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

Yes, of course. The purpose is mainly to ease the process and avoid wrong walls or having to find the perfect tile when making a wall with diagonal lines, especially when in the rush of the action. Once a wall is badly placed, eliminating the wrong foundations is also time consuming.

And this also happens at pro level, see for instance this video posted last week. :stuck_out_tongue_winking_eye:

Yeah, but “Quasi-Optimal Walling” seems less exciting :grin:

Technically, the third (or fourth… I do not remember) configuration is the one implemented in the game.
But, I like the idea. I will add an option to show the comparison with the game solution when I will have time. :wink:
In the meantime, people can have a look at this post from @Yorok0, to see an image explaining this.

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