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Mastering MoveUnit
by Captain Nemo
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The MoveUnit command is very fussy and I don't believe I completely mastered it but here are some tricks

First the area selection square needs to be upperleft>upperright> lowerright>lowerleft otherwise, no luck.

If the route to the target location passes "through" an enemy city the command appears to be "redirected" to that city.

Units that are entrenched or already going somewhere won't be "redirected" so if for example you have this command: 10,20,40,20,40,30,10,30 -> 35,25 followed by: 30,20,40,20,40,30,30,30 -> 45,25 which would progressively advances units towards the right of the map, all the units end up fortified in 35,25 and the second command never gets them out of there. This is because the first command square includes its own destination location so the units at 35,25 are told each turn, before the second command is issued, to goto 35,25.

The repeated move commands (each turn, based on a tech advance) continues to "catch" units as they become un-entrenched or reach their final destination so it's more effective than a "one-shot" move command. Even better if you can trigger the move a "unit killed" command that may run several times per turn.

By using tech flags like "Operation Blau" to trigger the movements you can be creative for example moving reinforcements up to a start city over several turns with a general move command then triggering a new move of all those units by giving a technology.

The best AI invasion strategy is to make createunit commands that point to areas deep inside the Human players territory, then progressively closer and closer to the border. If the locations are cities the units will only appear there after the city is captured... for dropping units in "open land" create an invisible human controlled unit (Blank square), shield in bottom right corner, no movement allowance and weak defense. Place this unit at the "desired spot", with no "home" city, it will be un-noticeable by the human player except when a unit "steps" on it, it gets "multiple units shadow" behind its shield. Once the advancing AI reaches the spot and kills the unit, AI reinforcements start appearing! Alternate is a fort blocking the spot, indestructible but supported from a city nearby... once the city falls the reinforcements can appear where the fort was.

But, there is still a whole lot of weird stuff going on with the moves and the AI does issue it's own move command too. So the event file moves are only setting some "general" guidelines for movement.

Watch out for move and create commands with odd-even locations coordinates...I had a few of them (Of course odd-even location coordinates don't exist on the Civ2 map) and the units move into "The Twilight Zone" another dimension where they can't be seen but they can attack and do exert zones of control. They can capture your cities in the other dimension without killing your units and you end up with "dual possession" of the city! Very weird results!


 

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