KingArthur... Yes, that could be arranged if the game terrain used in existing Games will allow for it.
The Other thing that is a bit annoying with these types of units is that they must either be fortified where the Clips are not seen or one must use the spacebar to pass on the turn for the unit every turn to see the Clips when set to play with the Default animation.
What I do, is have no Fortify animation in the INI. When you fortify it, Civ 3 automatically continues to play the default animation. In this case, the Default animation is a portion of the movie, and then you set the Fidget animation to a portion of the movie (with sound). This way it plays all the time if you wish.
I have the Zombie example done, in which default plays Living Dead part of movie, and the Fidget plays another part with sound, and they both fit together nicely.
More testing does show that in some cases the AI will capture the unit then leave it but that is basically when they want to go after something else.
This was the case I have seen in early CoMM3 scenarios. AI captured them, but didn't fortify units on top of them.
Actually, I did not have them Hidden Nationality; I had them setup with:
0 Def and 0 Attack.
Immobile.
Only the Fortify Standard Order checked.
And nothing else selected anywhere (except I had Wheeled checked because the scenario required it).
Available to all civ's; and required 'Unobtainable resource' so all civ's could capture.
As you said, it leaves the movement points remaining 'ball', but worked out pretty well. I don't think the AI 'knows' to fortify other units on top of it since it has no AI strategy. Can't remember if AI fortified them or not (don't think so, since it has no strategy).
AI does go after them, but it works well because player should also. In my case, they provide 'sight' (can give them radar also). Because in my scenarios not alot of cities, so good to see what's going on around the map without having to keep units everywhere.