erm... OK, so they disappeared. It may or may not be related to AC2013.
I had a very deep analysis of Ashes Cricket 2009.
Please correct me if wrong.
The game is made using Visual C++ 2007 with DirectX 7. The source code is a derived source, meaning, it is made from an older game Brian Lara Cricket series. It uses an older version of an existing game-engine. They licensed on a per-title basis, so every version of Ashes Cricket, they had to pay license for it. The big .w32 file is a big WAD file similar to the one found in Doom series.
It uses the older OBJ file format and builds a mesh. They render using DDS. I felt it was better than AC2013. The physics is the older OpenDynamicsEngine, with lots of constraints. In order to make the cricketers go around, they move around the mesh using path-finding. and simple AI*. The AI has not changed a lot since the original Brian Lara '97.
It implements a round-robbin system. where the closest person runs catching the ball. They use multiple meshes and markers to denote areas where you can or cannot move, where the batsman must do so-and-so actions at that position. And so on. It uses the older Lua for scripting.
The deadly part -
The main difference, is that Unity don't have very defined areas or regions to walk. That's one of the deadly flaws of Unity pathfinding. In Unity, it uses a simplified version of navigation. That's good enough for simple small games (Unity being an Indy game engine).
The weird movements you see in AC2013 is because of the AI being asynchronous to the models movement.
(In English: The AI takes a few milliseconds to calculate. Due to slower computer speeds, the batsman and other fielders behave erratically due to slowness. Since the AI takes a few milliseconds to calculate, the movement of the models behave in erratic or start/stop manner.).
At many times, the Unity version tries to find the nearest positions or points where the fields and lines intersect as the regions to walk or do actions specific to the fielders, batsman and umpire.
Coupled with their inefficient coding practices (i.e., using PlayMaker and huge PlayMaker scripts of all things!), QUAZAL Network library switched to Photon Library, it may be reasons for their poor game being made.