How does one properly enclose a wall?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
Post Reply
Argus
Posts: 49
Joined: Sun Apr 07, 2013 5:25 am

Sat Aug 17, 2013 7:38 pm

I'm trying to do it, but it keeps causing pathing errors with my guys-- if I try to close all the gates, on the 2nd to last or last one they'll walk outside then open up another gate, then sit there. Additionally, doing some tasks with machines inside the wall will randomly cause people to walk over to a gate, open it up, then walk back to the machine.

Anyone figure out how to do it properly?

Also, yes, I have done the Ctrl+Shift+F11 to redraw the nav mesh.

smokauweeds
Posts: 12
Joined: Sat Aug 03, 2013 9:16 pm

Sun Aug 18, 2013 3:09 am

Im having all the same troubles. When i did manage to get them to close both gates, using a single character to accomplish that, the guy assigned the tech bench runs over and opens one of the gate.
I had to remove the gate from my first wall, as no one would walk by it. I have two lines off wall, with the gates at far left, as I cant get walls to connect to that side.

Nav mesh repair didnt work for me either.

Comrade
Posts: 13
Joined: Mon Aug 19, 2013 7:16 pm

Mon Aug 19, 2013 7:27 pm

Same here. If it matters, I have my outpost on top of a mountain pass between Skinner's and Eyesocket, so basically I have two walls facing opposite directions, with impassible cliffs on the other two sides. Dunno if that would cause a pathing issue or not (I recall something about inside-out gates being an issue). I also tried the shft+ctrl+f11 command, and it occasionally works. One thing I've noticed is that it opens all of my gates, and once I close them, they have all sorts of weird issues. Sometimes my characters (usually not all of them, but mostly those who had nothing to do with closing the gate) will freeze and not move, sometimes they'll start walking all the way around the mountain in the opposite direction to open the gate from the outside, even if I just ordered them to go back to work. If that happens, then the only way I can stop them from carrying out a suicidal run around the mountain is to press the medic button.

Another issue I'll have with my particular wall placement is that sometimes I'll notice bandits outside my walls, and my characters absolutely refuse to open the door and attack them. Other times, this won't be an issue.

One potential fix I have noticed is that sometimes it helps if you press shft+ctrl+f11 multiple times, and other times it helps to save and reload.

peaceofwar
Posts: 2
Joined: Fri Aug 09, 2013 9:55 am

Tue Aug 20, 2013 7:38 am

I have seen same issue and in addition if an enemy comes around my guys all run to the enemy and try fighting through the walls lol
I am like.. why don't you ignore them they would never get inside... but EVERYONE drops everything and runs over to the wall to stab the wall while the enemy ai stabs it from outside... lol :mrgreen:

User avatar
SnowyDay
Posts: 17
Joined: Wed Aug 07, 2013 2:38 am

Tue Aug 20, 2013 9:34 am

Ok so I've been fidgeting with walls a crap ton cause it always bugged me with the gate and blah blah.

So, my findings. If you want to keep the gate locked, make one guy incredibly heavy (backpack or a dead body) and then have a faster character close the door. If you HOLD RIGHT CLICK it will override their attempt to unlock the gate and screw everyone over. Now, you have them all right clicked and the slow guy as far away from the gate as possible. Now tell the heavy guy to move with one click, he'll auto switch to unlocking the gate. Since someone is already performing the task of screwing ev- I mean unlocking the gate, your other guys will listen to you. Tell them to do whatever, auto tasks is the best, then hold right click the heavy guy. Sacrifice one guy, but walla. Safety within walls and no one trying to unlock the gate.

It's only a temporary fix for now, but it has saved me a lot of workers as I can set guards outside to deal with bandits.

Also, my guess as to why your workers don't fight bandits outside if the gate is locked... is because I think there may be a script telling them to NOT unlock the door for the bandits lol. It's listed in the update on the main page for Kenshi. Thus the need for some capable guards for outside the gate. Hold right click them and they won't unlock the gate but will fight. Hope this helps till the gate bug is resolved

cniht
Posts: 24
Joined: Sat Apr 27, 2013 9:30 am

Tue Aug 20, 2013 11:54 pm

My biggest issue has been the fact my guys can't do any work with the gate closed as well.

However, I did figure out the pathing issue in my own situation. I noticed when the game seems to have a pathing fart manual walk one guy over to the exact point people go in or out of the gate in the middle of it. Suddenly the AI recognizes 'oh I can go through here' and it seems to fix everyone else. I also actually managed to build walls all the way around my city atop a plateau with shear cliffs on three sides near Catan. I actually figured out you can kind of bug the wall build part by laying single pieces of wall one at a time. Even though it shows red as un-level click anyway and it will usually let you lay down the first wall piece and adjust it. It's a slow hell doing that all the way around, but it works.

User avatar
SnowyDay
Posts: 17
Joined: Wed Aug 07, 2013 2:38 am

Wed Aug 21, 2013 3:48 am

Did you try my suggestion above? My workers do everything I tell them to within my walls, gate close... As long as I have a scapegoat for the gate (aka, the guy who's taken the job of opening the gate but has his command overriden)

Comrade
Posts: 13
Joined: Mon Aug 19, 2013 7:16 pm

Wed Aug 21, 2013 6:36 am

Looks like it'll only be another week until some issues with the walls are fixed. If that's the case, then I can live with one gate open for the moment.

Actually, there really hasn't been much of a difference between when my gates are opened or closed. I've been grinding out rum to sell for various equipment upgrades, and really, the walls just funnel the bandits into one or two predictable entrances at this point. Leave one gate open, and just have the camera panned in that direction, and you'll have at least an advanced warning of any attacks (as opposed to waiting until they burst through the gates if you forget to check them occasionally). For me the walls are largely just aesthetic.

Now I can wait for some sort of ranged weapon to keep the banditos away before they get to my fortress. Not that I'm complaining. This game, even in alpha, is better than some triple A games on release day.

User avatar
SnowyDay
Posts: 17
Joined: Wed Aug 07, 2013 2:38 am

Wed Aug 21, 2013 7:02 am

Get a few heavy guys, like 3-4, and suit em up in as much armor as possible (it's what I do anyways) make sure to raise their combat levels (dummies help, and then send them out one at a time and patrol an area around making them fight bandits). Eventually you'll have some pretty sick guards for your fortress :D

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 7 guests