Found where the locations are stored for the second AI bytes that make units move to specific locations.
So 0x13 as the second byte of AI should make units move towards 3,13 on the map.
Using the table at 0x8B98908 that @Agro posted for the second AI Bytes, the 13th pointer points to B98724, these are the first 16 bytes at B98724.
01 00 FF 00 00 00 00 00 49 A5 03 08 (1C 87 B9 08)
In the data above in brackets is a pointer leading to B9871C and at that location, if you look at the four bytes prior so at B98718, you see 03 0D 00 00. 03 0D translated from hex = 3,13; which is the location that units with 0x13 as their second AI byte move to. I’ve tested it and changed the 03 0D and the enemy then moves to the new location specified.
So to change the location units with 0x13 as their second AI byte move to, just edit the bytes at B98718.
And so on for the rest, so for 0x14(move to 18,13 on map), the 14th pointer in the table points to B987A0, and the data at that location contains a pointer to B98798 and at that location, four bytes prior so B98794, is 12 0D 00 00 which is the location 18,13. Hopefully that all makes sense. I’m going through now and noting the offsets of the locations so I’ll post those in a bit.
actually it seems the locations aren’t all done in the same way. so I haven’t found them all yet. so far though
0x13 - B98718 (3,13)
0x14 - B98794 (18,13)
0x15 - B98810 (10,24)
0x16 - B9888C (8,2)