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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > FW: MoveUnit Command?
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Captain Nemo is offline Captain Nemo
Prince
Red Front
Jan 1970
time: 05:12
Question  Old Post 30-10-1999 19:17 Visit Captain Nemo's homepage!
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FW: MoveUnit Command? Suffering from ads?

I am looking for feedback from scenario creators that have experimented with the "MoveUnit" command in the event editor.

I know the standard answer: It doesn't work...

But that's not completely true.
I have numerous MoveUnit commands in my new scenario and they don't seem to work consistently, but without them the AI becomes much less mobile...
It is clear that not all units that should move, move. Also if there are cities on the fastest route to the destination, the command seems to be "redirected" to that city.
Is there a difference on how the command works if a specific unit name is used as opposed to "Anyunit"?

Paul Hanson is offline Paul Hanson
King
Dilbert
Aug 1999
time: 05:12
Post  Old Post 31-10-1999 03:16
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I`ve tried the Moveunit command several times, and I`ve never got it too work. However, I did see one scenario (100 Years War by Gary Longo) where the moveunit events worked. I mainly use it to force the AI to attack cities, but I`m not overly sure it works like that.

BTW, I`ve tried both the Anyunit command and specific ones, and neither worked on my version (MGE).

------------------
"I`m a rugged individualist, just like everyone else".

-Bart Simpson`s Guide to Life

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