What are you trying to do with these peasants? If you want ambient peasants which the computer controls, try the "peasant" unit as they walk about for themselves as "peasant" is set as their Map Action Tag in monsters.
And for ordinary ambient life set them to team -1 as well, though really it's a recommendation, as technically anything with a team number below 0 is team 0 except for scripting stuff
There usually isn't a problem with moving ambient life, the two main things to check:
- Check that the action is triggering, you need something set to initially active that then triggers the move (or triggers actions that eventually cause the move). Setting a move to initially active won't always cause it to begin predictably.
- Check the peasants don't start in the water, I haven't the faintest idea why this can sometimes break units, but I've tried to move units in the water before and it simply fails unless they started on dry land. Though it may have been my map.
I checked this and everything is OK. Fortunately I found the problem. I don't know why, but my peasants can go only to one waypoint. If MOVE action has more than one, they aren't moving, so I have to make a lot of these MOVE actions. What is the reason? What can I do? (I'm glad anyway, because this problem was bothering me three days )
I was wrong. I made new MOVE action with one waypoint and it was good. Then I added second waypoint and it was good too. Unfortunately at the fifth waypoint peasants weren't moving. So in my map MOVE is limited to the 4 waypoints, but I don't know if it is only for peasants or other uncontrollable units or maybe for all units. Anyway, 4 waypoints aren't too bad. I don't have to make so many MOVE actions.
I rarely use more than two except in platoon actions which seem to cope with considerably more, but are probably more than you need just to move a few peasants