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COH3 Worldbuilder issues and bugs

28 Oct 2023, 19:58 PM
#1
avatar of Rosbone

Posts: 2100 | Subs: 2

This post is a collection of issues with the worldbuilder/game. Things mappers may need to be aware of to make the best maps they can. This list will grow as people come forward with information. And it will shrink as they get resolved.

There are a lot of really cool things in the worldbuilder and the game. Those things are covered in YouTube videos, Relic How-Tos, etc. This post is not about trashing Relic (even though I may have a fun poke at them once in a while). It is just a web searchable place for mapping information.

GAME RELATED ISSUES
1) The AI does not use the same pathing for all actions. This leads to times when an AI can get trapped in a location that has only a diagonal entry. Once the units move into that position they become trapped. Verify your maps do not have impass areas with only a diagonal entry.


2) Vehicles are not using the PRECISE MAP. This leads to vehicles moving into positions they should not be in. Like driving almost fully inside buildings and other blocking objects.


MAP OBJECT ISSUES
1) Industrial pipes are destroyed by early vehicles. Jeep and Kradshutzen. It is definately a fun one to watch as the vehicles avoid small barrels but smash thru concrete with embedded steel poles like its tissue paper.
ebps\environment\objects\industrial_features\industrial_pipe_set


2) Large oak hedge has sight blocking issues. The blocking cube is too small and units tend to shoot thru the hedge if given sight from another unit. The objects named indestructible seem to be destructible. Test them before using.
ebps\environment\nature\oak_hedges_01_large


3) Large refining tank object is easily destroyed and does not block sight at all.
ebps\environment\objects\industrial_features\refining_tank_lrg_01


4) 1x6 blockers do not block shots.

5) Objects placed on the map may randomly cease to interact with the environment. Meaning they may no longer grant cover or sight blocking. This may be due to inadvertantly hitting a key that toggles the object Entity/Visual while editing. Test your map objects in game to verify they are actionable.

6) The large circular ruin towers at some point stop blocking pathing for vehicles. Vehicles will drive right thru them like they dont exist. Maybe they dont. I mean whats real after all right?
ebps\environment\objects\ruins\italy_ruins_set\roman_tower_01


7) The large Oil Well is invisible thru Fog of War. So it appears and disappears as you play.
ebps\environment\objects\industrial_features\oil_well_01\oil_well_01


8) The large blocking Church object is bugged in both sight and pathing.
ebps\environment\buildings\italian_rural\ir_church_3x4x3_01_blocker


9) Large dock poles are set to be sight blockers and probably should not be.
ebps\environment\objects\walkways\dock_wood_post


10) Small rectangular crate objects has a bugged cover/pathing position. Its position does not match the indicated position in the editor. This may cause locations where the AI gets trapped and cant get free.
ebps\environment\objects\accoutrements\crate_set\crate_set_md_02


11) The sight block size is too large on the Cargo Container object. Units moving next to the container will have bizarre FOW interactions because they are inside the sight blocking object. You may want to put objects nearby to limit how close units can get to the containers.


12) The tall wire fence objects are easily destroyed by light vehicles. But the end posts are not. Indicating the fences are bugged and should not be easily destroyed.


THINGS TO THINK ABOUT
1) Sidewalk objects are designed to let units walk over impass areas. Using them near buildings may create situations where units may walk inside of walls, buildings, etc.

2) If using the objects that allow units to walk over them, you should take care to think about what happens when the units do not fully walk over the objects. Will a single unit walk off the side and do some game immersion breaking type things. Vehicles also do not always pass over these objects cleanly, so you may want to put blocking or impass around the objects to force units/vehicles onto them.

3) If you look at a Relic made map, you will notice a ton of green cover objects. That is because every faction gets a vehicle at the start of the game. So your options of making anything meaningful or cool looking from yellow cover objects are nullified. Those cool things will be destroyed 15 seconds into the match.

Most mid game vehicles also seem to destroy a lot of green cover objects as well. Add to this the ability to completely destroy buildings and you have to really plan out how your map will play thru the game. Or it will just be an open moonscape after 11 minutes with no cover or sight blocking.

Way to go Relic, you learned nothing from Coh1 and Coh2. I knew you could do it!
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