I saw that this mod adds a free commando promotion to all mounted units, which I didn't think sounded fun at all. So I edited the xml and removed it. But, AI mounted units can still use my roads, even though they don't have commando. This innate power doesn't show up on their unit summary, and my own units don't get this power. It looks like it was hardcoded 
Is there a way to fix this?
EDIT: Okay, I found a workaround. Apparently, the mod really is granting the AI am invisible commando promotion to its mounted units. I went into CIV4PromotionInfos and changed <enemyroute> from 1 to 0, effectively breaking the Commando promotion. I went back into the game, and the AI's elephants are no longer moving 3 tiles a turn in my territory. I then completely removed the now-broken commando promotion from the game by setting its techreq to TECH_SPECIAL_PROMOTION.
You can restore commando's old functionality by creating a new copy of the commando promotion and giving it a new name (I called it Commando2). This new promotion will look and function exactly like the old one in the game (even the title is the same, because we only changed the xml name, not the text string name), but it won't get accidentally (?) added to the AI units.
Personally, I decided that the game is better off without Commando at all. It was tolerable back before Warlords, but now it feels like a cheat code. I made sure that units that should have it (e.g. spies) got the new commando2 promotion, but set the techprereq to TECH_SPECIAL_PROMOTION for both versions.

Is there a way to fix this?
EDIT: Okay, I found a workaround. Apparently, the mod really is granting the AI am invisible commando promotion to its mounted units. I went into CIV4PromotionInfos and changed <enemyroute> from 1 to 0, effectively breaking the Commando promotion. I went back into the game, and the AI's elephants are no longer moving 3 tiles a turn in my territory. I then completely removed the now-broken commando promotion from the game by setting its techreq to TECH_SPECIAL_PROMOTION.
You can restore commando's old functionality by creating a new copy of the commando promotion and giving it a new name (I called it Commando2). This new promotion will look and function exactly like the old one in the game (even the title is the same, because we only changed the xml name, not the text string name), but it won't get accidentally (?) added to the AI units.
Personally, I decided that the game is better off without Commando at all. It was tolerable back before Warlords, but now it feels like a cheat code. I made sure that units that should have it (e.g. spies) got the new commando2 promotion, but set the techprereq to TECH_SPECIAL_PROMOTION for both versions.