Well, obviously, for general battles it would have to be horrendously complicated, given the number of troop types (but possible, mind you, in this respect). Dunno about how the how to scripts work, but it's still a script and should (sp) behave like any other script, and label_unit is still a command called through a script, as far as I know.

Quote Originally Posted by Battle of Trebia script
;label_unit ALLIANCE ARMY UNIT



label_unit 0 0 0 PLAYER_Hannibal
label_unit 0 0 1 PLAYER_poeni
label_unit 0 0 2 PLAYER_peltast1
label_unit 0 0 3 PLAYER_peltast2
label_unit 0 0 4 PLAYER_poeni3
label_unit 0 0 5 PLAYER_cavalry
label_unit 0 0 6 PLAYER_elephant
label_unit 0 0 7 PLAYER_cat_elephant
label_unit 0 0 8 PLAYER_numidian_cav
label_unit 0 0 9 PLAYER_barb_infantry
label_unit 0 0 10 PLAYER_sacred_band_cav
label_unit 0 0 11 PLAYER_med_cav
label_unit 0 0 12 PLAYER_barb_infantry2
label_unit 0 0 13 PLAYER_barb_cavalry
label_unit 0 0 14 PLAYER_poeni2
label_unit 0 0 15 PLAYER_cretan_archers
label_unit takes parametres as alliance army unit. It doesn't care if it's a how to script or a script used to get the elephants to breakdance, right?

Correct me if I'm wrong.

And the goal here is to make a some sort of dynamic AI to a custom battle, not for a campaign battle. Let's first concentrate on making the AI, after that we'll worry about getting it to work in campaign.