I have been having issues with enemies being able to run through one of my gates and some of my walls. I have included two save file links below.
FIRST SAVE FILE.
https://fileshare.qut.edu.au/public/tur ... File_1.zip
Enemies, roaming NPCs, and also PCs can walk through my gate while it is closed. I was able to overcome this problem by including several more walls that blocked off the entrance.
SECOND SAVE FILE.
https://fileshare.qut.edu.au/public/tur ... File_2.zip
After doing an 'import squad & Buildings' to a new game, this problem has extended to the surrounding walls. Walking in-and-out through the walls may result in a crash (dump file attached).
Broken "walk-through" Gates and Walls
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- crashDump0.39.1.zip
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- Clawdius Talonious
- Posts: 540
- Joined: Sun Jan 29, 2012 7:35 am
I'm also experiencing issues with walls and gates that are not stopping my squad (and likely enemies but I haven't been invaded recently) from passing straight through them. Before this issue, I ran into some other oddities. For one thing, my stone refiners were not happy about being shut in a closed gate, and would constantly run over (about a hundred yards away from them in the opposite direction of the stone mine/storage) and open my gate for no reason. When I finally constructed my city wall, and a dual gate system in the hopes of keeping at least one gate closed, the first bandit walked up to my "locked" gate and simply opened it and walked in. I guess it gave me half a second to send my troops over to the inner gate, but it certainly wasn't what I had in mind when I built the thing.
*Edit* I guess I put my wall /gate up backwards? Seemed like the highest part of the wall should face the outside...
I was able to get the wall and buildings that had glitched on me to start functioning properly by building a Fabrication Bench in one of my buildings. I guess the functionality of the Fabrication Bench is going to be added in a future update? At any rate, I really think we need to be able to rebuild the pathfinding mesh without having to construct a new building/item, which I can see becoming troublesome. It may just be a temporary way to get around the issue, but while the core problem is addressed it would be nice to be able to repair oddities.
*Edit* I guess I put my wall /gate up backwards? Seemed like the highest part of the wall should face the outside...
I was able to get the wall and buildings that had glitched on me to start functioning properly by building a Fabrication Bench in one of my buildings. I guess the functionality of the Fabrication Bench is going to be added in a future update? At any rate, I really think we need to be able to rebuild the pathfinding mesh without having to construct a new building/item, which I can see becoming troublesome. It may just be a temporary way to get around the issue, but while the core problem is addressed it would be nice to be able to repair oddities.
That's curious. I think the building mesh is refreshed each time you build or demolish a building, but didn't work for me.Clawdius Talonious wrote:I was able to get the wall and buildings that had glitched on me to start functioning properly by building a Fabrication Bench in one of my buildings [...] At any rate, I really think we need to be able to rebuild the pathfinding mesh without having to construct a new building/item, which I can see becoming troublesome. It may just be a temporary way to get around the issue, but while the core problem is addressed it would be nice to be able to repair oddities.
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