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not even sure if the Devs can fix it with the engine limitations.
that's pathing tool.
this has nothing to do with the collision part of the game engine.
it doesnt help that walls in general have been an issue in the game since it first released on steam.
walls had even been taken out at one point to fully rework them.
needless to say, the walls nor the gates where fully fixed during that time, and have remained at their current state ever since. even after several attempts to fix them afterwards.
May not be ideal solution, and do not know if it works at gate/wall interface, but worth a try.
https://www.youtube.com/watch?v=knFKJB99i8Q
Crowds can push characters through any walls or into positions where they are stuck behind objects. You have to pick them up or dismantle in most cases. They can push an arm into a building which counts as a burglary or intrusion sometimes.
It's a tech limit of the game as others have said.
Thanks for the shout out, yeah I am Cay Enigma, the channel is from the time I was active in Second Life.
If you are building on very uneven terrain or build part of a wall and then later adds more sections, it's quite easy to get walls that look connected, but actually have small gaps where enemies can fit trough. I stick to building on relative flat ground and plan out the whole wall, including any gates.
And I build from the gates out. So instead of starting at the gate, then going around and connecting to the gate again, I start one wall on each side of the gate and then connect them up, where it can be done as straight and level as possible.
Only when the whole thing have been planned, do I click the "complete" button.
Thank you for advice, but this is a persisting issue literally from 2014.
I do not need to build correctly, I am lookin for a possible resolution and for now it seems like there is none.
www.rif.org
Yes I did, thank you fro the video.
But the get through the closed gates. Will it help with the gates?
I have no problem with walls. Click outside of a wall usually helps to undersand if it is solid or not.
Are they 'clipping' through a 'pixel wide' space between wall and gate, or are NPCs breaking through gate over time? Maybe screenshot construction? I am no expert on topic though and see there is an 'answer' already.
But if they are battering gate down (a feature if you will...) improve the gate with more research, or if you find the 'battering feature' is not balanced to your liking then there are at least 3 mods at nexus that rebalance the gate destruction:
https://www.nexusmods.com/kenshi/mods/89
https://www.nexusmods.com/kenshi/mods/415
https://www.nexusmods.com/kenshi/mods/420
Thank you for mods, will take a look.
They just get strainght through closed gates. Not all of them, maybe 2-3 from raid.
Actually it works both ways. When I send my ppl to repair the gates some of them get pushed to the other side.
I have deceided just to buid more turrets for protection.
For good example of this see SpaceMinion's mod 'Reinforce The Gates' webpage linked below, see picture 8/8 https://www.nexusmods.com/kenshi/mods/420
This is normal layout for Castle gate architecture. Usually that space in between has a roof and defenders pour boiling water or oil on attackers, or a more low tech response is to just drop stones on them :D
+1 for double gates, it is a sound tactic with or without glitching. The idea is to create a kill zone which make defense easier and may also be easier to loot and clean up afterwards.
If the crowd size is smaller they are less likely to push through. Having water and / or enough harpoon fire will make them reach the second inner gates at different rates hopefully instead of all in a mass.
You can space out an entry way to line up two full wall sections which gives six turret spots on each side. AI can attack and destroy walls but are attracted to gates and will try that 99% of the time. You can build that channel over water to make it a true kill zone, and line up crossbow characters as well on the walls next to the turrets if you have the forces for it.
You can also mount built crossbows in front of the gate as well, it just costs iron plates. So even if they reach the front gate hopefully the survivors will be already wounded and staggered by the time they break through.
Extra options are to put a corpse furnace and cages in the alley between gates as a grim reminder to intruders of their fate, and as a convenience for you. Then a nearby series of boxes and shop counters for loot.
Another option is to have an expendable, very fast, or very tough character run around outside to distract pathing and space out the mob a little. This buys more time for your ranged characters to do their work and everyone else to get into position. Don't be afraid to pause now and then to give orders during raids, and it also helps the game engine keep up. Paid mercenaries work for this as well, although they can be weird about wanting to go in and out of locked gates like indecisive cats.
Level 2 walls are probably harder to clip through than level 1 and take longer to break. Likewise for level 3.
Another workaround is you can reduce raid size and frequency in options and there's nothing wrong with that. You can also import your game with reduced squad size.
Glitch or no glitch, your squad should really be able to handle a couple of bandits that do break through, and if not you should be paying for protection. Maybe there's some climbers and acrobats in the raiding party getting a boost off the shoulders of their comrades. Reduce the mob size and they can't jump over on their own.