I think transport "package weapon" is what makes -1 move.Indeed you are correct about the -1 Move originating from the transport equipment package. I can quickly grab where the -1 move penalty orginates from.
There is always possibility to add some pre-defined units to alphax.txt for the game creation time (one particular moment actually). They are then embedded into save file. They can have adjusted some parameters, but speed is different. However, they can have more than 2 abilities, even those disabled for particular unit type. So transports can have added antigrav struts and when "hardcoded" cargo capacity without transport package, they will be faster even.
The procedure this penalty comes from starts at address 005C13B0. Essentially the game checks the unit's weapon mode/equipment package and decreases the unit's movement rate by if it has a transport module. The movement rate never decreases below 1.I think transport "package weapon" is what makes -1 move.Indeed you are correct about the -1 Move originating from the transport equipment package. I can quickly grab where the -1 move penalty orginates from.
There is always possibility to add some pre-defined units to alphax.txt for the game creation time (one particular moment actually). They are then embedded into save file. They can have adjusted some parameters, but speed is different. However, they can have more than 2 abilities, even those disabled for particular unit type. So transports can have added antigrav struts and when "hardcoded" cargo capacity without transport package, they will be faster even.
What are the AI's rules for which transport receives the cargo? I've had all go into one, some into one and some into another, and so on.
If I want them to go into a specific transport unit for certain, I usually have to move all the others out of the base till they're loaded. I suspect that will be necessary at times, but having some clue as to which will or will not be selected beforehand might make it all a bit easier.
Transports can differ by chassis, morale level, total moves, moves remaining, on hold at the base (or not), base ownership, number of units already loaded, and so on. Which of these are considered? (Rather hoping here it's not random..).
Related question: can this be patched to be more user controlled, or is it within the realm of "need to figure out how the AI works first"?
Less related question: transports appear to be always be slower (with air units <much> slower) than military units on the same chassis. This might make some real-world sense, but fast transport exists with land, sea, and air in the real world. I'll take a wild guess that it's encoded somewhere in the .exe :D, so: could transport speed/moves per turn (relative to other unit types) be made player-adjustable in alphax ? And how difficult/trivial would that be?
I think transport "package weapon" is what makes -1 move. ...
PS: which special ability grants a unit a larger library to keep the crew from getting bored and plotting mutiny?