Broken Wall/Gate Pathing

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Zackeriah
Posts: 4
Joined: Sat Apr 12, 2014 5:50 am

Sat Apr 12, 2014 6:32 am

I have a substantially large base in the large flat area east of Capan south of Fisher. The base wall is built of defensive walls.

The problem I am encountering is that whenever I close the gate(singular), any of my squad members that try to move anywhere, they path themselves back to the gate, open it, walk to the center of the gate, then go to where they where going.

If they aren't in a direct line to get to the gate, they walk up a ramp and pile against the side of the top of the gate and just glitch there and refuse to move.

I've managed to get around this for brief periods by quick-saving and quick-loading every time the pathing becomes bugged (doing this seems to reset the current move order they had when the game was quick-saved).

Honestly at this point, having a base is nearly impossible because I have to leave the gate open in order for any of my squad members to function. Thus the walls I have are irrelevant.

I cannot hazard to guess the nature of this pathing error because it is so far-reaching. Once, my main character who had traveled a vast distance from the base, immediately turned back to go open the gate when I closed it to keep bandits out.

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Sat Apr 12, 2014 1:42 pm

This issue has already been reported, and there is a workaround to allow gates to function, to a small extent.

So long as you have at least one gate open on each enclosure of walls, you should be able to function properly.
What I mean is, build one or more gates somewhere else such that there is now more than 1 path in/out of your outpost.

Seimears
Posts: 190
Joined: Sun Mar 09, 2014 7:59 am

Sat Apr 12, 2014 2:46 pm

I built my usual system were I put one gate past the main gate. Then put a ramp up on my wall that was right were the now outer gate was and now they just go up the ramp then go do there thing.

I build my outer walls around my base then put a gate in there some were then I build a hall way or corador along the outer wall with another gate on it. An at that second gate I put a ramp to it. To put crossbows up on the wall were needed to cover the gates.

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EternalAmbiguity
Posts: 40
Joined: Mon Jul 15, 2013 6:08 am

Mon Apr 14, 2014 8:00 am

I'm also having this issue, and it's quite frustrating. Additionally, if you have a character outside of your base, and go to close a gate--the character stops, and if you try to move them, they run back to the gate to open it.

As for your suggestion, PnzrNorm, that still means that gates are left open, and the enemy can get in.

Because the gates refused to work correctly, I initially walled all my characters off, with no gates. However, when it came time to "level up," I had to go to town to sell stuff--and I decided to build a gate and just leave it open.

Kind of off-topic, but this led to about five different fights where every single one of my characters was left unconscious--yet I managed to get them all to survive, which made me appreciate Kenshi's approach to combat: brutal yet forgiving. You're supposed to get beaten multiple times.


By this time it's not a major worry (my entire character bar at the bottom of the screen is full), but I would still like to be able to close my gates and not have my characters unlock or open them (that's another thing, I don't understand the difference between locked and unlocked--does that mean neutral parties can open it or something?).
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Clawdius Talonious
Posts: 540
Joined: Sun Jan 29, 2012 7:35 am

Mon Apr 14, 2014 10:25 pm

While we don't have any ETA other than "hopefully soon" for it, the upcoming pathing revamp looks to fix all of the issues that are the underlying causes of glitches such as this. Unfortunately, for the time being, all we can do is wait for the patch and speculate as to its arrival and the extent to which it may address issues that are only pathing adjacent, such as Navmesh rebuild times.

Ben
Posts: 26
Joined: Fri Apr 04, 2014 12:22 pm

Wed Apr 16, 2014 8:12 am

Just to add more details:

I built my base in an area whereby there is only 1 path in, and I built a gate there naturally. Following the suggestions, I built another gate somewhere along my walls, as an alternative path out of base and the gate leads to an inaccessible cliff so no security issues there. Everything works fine as long as I keep this side gate open, and I can close my main gate with no problems. The exception is when I send someone outside of base and they will keep running back to open the main gate. However, if they are far enough before I close my main gate, they are then no longer affected by this 'Gate-Separation Anxiety Bug'.

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Hatsune_Neko
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Posts: 4086
Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Wed Apr 16, 2014 9:44 pm

distance seems to be an issue.
if your gates are near where you work then the constant running to open the gate is known to happen. Only once with recent updates have i had a issue where they would run to open the gate, and that was when they were repairing the gate from a bandit attack that broke it.

Me i have my gates far apart. basically i built until i couldn't move my camera then i built the base in a circle around that limit.
Gate 1 Main gate, first one that was built.
http://steamcommunity.com/sharedfiles/f ... =249903880
Gate 2
http://steamcommunity.com/sharedfiles/f ... =249903817
Gate 3
http://steamcommunity.com/sharedfiles/f ... =249903924
And to show the size of my outpost.
http://steamcommunity.com/sharedfiles/f ... =249903983

Maybe because of my bases size but i never have the issues everyone else is having with the gate. even when i send my people outside, they don't go running back to open said gate.
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