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Seems to have started recently in my game. Playing as the Dark Dwarves (and it happened with the Dwarves)...then it started happening with the Plague Lords.

I convert mines near my starting base, and send worker units to them. Some mines the worker units walk to, normally. Certain other mines, worker units will walk for a second and automatically be teleported inside the mine.

Don't think I've seen this before in any of the previous times I played. Is this a bug or what?
I should add on. By "certain other mines", I mean it seems random which mines. Some mines are fine, but other ones the workers teleport to them, even if they are far away.


Then sometimes the problem mysteriously goes away. The very first part of my Dark Dwarf skirmish map, workers teleported to the mines. After a bit (like 5 min), the problem mysteriously went away for the whole rest of the map.

A reset of the game (exiting the game completely, and opening WBC3 again) temporarily fixes it...but it comes back, randomly.
I use the "teleport to mine feature" all of the time. If I send a peon to make a building and upon completion the peon is stuck in an enclosed space, I try to find an unfilled mine to send them to. It may be that the path-finding isn't very good at telling the difference between stuck and not-stuck, and that's causing the teleport feature to kick in when it doesn't need to. (This teleport feature also works when combining wisps to ancient wisps -- it has saved me many stuck builder wisps and lots of crystal/time. Via selection order and movement commands it's even possible to ensure the newly created ancient wisp ends up free rather than stuck.)

Path-finding may be the most poorly coded part of this game -- it causes all kinds of crashes if you make a custom map and don't make the available paths wide enough. Too many armies + narrow paths = major path-finding problems. Actually, that may be why you get the teleport sometimes and not others -- I would not be surprised if the game has some kind of global path-finding budget and when it goes over budget some units don't get any of that path-finding budget and the game treats that the same as the unit being stuck -- no path found. (I see very large enemy armies get stuck all the time -- probably because the few units in front trying to navigate a narrowish path weren't getting any of the path-finding budget, so no one behind them could move either.) That would mean you may or may not get a teleport depending on what one or more of your enemies that you can't even see is doing.

If there is such a path-finding budget, and it's just one constant somewhere in the program, it would be really nice if we could hack that number to be a bit bigger to take advantage of modern CPU power and make the units a bit less stupid.
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Vendayn: A reset of the game (exiting the game completely, and opening WBC3 again) temporarily fixes it...but it comes back, randomly.
That is consistent with path-finding being the problem. When large enemy armies get stuck, saving/reloading frequently unsticks that army (probably by changing which units are getting to the path-finding trough first).