civ2 said:
As I said elsewhere:
Very cool way to create an Immortal:
UNITKILLED
Immortal
Anybody...
CREATEUNIT
Immortal
previous (xy) or
capital (xy)
MOVEUNIT
from capital (xy)
to enemy.capital (xy +- 1)
etc...
Must be precised by adequate xy.
So each time you kill the Immortal unit, it reappears at it's original spawn coordinates or at it's owner's capital?
I did this once by editing the Rome scen that ships with the original Civ2: Goths just keep reappearing in Northern Europe so the Romans fight an uphill battle. The catch in this case is that each time the Romans kill a Goth, 2 more Goths appear; so basically, you get 2 for each 1 you kill. Result is a rapidly expanding horde. Of course, the Romans only unleash the horde by destroying an immobile Germanic Village unit--which they have to if they want to expand into Germania.
The main problem you're going to have is that units set to go to x coordinates--MoveUnit essentially forcing the 'GoTo' order on the AI units--can have their orders cleared by the presence of a rival unit in an adjacent sqaure. This means that the Immortal may destroy that 1 enemy unit that cleared it's orders but may then roam the map as the AI just LOVES to do.
One way to ensure that the AI will send units towards a certain UNIT (as opposed to sqaure) is to place one of the AI's units next to the target unit--thus revealing the enemy unit to the AI. The AI will send every non-fortified unit towards that square (including air units--EVEN IF THEY LACK THE FUEL TO GET THERE).
The typical way of getting unit to keep going all the way to the target sqaure is by having the same MoveUnit action every turn. In this case, it means that if the Immortal gets its orders cleared, it may still be given the 'Go To' order again. (Note that the 'Go To' order in AI terms means code:7; i.e. the number sevent appears in the AI units' shield when you reveal the entire map--cheat menu, not option in scenario properties in cheat menu.)
The two problems with this are that a) it will activate all AI units of that civ to go to your capital and that b) if you only want the MoveUnit event at certain times you will have to write a MoveUnit event for each turn that you want the AI's units to go to the enemy capital. (The latter being a mute point if that's what the scen is about.

)
Just a note on the MoveUnit action:
MOVEUNIT
unit= [I think all units are affected regardless]
owner=
maprect
x,y,x,y,x,y,x,y
moveto
x,y
numbertomove= [AI frequently ignores number so 'ALL' is best value]
A related event you could do is this so as not to have units re-appearing ad infinitum:
@IF
UNITKILLED
unit=[Leader]
attacker=[player1]
defender=[player2]
@THEN
JUSTONCE
TEXT
^^[Leader] has been killed by the forces of [player1]!
^
^^The [unit1]s of [player2] prepare a massive assault in vengance.
ENDTEXT
CREATEUNIT
unit=[unit1]
owner=[player2]
veteran=yes
homecity=none
locations
x,y
endlocations
@THEN
MOVEUNIT
unit=[unit1]
owner=[player2]
maprect
x,y,x,y,x,y,x,y [somewhere in player2's part of map]
moveto
x,y [player1's capital]
numbertomove=ALL
@ENDIF
(Repeat this event for each unit1 only without the Text part.)
Another thing you could do is create a new unit in each captured city pre-set to go to the next enemy city.
Example:
@IF
CITYTAKEN city=[city1]
attacker=[player1]
defender=[player2]
@THEN
CREATEUNIT
unit=[unit1]
owner=[player1]
veteran=yes
homecity=none
locations
x,y [city1]
endlocations
@THEN
MOVEUNIT
unit=[unit1]
owner=[player1]
maprect
x,y,x,y,x,y,x,y [city1]
moveto
x,y [city2]
numbertomove=ALL
@ENDIF
(When unit1 takes city2 another unit1 will appear there an proceed to city3 and so on.)