1/ When a unit class is set to move = 0 (action points= 0) to modelize bunkers, the parameters move = 0 does work for human player but concerned units of AI side may move (I did see my bunker in magic levitation to cross at least 5 hex
2/ Sometimes (it does occur regulary), tanks or assault guns of AI conduct a kind of "infinite attack cycle" that have a relatively long duration (15/30 seconds), even they are set with one unic strike in parameters : curiously, the attacking unit (tank or assault gun) and the attacked unit (all kind of units) stay blocked in a sort of "infinite combat cycle", that ends only when one is destroyed or in retreat.
It's not vey annoying because the cycle always ends, and I set the retreat parameter at a high level to abrege it, and in addition I reduced the "loss evasion" capacity of tanks/assault guns in attacks, but this little bug of "infinite attack cycle" does occur regulary during games (not systematicly but regulary)
Precision : In my mod, assault guns does use the "mechanized units" slot, and tanks use the vanilla "tanks slot". They have the both a range fire = 2 or 3
I never noticed this little problem with another type of units (example : Mechanized infantry and motorized infantry of my mod use vanilla cavalry slots and have a range fire = 2, but this little problem did never occur with these units)
I think this little problem has perhaps a link with something that is hard coded, because I noticed that tanks and mechanized (my "assault guns") are very oft agressively used by AI in attacks : when this problem does occur, all things work like if tanks or mechanized (my "assault guns") did not want to stop combat after using their strike capacity.
EDIT : Seems that the solution to the second question (repetitive attacks cycle) is perhaps here :
https://forums.matrixgames.com/viewtopi ... 4#p5291664