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Tunnels are meant to change elevation, so it creates an actual path. Try to make a tunnel where a path already exists wont do squat for pathfinding.
Vehicles should sue tunnels if it is shorter - just makes more sense. I have a tunnel under a mountain, but the transport rover will go around the mountain rather than through the tunnel (unless I tell it to). Not a great design.
Like that.
Same thing applies to the flat ground. If it will work - I guess it will work in both cases. Now it does work sometimes, sometimes not.
Tht sounds like the dome travel bug. From what I interpreted form wha tthe devs said in the QA that colonists were onyl meant to walk between domes if their workspaces touched.
Now seeming how you have one dome on the high part and one of the low that kinda makes it near impossible for them to touch. The elevation change terrain is larger than the workspace on most of the domes.
Not using the shuttles is weird. I have had my domes workspace touch and they still waste a shuttle to travel, lol.
Is the map you are on a preset landing site or a custom landing site?
Its a custom landing site, I like to have troubles, so I usually elect an start with high disaster levels.
This sittuation also happened when building the tunnel... the drones had tried to build the other side first when they had one end accesible and near the drone hub. They tried to go through the middle of the map... they lost power and then I was forced to cancel the building and rescue the drones with a RC Rover to recharge them.
My original dome is very far, so its impossible that the areas are touching...
I play another game called Kenshi (at .98 in EA) and it uses the Ogre 2 game engine (which is kinda horrid, but free.) Now here we have successful publisher (Paradox) and a succuessful developer (Tropicos) and yet they can not manage to get a simple navmesh right. Kenshi devs actualyl allowed the player to use cntrl+shift+f11 to force the game engine to rebuild a navmesh. This is because you cna build walls and gates and other items that requires the game to update the navmesh (like i said crappy engine.) Yet this game does nothing similar to that for the tunnels and such.
I would say after building a tunnel try saving and loading and maybe that can fix the navmesh like what happens with Kenshi game engine? I should have tried that myself but I didnt think of it until a few minutes ago...lol.
I really do not see how the pathfinding issue made it through to release. I am betting plenty reported the issue during beta.
I played a custom map yesterday doing one of the achievement challenges. I did not even bother trying to get to the higher ground.
I have over 100+ and never got anything stuck (except the tunnel issue) that I did not cause myself by boxing a rover in.
It's not cheesing the system. Any reasonable human driver or AI would choose a straight tunnel over a path with a lot of turns or obstacles, even if both are on flat terrain.
You know if you are going to berate me for calling out his cheese you should at least read the post first.
He was NOT trying to go around a mountain, crater, etc as you just implied. He was flat out trying to make a tunnel just to make the route faster because of the way tunnels magically teleport you to the other end.
On top of that he is making a noob mistake of running pipes and power from one dome to another.
What I said also makes sense because this game offers nothing in terms of roads, railroads etc for pathfinding so there would not be any code for it to determine taking that tunnel is a faster route. If the coding did exist we would not be having the issue of tunnels failing to work for elevation changes.