I have the scenarios, the objective plans, and the gameplay. I'm working on how cinematics work, and I'm also looking for voice-over — not easy, but I have ideas. https://wildfiregames.com/forum/topic/168855-campaign-idea-with-the-iberians-–-looking-for-feedback-and-editor-tips/
This hitbox you used are the model's bounds but aren't accurate to see what the unit collide with.
It's my bad for not doing the obvious : adding a debug for visualizing the actual footprint used for collision.
I was debugging mostly using boats to this time because they have everything more extreme than elephants : inertia, size, and they even have drifting effects. For them, the footprint is already accurately displayed when you select them, but now I added the debug so we can also see it for elephants. Also it made me realize that for boats it's fair to approximate their shape to a rectangle, but not so much for elephants who have different ratios, so when we spoke about corners, we highly exaggerated their extent for elephants :
Yellow is the debug footprint. You can now display it by enabling Unit motion overlay and selecting the elephants.
I'm convinced that a lone elephant pathing got better. He'll be more resilient to solving hitting a building corner for example. Lone elephant with other non-solids that used to block them it's even more obvious.
I'm doing the tweaks I can to make herds of elephant not too terrible but they will always be less agile then normal units
@real_tabasco_sauce do you think we could also slightly increase both their pop cost/res cost, and make them a bit more tanky? So that you get their new ability with micro but getting tones of them is still not as easy?