Well, my first attempt at using units that could teleport ended up crashing with no teleportation. Against that, I have had troubles with this biq file before, so more testing with another biq file is in order.
From
Bluemofia's original post:
* Teleport capable units do not require telepads to teleport, but can only be teleported to certain selected telepads.
* Teleporting units can only teleport if it is within half the telepad's teleport range.
* A unit serving as a telepad will take in 1 damage per teleportation. It can heal the damage as normal units heal damage. When they have only 1 health, they may not receive teleporting units.
* If it has no health, such as a worker, settler, artillery, scout, etc., it may teleport units according to how much health it should have. (HP bonuses, regular, veteran, etc.) If you do not allow it to "heal", it will still have a limited amount of teleport capacity.
* Teleporting units may only teleport when there are viable teleport pads available.
* A building telepad, though it may teleport without limit of distance, may only receive 1 unit per turn.
* Teleport pads who happen to be marked as teleporters may teleport and still be able to receive teleport units, including it's own type.
*
Strangely, teleporting units may only teleport onto building telepads, or telepads on land. This means that naval units may not teleport onto another naval telepad in open water, only one in a port. Restrictions still apply, as in sea units may not teleport to open ground.
* No animation or sound is played when the unit teleports. It is similar to the airlift option, though uses a button with a "T" on it, and if hovered over, reads "unused command".
* Cities with Buildings with the Telepad option can be captured by simply teleporting into them with legal teleport units.
* Buildings may not receive teleporting units on the turn that it is built.
* Immobile units may not teleport.
* Telepads may not have AI Strategy as "Defense" checked.
Hoping That Helps!
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ADDENDUM from tom2050: "Only problem is, currently with Steph's and Quintillus editor, game crashes if there are more than 1 telepad selected for a teleport unit. Not sure if this is the case with the cracked Civ 3 editor."