Optimal Walling: JavaScript to test a QoL (Age of Salamanders)

For the same two end points, there are 4 configurations possible:

  • diagonal line attached to the first point
  • diagonal line attached to the second point
  • no diagonal, vertical line attached to the first point
  • no diagonal, vertical line attached to the second point

On the tool, while you are drawing a wall, you can cycle between these 4 configurations with the right button or the mouse wheel.
Which one of the two (right button or wheel) would be better ?

Mouse wheel feels more intuitive and easier to use.
RMB may be used to cancel the command when placing a structure.
In chess RMB is used to cancel the command.

Many people use the wheel to rotate gates (aka change the configuration) so using the wheel as default while placing a wall is preferable.

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Ok, thanks for the insight.

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This would be a QoL buff for turtling civs like portugese and koreans… I want it for yesterdey

This was one of the most popular suggestions during beta and also gathers popularity quickly here :slight_smile:

It would avoid one of the biggest problems of current walling algorithm - accidentally causing wall to be built in a completely different shape by moving mouse to adjacent tile at last moment before clicking. If this suggestion would get implemented, then moving mouse to adjacent tile would alter shape of wall just a little bit, making it much safer.

Players would love it, but what do the developers think about it? How hard it is to change current walling algorithm?

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Great and simple feature! Love it. Would get rid of one of the most annoying things in this game.

Also this has nothing to do with automatization, people that say such stuff clearly dont get the point of why many of us dont want things like Autovillagers. In the end the existing drag-and-click feature for walls is simply bugged and this would fix it!

If mousewheel can be used without conflicting with zooming (if you have that on mouse wheel aswell), would highly prefer it over Right Mouse Button.

Great Work!

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I posted another QoL suggestion from Age of Salamanders in this post.
It is also related to walls building and could work well with the Optimal Walling.

Thank you for the idea, I just updated the CodePen to allow to see the difference with the current implementation.

If you tick the Show game current implementation, yellow tiles will appear when building a wall to indicate the tiles that would currently be built in the game.

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Very nice! Although, is it actually too generous to the game? Compare the two screenshots below – first one looks right, but does the game actually do this for the second one?

The old (i.e. current game implementation) wall seems shorter than the new one (i.e. optimal walling) because I display grey color on the tiles where both the new and old methods are valid.

I just changed it to have a color in between when both are valid.

Does it seem better for you ?

Yup, seems better to me.
Now I just have to count and compare tiles… xp

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This image shows well what you are talking about.
optimal_walling_compare

I also used it as inspiration (together with the DE reveal trailer) for the beginning of the scenario trailer :wink:

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bump for dev attention, very nice work and suggestion if you can switch between old/new with the same bind as gate rotation

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I just saw this from T90, which is a perfect illustration of this issue:

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“That has to be a bug” - indeed.

Well guys, we did it

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Thank you to the devs for implementing this ! :blush:
And thanks a lot to all of you for your inputs and your help in promoting this ! :smiley:

Viper seems to like it a lot :snake:

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GG you did it. 20 characters

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Question about the current feature:
Is there some way to toggle between the possible ways that are all optimal?

The diagonal part could be at the begin of the wall or at the end. Both are most likely optimal, but the game just seems to pick one of the two.

Unfortunately, this part of the solution was not (yet?) implemented.
Currently, the game seems to select the solution with the longest wall section on the side of the initial wall tile.

There is a new discussion about it in this topic.
Your feedback is welcome there. The more we show interest in this feature, the more likely it is to be implemented :wink: