9.X (as of 4\516 full updated) Ramps + Walls

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biorapture
Posts: 6
Joined: Mon Oct 28, 2013 11:13 pm

Tue Apr 05, 2016 8:47 pm

Walls that can be "mounted" or walked on are treated as level 1 walls.

This obviously pertains to second tier on up. Might be something with the mesh overlay and not treating it as a walk-able surface. I have gone into the editor and added the larger walls and get the same results. Replicates every time i load.

Ramps themselves cant be built on, the AI stands about as if it cant path to the source, normally manually placing them closer then clicking the build button would save this (like gates they have to be closer) but no matter what they cant build, had to place using the editor.
Last edited by biorapture on Wed Apr 06, 2016 1:43 am, edited 1 time in total.

Rommel459
Posts: 5
Joined: Fri Oct 05, 2012 5:32 pm

Tue Apr 05, 2016 10:25 pm

I had the can't build issue with tier 2 gates as well, they just run in a circle in the middle of the blueprint while trying to add materials.

haven't yet tried the other items you're having issues with, so i can't confirm whether those are present for me or not

johnlukeg
Posts: 4
Joined: Mon Apr 04, 2016 9:45 am

Wed Apr 06, 2016 1:21 am

I can't get my characters to successfully add materials to Defence Gate 2 or Ramp 2 + 3. I haven't tried 4+.

biorapture
Posts: 6
Joined: Mon Oct 28, 2013 11:13 pm

Wed Apr 06, 2016 1:40 am

Tier 2 were upgraded for me from Tier 1. This allowed the placements to be correct and in order as they naturally progress without having to take up to much space or be redesigned. However the gate was tricky as the placement of units to build was force at the "front" or "arrow out" side. Once they were on the right side they placed and built like normal. It seemed the mesh to build was correct as units from around came to help upgrade, and were able to build normally. Only the unit that was adding the materials had to be on the outer portion of the gate as the AI would not path correctly to the resource point.


Update however as i have finally, after messing with the units got them up on a single wall, but not where the devs break up the single full length wall into smaller areas. the units wont walk across the smaller areas.

Then my game was breaking during dev mode and units were ignoring all walls and ramps and walking through them. Alas, rebuild and retest of the issue still shows same outcome.

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Captain Deathbeard
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Wed Apr 06, 2016 1:12 pm

does rebuilding the navmesh with ctrl+shift+F11 fix the problems? If not can you send me your savegames?

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Zeal
Posts: 526
Joined: Mon Mar 24, 2014 1:41 am

Wed Apr 06, 2016 9:25 pm

Captain Deathbeard wrote:does rebuilding the navmesh with ctrl+shift+F11 fix the problems? If not can you send me your savegames?
I'm having the same problem. 3 of 3 defensive gates i've -tried- to build in different locations in 0.90.x have all failed to be able to have materials added to them. The builder just sort of buzzes around the center of the wireframe doing nothing. Navmesh redraw does nothing, loading does nothing. Seems like a constent issue, atleast for myself.

savegame.rar: http://puu.sh/o8DEW/b8560a5842.rar
OS: Windows 7 Home Premium 64-bit
Processor: Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 CPUs), ~3.4GHz
Memory: 16Gb
AMD Radeon R9 390 Series

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Rommel459
Posts: 5
Joined: Fri Oct 05, 2012 5:32 pm

Wed Apr 06, 2016 10:40 pm

navmesh rebuild had also not worked for me, http://tempsend.com/95E3B480F7

Mr Grimlock
Posts: 22
Joined: Mon Apr 15, 2013 1:58 am

Wed Apr 06, 2016 11:54 pm

Had the same issue with the hybrid stone mine -'buzz around, unable to add materials.

biorapture
Posts: 6
Joined: Mon Oct 28, 2013 11:13 pm

Thu Apr 07, 2016 8:13 pm

Captain Deathbeard wrote:does rebuilding the navmesh with ctrl+shift+F11 fix the problems? If not can you send me your savegames?

got an email you want them emailed to ? or prefer a specific way ?


just loaded the one ive been doing my testing in - with the level 4 walls, Updating the Mesh seems to allow them to travel up on the side where the ramp is located, however where it breaks up and you use the smaller "walls" to fill in the gaps they wont walk onto them. They wont turn a corner from a "square"(ish) wall.

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