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				 Re: Scripting Issue - Specifically Retreat Command 
 Just had an experience with this.  I sent my pretender out early to do some sight searching.  Did not have the proper equipment or research to make her effective yet.  So, I decided to script her to retreat just in case a random barbarian or bogus attacked occured.  No need to take unnecessary risks, right?  Well I just so happened to get the random event where an assassin attacks one of your commanders.  D'oh!  I'm 99% certain the pretender could have killed the assassin, but got killed instead.  Fortunately, this was single player.  
 Yeah, I'd say its a problem.  Just changing the code to ignore retreat scripts during assaissination attempts would probably fix this problem.
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