I should have tried your tool to be more exact in the wording of my issue, it seems that your tool does not create this excess tile. However still it creates 1 shifted tile which is not intended and creates a weakspot in the wall (more surface area to attack).
For this reason I think the default dragging of walls should always be in a straight line. I would suggest your feature to be optional behind a toggle setting or a modifier such as shift.
Also I would like to stress that if your salamander algorithm gets implemented, the L suggestions should NOT be part of the scrolling options. That’s exactly what we want to avoid and they would heavily mess with the efficiency of this feature.
Imagine if you want to create a big L (which is hardly ever the best solution), why would you do this by dragging a diagonal instead of 2 lines? The whole idea doesn’t make any sense.
@Darkness01101 You must have thought very long to come up with that extremely ridiculous and niche example. It’s not even done efficiently, look how much stone you wasted on that top wall. Everyone else would do that in 2 seperate lines to guarantee full controll, save time, resources and avoid likely errors caused by the L algorithm.
Yeah, took a whole 0.25 seconds. Was really challenging. No, it was easy because I play different maps than you and make different gameplay decisons than you. Ahh, the beauty of an RTS gane with so many options. Variety is the spice of life, Sven
Then you realise you are in the vast minority, which makes your plea for keeping the status quo even more bizarre. Instead of listening to what everyone else seems to agree on, that there are better alternatives for the default behavior.
This has nothing to do with variety, rather with priority and optimising features according to how most play the game.
Not sure what you mean. My latest posts say I want my idea of: “(a) ‘straight line only’ as the default with a modifier key to make the L-shape”"… which is definitely not status quo. And which would be optimizing it for the players you refer to.
Yes sometimes we want to connect 2 points, sometimes we want a straight line. What matters is that our expectation matches the end result. For this reason a toggle in settings and/or modifier would be great.
My presented issue could be minimized if the algorithm wouldy stop altering the shape when you hover outside of the wallable area. So when dragging perfectly straight towards the edge of the map (or any solid), going off that straight line when outside of the map does not effect the shape off the wall. Perhaps this layer of complexity is not possible, but it came to mind.
Sven, catch up. If you can’t bother to read posts or work positively with someone to understand their meaning before condescendingly lashing out at them (as you’ve done multiple times), then don’t post. Your negativity and bullying ways aren’t welcome here. I have no clue why you keep verbally jabbing. Please stop
Maybe something could be done as a special case for the edge of the map (to see what excatly).
This would be fine for me, but it might add an extra layer of complexity for players not following this thread (why does my wall sometimes connect two points, sometimes not ?).
The suggestion of the ‘Salamander algorithm’ is to always connect the two end points (i.e. similarly to the current algorithm), but doing it using the optimal (in terms of wall tiles count and fidelity to the straight line) configuration.
Adding extra rules might make it more difficult to grasp for many players.
The flat edges, connected edge to edge, especially on even terrain, create a stronger less penetrable wall. I’ve used the point to point edges in diagonal walls, heard the warning horn and seen a cluster of AI units pushing through, not chopping down these tip to tip walls. And before you say the code is as impenetrable on a diagonal wall as a horizontal wall, my friends and I have all seen it happen, especially on uneven terrain. Each wall segment still requires the same amount of beatings to break but the leaking or squirting of a few troops prevents us from using diagonal walls unless going 2-4 rows deep.
If not, it would seem more like a bug (if I remember properly a previous update indeed generated similar issues, but was solved).
Could you try to reproduce it? If you see it again, you can open a bug topic describing it (use images-videos from a replay where this happens).
I just tested it.
It is indeed exactly what I suggested in the ‘Salamander algorithm’.
As you mentioned, the only difference is that the choice between Solution 1 & 2 (see here for details) is automatically done by the game instead of the player.
After checking, it seems that this choice is performed so that the longest wall section is on the side of the wall starting tile.
But, I am still very happy to see it implemented in the game. Thank you to the developers and to all the positive inputs from you guys on the forum !