0.90.10 (EDIT) Walls, gates, and ramps very hard to build.

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BoogieMan
Posts: 69
Joined: Mon May 06, 2013 9:31 pm

Wed Apr 06, 2016 2:15 am

With the tech 2 gates, my engineers will constantly jitter around at the center of the gate as if they can't path to where they need to be to start building.

Tech 2 ramps are completely ignored.
Last edited by BoogieMan on Thu Apr 07, 2016 6:53 pm, edited 1 time in total.

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haunter12a
Posts: 38
Joined: Sun Apr 03, 2016 6:47 pm

Thu Apr 07, 2016 4:07 pm

I had the same problem. if you put it as the bottom grade gate then in the UI press upgrade your people should be able to build it now rather than being stood in the middle I would assume that it is the same with ramps also.

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BoogieMan
Posts: 69
Joined: Mon May 06, 2013 9:31 pm

Thu Apr 07, 2016 6:53 pm

Well, an update, there are times where walls won't be built either. The difference from ramps is they they try to build it, but just shimmy around in place and won't add the materials.

Large Defensive walls don't seem to work at all unless the ground is very, very flat. I literally tried to lay down a wall in an area about 13 times before I gave up. Even when the blueprint looks nice and smooth it just doesn't work.

I've also encountered strange pathfinding issues in areas where I've built gates and wall sections, where large areas that are pretty far from an gates or walls behave as if they are impassable, rebuilding the navmesh doesn't seem to affect it and the effect is intermittent.

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haunter12a
Posts: 38
Joined: Sun Apr 03, 2016 6:47 pm

Thu Apr 07, 2016 7:19 pm

I have the same problem sometimes but it makes my walls but not the connecter piece so units just com through the tiny gap. but I tried using makeshift walls first then trying to upgrade them sometimes it works sometimes it doesn't.

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

Fri Apr 08, 2016 6:41 am

BoogieMan wrote:With the tech 2 gates, my engineers will constantly jitter around at the center of the gate as if they can't path to where they need to be to start building.

Tech 2 ramps are completely ignored.
We desperately need some way to ground level. Being able to put everything on flat earth would probably fix a lot of issues. We've taken an engine with pathing issues, and moved it to an even more rugged terrain setting and then adding a boat load of other stresses atop it.

Max Dredd
Posts: 18
Joined: Mon Jul 15, 2013 8:42 am

Fri Apr 08, 2016 7:47 am

Walls have been my absolute bane for a long time. But this time with the new map i thought I would try to establish a base at the absolute flatest spot I could find so that walls would be an issue. Even in flat basin at the bottom of Okrans pride I had issues:

1) the biggest problem seems to be arround workers addiing materials to the wall and building the wall. Even when the wall blueprint is positioned and the ground is flat workers have trouble pathing to the correct spot to build or add materials on some sections. They either get to the spot they stutter about in a little dance or they cant path to the spot. (i have tried reseting the nav mesh many times and it doesnt help with this issue).

Possible solutions:

- each wall could have a number of positions from which materals can be added and work done on it. This would atleast mean there was more chance.

Or
-better yet add a new building a construction yard , a single small base building where workers can add materials and work on building all placed walls without having to go to the wall itself. (less than a perfect solutions but it maybe easier to resolve this way.

2) There seems to be an issue with placing gate sometimes or it lets you place them but then not work on them.

Draxis
Posts: 8
Joined: Tue Apr 05, 2016 12:52 am

Fri Apr 08, 2016 1:26 pm

Advanced stone mine also has the placement issue

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