going to.
* The green marked part marks the number of units of assigned civ´s units in the defined area that should execute that command.
Well, that´s it. Nothing spectacular about that I assume - and you are around these Civ 2 places longer than myself.
All you have to do now is to follow those instructions to get the proper result - if I am not mistaken 
Happy creating, I am more than looking forward to your project, Phenix 
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Thanks, Jim (although I'm guessing that isn't really your name, lol)
Curt, moving unthinking barbarian hordes is precisely what I'm trying to do right now.
Here are some of my ideas;
1.) Use one of these events to move all barb units in northwestern asia minor toward gordion, and then, when gordion is taken, toward hattusas, the hittite capital. What I'm thinking of is CITYTAKEN triggers that activate the MOVETO orders. At a certain turn, the first trigger activates and moves all Phyrgians toward the preferred destination, in this case, Gordion. When gordion is taken, this activates another CITYTAKEN trigger and a new MOVETO order that sends all the barbs in the area to hattusas. If I set these orders (once triggered), to activate every turn, am I correct in assuming that these MOVETO orders will continue to send barbs in the selected area to the selected target ad infinitum?
2.) The hyksos will appear, take a few cities, and generally decline quickly, helped along by the egyptian player's earnest attempts to expedite the process. It's currently set up so that the city of Tanis, in the delta, will fall to them. It's also virtually inevitable that the egyptians will, at some point, take it back. When that happens, a CITYTAKEN event will trigger the MOVETO command, and everything in egypt will be told to move to specified points in palestine/syria, much the same way as the event above, with multiple targets, the seizure of which will activate the next event. Once again, the question of permanence arises. The way that I'm considering doing this, once these MOVETO commands are activated, egyptian units will move to the targets in palestine/syria until the scenario ends.
Comments? criticisms? Suggestions?
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Lord Spurious
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Well, it's me, Exile, and this is a DL, technically against the rules here, but for some reason my main account won't let me in and I don't have the password. If someone can fix this it'd be nice. 
Until then, I'll use this to continue the dialogue--I've got a scenario to complete.
Kellog, I'm thinking the same thing. I'll bet that that's precisely what it does. The command is given, each turn, to units in the prescribed area. But if the unit encounters something before reaching the intended destination, then it stops and addresses that problem, and in the process, cancels the MOVETO order.
The "turn=-1" keeps it repeating, moving the units every turn. Whether they reach the spot is less certain. This command, once I understand it, could make for MUCH more comphrehensible barb movement. And after all, what I'm going for here is just what Curt said--mindless barbarian hordes.
Has anyone ever USED this command in an event file? I'd like to hear about it if so.
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techumseh
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of the frozen North.
Apr 1999 time: 22:16
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These two events (in this case, from Operation Market-Garden) in combination seem to keep everybody moving along:
@IF
TURN
turn=Every
@THEN
MOVEUNIT
unit=AnyUnit
owner=Germans
maprect
0,66,38,66,38,86,0,66
moveto
13,79
numbertomove=all
@ENDIF
@IF
UNITKILLED
Unit=AnyUnit
Attacker=Anybody
Defender=Anybody
@THEN
MOVEUNIT
unit=AnyUnit
owner=Germans
maprect
0,66,38,66,38,86,0,66
moveto
13,79
numbertomove=all
@ENDIF
Nemo did a tip on this which is available on the Cradle of Civilization site.
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Lord Spurious
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Eureka!
Thanks, Brian. That's exactly the kind of info I'm looking for. The any-unit-killed trigger is a great idea.
Boco, I've watched the movement of high-movement caravans given the GO TO command in this latest scenario while testing it, and they, at least, aren't affected by intervening units/zoc. Caravans keep moving toward the target until they connect (or are killed.)
The essential issue is to prevent powerful barbarian units from simply wandering across the countryside aimlessly when I've got something more focused for them to do. Instead, I want to control their movement and appearance as much as possible. I've got a new trick to limit the geographical appearance, and if I can use the MOVETO command in the ways described, it'll change the barbarians for the better.
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Gagliaudo
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of Medioevo
Jan 2003 time: 06:16
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quote: Originally posted by Exile
2.) The hyksos will appear, take a few cities, and generally decline quickly, helped along by the egyptian player's earnest attempts to expedite the process. It's currently set up so that the city of Tanis, in the delta, will fall to them. |
Only historically (if you're interested): the Hyksos elected the occuped city of Avaris (in the Delta, too, and - don't recall - not too far from Tanis, however) as their capital. No more, just this. Keep on, Exile 
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Thanks Brian.
I think that this is precisely how the AI wages war.
When a state of war exists, the AI creates a rectangle, one large enough so that it gathers in quite a few units, switches its city builds to the military advisor, and then picks a target city. After that, it just throws the units in the rectangle, and that appear in the rectangle, at the chosen target, until such time as it either takes the city, or decides that it won't be able to, and then either switches targets, or makes peace.
But I have seen situation where the AI is attacking two targets simultaneously, so perhaps there can be more than one rectangle.
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beingofone
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U.S.A.
Apr 2003 time: 05:16
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I just got done looking at this one. I don`t want to give away any suprises Exile might have planned so I won`t say to much.
This is gonna be a winner.
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