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Kenshi unwalkable terrian
Kenshi unwalkable terrian













kenshi unwalkable terrian
  1. #Kenshi unwalkable terrian for free#
  2. #Kenshi unwalkable terrian mod#

Is that how I mod in features to my city.Įverything that I placed that is a building is still there, but it looks really wack lol. I guess I just don't understand when I read that I have to edit the height-map. I'm more interested in the adding the features to the mod vs terraforming. How naive, I knew I had missed a big detail when I loaded. I did about 1/8 of the vision I had for the city.

kenshi unwalkable terrian

I had one mountain side looking like it had congealed around a large robot that was carrying something and that's where I was gonna put buildings. Hybrid Analysis develops and licenses analysis tools to fight malware.

#Kenshi unwalkable terrian for free#

I used all kinds of features to look like it was built from present day materials and scrap metal. Submit malware for free analysis with Falcon Sandbox and Hybrid Analysis technology. I spent so much time to make everything look very organic. I used lagoon platforms so there ware buildings under them aswell as building a city on the ground floor too. I was up on top of a mountain to start and the city extended to 3 other mountain tops and back around to the first. I spent 4 hours making a city adding terrain features. Making that section of the wall un-walkable or inaccessable.I'm also very intetested in this.

kenshi unwalkable terrian

The turret guy kept going back to the turret since they kept teleporting back down, so he went down extremely quick.Īnother is that the walls become angled due to terrain and my guys teleport down/up from it. They were teleporting and attacking and teleporting back down to the base of the wall between attacks. I recently lured some bandits to one of my gates with 2 turrets on each side to see it in action only for them to jump on the ledge of the outer wall and hit my guy through the barbed fence thingy, The only issue I am having is probably caused by terrain, which is what Sir Chuckels brough up. I continue until I come back to the other side of my starting gate. To build the walls, I place the gates of where I want them first, and then click to snap onto one side and keep placing until I hit the other side of another gate. I tend to make bases with a minimum of 2-3 (max of 5) gates/openings as the walls stretch out quite a bit from my actual base. Walls, and buildings in general, ought to be oriented vertically according to gravity rather than terrain slope. Also allowing some clipping with the terrain would allow you to take advantage of the geography (like building next to a cliff face).

kenshi unwalkable terrian

Corners could be rounded towers to enable people to walk the wall and place defense assets. Originally posted by MajNUN:It might be better to require placement of a gate first to determine where in and out are oriented, then just let you click-and-drag a wall around. Instead it snaps to a 45 degree angle in whatever direction. Adding a 'snap to grid' system when building walls? It can be toggled on and off at will, to prevent the free placement. Different wall assests? Corner pieces? Straight flat sections for internal wall design? Overhead bridge sections to span wall sections? Of course just ideas as I don't know what the new pathfinding system could handle and I don't know what the higher tier walls are so. Giving them firing arcs would also add a layer of depth to wall design. Is it possible to confine them to a forward facing 90 degree angle? I have had a few occassions of the guy operating the turret fully turning the crossbow to fire at a bandit inside my town, they end up shooting themselves in the guts. Building complex wall designs can also create problems, due to the way walls must face it is difficult to build in a particular direction over another which when trying to close up a wall leads to the frustrating aspect that it needs to be slightly tweaked to gain that perfect snap to.















Kenshi unwalkable terrian