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Old February 8, 2003, 10:36   #1
Palaiologos
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Move Units
I have come to the conclusion tha the only way to make the AI behave properly is to use the MOVE Units event.
However despite my efforts the AI only follows the instructions aproximately 60% of the time.

I know that the coordinates must be put in the correct sequence and i have done that, but i want the units to move continiously toward their objectives, not only for a turn.

So:

How big can the map rectangle be? I thought only four squares, but then i checked Red front's events.


Which units move? f.e if the map rectangle is set:

63,53(1) 65,53(2)

63,55(4) 65,55(3)

will it affect only the units in the middle square(64,54) or all the units in the five squares?

If possible can someone post a link to a guide or something containing the above information?


Thanks.
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Old February 8, 2003, 10:39   #2
Palaiologos
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Oh and BTW every time i try to change the irrigation graphic and load the game anew, the previous graphic appears simultaneously with the new one. Any permanent solution?
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Old February 8, 2003, 11:56   #3
fairline
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Quote:
Originally posted by Palaiologos
Oh and BTW every time i try to change the irrigation graphic and load the game anew, the previous graphic appears simultaneously with the new one. Any permanent solution?


Pericles, I've just replaced the irrigation tile in your scenario and it worked fine.
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Old February 8, 2003, 11:56   #4
DarthVeda
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MoveUnits can be as big as you want. There's a couple of things about MoveUnit:

1. No units that are fortified, or have other orders will follow the new orders. Only units that are brand new will follow your orders. Sometimes, the AI just won't follow your orders-- the best way to get them to follow your orders is to create the unit and then give it orders. Then give the rectangle orders every time a type of unit is killed (since AnyUnit doesn't work in this field) and whenever a new turn is called.
2. No human controlled units will obey MoveUnit.
3. It works best if you target an areea behind a city rather than the city itself.
4. The map rectangle can cover the whole map if you like.

About your irrigation graphic, I have no idea.
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Old February 8, 2003, 12:10   #5
Palaiologos
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Thanks Darth Veda.

About the irrigation-problem solved!

the problem ensued whenever i used the in-game editor.

I just pasted the graphic with M-S paint and wotks Ok.
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Old February 8, 2003, 12:13   #6
Palaiologos
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What do you mean brand new?

Units that appear at the start of the Scenario(f.e Persian Cataphracts in Messopotamia) do not move with the "Move Unit" event?
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Old February 8, 2003, 12:48   #7
DarthVeda
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units that are newly placed and have no orders (at the start of a scenario or after they are created by the events).
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Old February 8, 2003, 13:19   #8
Boco
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Just to be redundant. Place both the CreateUnit and MoveUnit actions after the same trigger to make one long statement.

I've not always had luck with MoveUnits on units placed at the start, at least not with the Turn / MoveUnit sequence. Does manually invoking the 'Go To' command on the cataphract before making the SCN file have any effect?

As far as tip sheets. I only know of two. DV's list is one of them (he came up with it about 3 years ago). The other is Cradle of Civ: Nemo's Mastering MoveUnit Guide
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