So I had an idea to test for bugs, but haven't had too much time to play recently, so my party doesn't have the resources for it.
So I heard that there's issues with creating walls with 2 gates, that only the last built gate will be used. I'd like someone to try to build 2 scenarios that expand on this:
1. Separated courtyard: so have a bunch of buildings in a main walled off area, and extend the walls of that area, passed the gate, and then close with a new gate. This will give your castle/town a front courtyard area, useful for defense.
2. Complete walled off area inside another wall: build a big complete wall with one gate, and then build a second completely walled off area inside the first walled off area.
Both of these sound like setups someone might try, and might expose more bugs. If no one responds, I will attempt these tests myself ones my squad gets enough resources (currently trying to erect my first small shack).
Can include visual aids if the description is too vague.
Thanks for helping out a curious player!
Bug test request: walls
Hey man, I'm actually going to help out and retest this issue, and doing so right now. And to be honest, this issue is actually a little different than what I mentioned as I'm testing it out, I'll write it up play by play pretty much, because it's actually... awkward. I'll explain more in a minute.
Windows 8 64-Bit
Intel i7-3820 @ 3.60GHz
32 GB RAM
Nvidia GeForce GTX 670
Intel i7-3820 @ 3.60GHz
32 GB RAM
Nvidia GeForce GTX 670
Okay, so you have a pretty big settlement, and you have Gate 1 and Gate 2. Gate 1 is the first gate built, gate 2 built second, obviously.
When commanding units to leave the outpost that is closer to to Gate 1, if both gates are closed, they will leave out of gate 2, whether or not the gates are locked.
They will leave out of Gate 2 to unlock gate 1 from the outside.
If gate 2 is closed but gate 1 is opened, they will leave from gate 1.
They will leave from Gate 1 to open Gate 2 from the outside.
It seems as if they still want to use Gate 2 more than anything, but if Gate 1 IS opened, they will leave out of it, only if it is opened. I don't know this thing is... weird. I'll try a new base out with one of your ideas, see what happens. Because this base is just, a giant circle base with 2 gates, 1 at both ends. Going to update the other thread to link it to this one, for more detailed experience.
When commanding units to leave the outpost that is closer to to Gate 1, if both gates are closed, they will leave out of gate 2, whether or not the gates are locked.
They will leave out of Gate 2 to unlock gate 1 from the outside.
If gate 2 is closed but gate 1 is opened, they will leave from gate 1.
They will leave from Gate 1 to open Gate 2 from the outside.
It seems as if they still want to use Gate 2 more than anything, but if Gate 1 IS opened, they will leave out of it, only if it is opened. I don't know this thing is... weird. I'll try a new base out with one of your ideas, see what happens. Because this base is just, a giant circle base with 2 gates, 1 at both ends. Going to update the other thread to link it to this one, for more detailed experience.
Windows 8 64-Bit
Intel i7-3820 @ 3.60GHz
32 GB RAM
Nvidia GeForce GTX 670
Intel i7-3820 @ 3.60GHz
32 GB RAM
Nvidia GeForce GTX 670
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