AoE4 - How To Place Walls Without Getting Frustrated [3 Placement Constraints Explained]
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- Опубліковано 10 лис 2021
- A look at three constraints imposed when placing walls that do not exist when placing other buildings, which are the cause of many 'red' walls that simply will not place on an open stretch of terrain.
Age of Empires IV © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires IV, and it is not endorsed by or affiliated with Microsoft. www.xbox.com/en-US/developers... - Ігри
Thank you for spelling out all the things that have made me pull my hair out when trying to place a wall without at least 3 approvals from the local housing association
You're very welcome! I'll keep that HOA in check - don't think I can convince them of allowing any other paint colors for your walls though.
Pull your hair out, Winter i am a fan på cmon is there really any hair left to pull?
You should also include how difficult it is to replace parts of broken wall segments.
I usually don't have issues. It isn't the best interface but the trick is starting from the nearest wall segment and moving your mouse over to the next intact one, with the broken one inbetween. Don't try to build a wall segment directly on the broken one, it won't do you much good.
one more annoying thing you can only place gates after your worker started already building that section of wall you need to place on wall.
and when you do so, it deletes the next segment of the wall (at least for wood wall), and then you have to place that on again, BUT in like 33% of the cases you cannot replace the piece thats gone missing and you have to live with a fucking hole next to your gate. Its so frustrating....!
Of course you can’t place a gate on a wall that doesn’t exist, because gates need walls lol
This is one of many things I wish they kept from AOE3, placing walls was such a breeze... unless a trade route was in the way.
oh yeah, trade routes were the sacred, untouched spots no human can dare to build next to
100% agree. I liked being able to just drag a wall the entire length of a map in AoE3 and having it automatically adapt to any obstacles in the way and make however many different walls that were needed. Very tedious having to do each wall portion individually in AoE4.
Tbf, to competitive play, walls on aoe3 was even harder, having to delete the pilars to make them stronger and cheaper
The hell? Dude, send this over to them. Might be somewhere on the discord to report this. I hope they're working on a fix..
There is an official bug reporting forum. This video would be perfect for it!
I actually did submit a detailed bug report on this back in the beta. Was hopeful that it would've been fixed by launch and this video wouldn't have been necessary, but with no road map or list of acknowledged bugs, hard to say if this is even considered a bug by them or not. Maybe this video will get some attention and get it on their radar!
@@Waddling_Duck Sounds good. What you brought up especially with the placement difference between palisade and stone wall should absolutely not be intentional.
@Psymøn Your reply right here was the very first comment on any of my videos that UA-cam flagged as spam and had me review! Guess they don't like bug reporting forums or something...
@@Waddling_Duck it just may be intentional with respect to new wall mechanics, demanding more placement constraints. Which means solving this requires more work than tweaking a few variables
Thank you!!! I have been so frustrated and confused!! I thought I was crazy cause my friends didn’t notice a problem with placing
good video. The palisade barries on gold and stone mines makes so much sense as to why i had difficulty making them as Delhi
Glad it helped!
This is such a well-done video describing how it all works. Thank you!
Could you please make a video explaining about how the attack move works and try to understand why units just circle around groups instead of directly attacking the closest guy to them?
i keep seeing people say this but havent experienced it unless i A-move onto a specific unit by accident, which is the same as right clicking. Is this what's happening to you by chance?
The annoying thing ive noticed about A move is the units sometimes repeatedly disengaging to try to move to the location before returning to the fight after a few steps.
luckily they're adding patrol which solves the first problem at least
You must A click behind ennemy group, and never on a unit, or your units try to attack the units you clicked on
A simple but helpful video debunking some of my small frustrations. Thank you.
Well done waddling duck. The other day ypu were getting very small views and your subs were at 400! Nice to see a channel just explode like this. The videos are great
Thanks! Yeah, the past week has been very generous to my channel - I never expected to grow this quickly. Just 2 weeks ago I was around 130 subs!
That was a super useful and straight to the point, thanks!
Amazing job Spirit of the Duck! ;)
These are astute observations.
Thanks for explaining the matter so methodically.
Glad it was helpful!
Very informative and well explained! Thank you!
Thanks for sharing...walls can be frustrating!
I actually had this video near the bottom of my list of vid ideas, but was watching some streams last weekend and saw that everyone of all skill levels was wasting a lot of time getting walls placed! So props to you guys for helping guide me in what content to cover first, lol.
I had 5 knights destroy my woodline because I couldn't finish a last section of wall after 4 attempts. Thanks you for saving my vills.
There is also the thing that you cant build on certain terrain types, mostly rocky stuff which sometimes feel like it should be placable on.
Amazing tips :) I would just add, that instead of trying to stretch the wall for the full width, try using shift click so you fast pubdown curved walls too
Leaving a comment to help with the algorithm. Very good explainer vids!
Much appreciated!
YESSSS!!!! THE Lord of the Waddling Duck HIMSELF RETURNETH to bestow ENLIGHTENMENT to his bannerman! Lol, great vid good sir!!
Another extremly useful video, thanks a lot =)
Glad it was helpful!
this was super helpful, ty man
I find fixing walls or building near unbuilt walls can also be really annoying sometimes
Also can wooden walls lock onto the edge of a stone wall like they do with forests? Or does it leave a big gap?
They can't. And it one of the mpst annoying things in this game - you need to destroy full section off your early-game walls just to connect stone walls with something.
@@user-se2yx4wp3o yeah... Really annoying D:
Yeah there are certainly other issues than what I listed here. Sometimes a broken wall segment can be replaced, sometimes it can't. And no, wooden walls cannot connect to stone walls.
I like these noob frustrations. It just means you need to be smarter and leave room for the stone walls instead of building the palisade where the stone wall should be.
Your stuffs great my man
I appreciate that!
I wish that they would make it so that if you hold control or something the walls snap to the grid. I do like the freedom of placement but sometimes I do want to make them perfectly straight, just makes placing buildings behind them in a line much easier.
1:20 This has to be unintentional and will probably be fixed soon. I'm assuming they added a margin around unbuildable terrain to account for the width of walls from the centre of where you're placing them, but accidentally accounted for the same margin for terrain as well as the walls themselves, thus doubling the actually required distance.
as good as Spirit od the Laws videos. respect
I had others issues in my last Team game, holy shit thoses walls drove me crazy
Yeah the lack of connecting to teammate walls (and teammate walls themselves generating new exclusion zones) make its tough in team games for sure.
Good stuff! I appreciate how you just get right to the meat and potatoes of it.
Definitely need to fix this in the next patch
My complain is not about walls but more about paths in mountains. It's hard to know how many paths go through a mountain. Sometime you think your wall is complete but there is a gap somewhere.
Very true. My trick on this is to intentionally not build gates until everything is walled off. Then if you try to move a unit to the other side, they'll automatically find any gaps for you. If the unit ends up just standing still in front of a wall or other obstacle, then it is completely walled off. Sometimes you do need a gate before you test the whole length, so just use units at different starting points away from the gate and see if they go to the gate or find some other way.
Altough the UI should show these things (especialy #1), i kinda like the fact that in some places, stone walls can be placed while wood walls cant. Stone walls are much more sturdy and have much better foundations/suports, so in some spots it makes sense that a wood wall cant be built but a stone wall will hold on. But this being next to stone/gold mines is stupid tho
It's actually the opposite in this video. Palisades have fewer areas they can be built on when compared to stone walls. The stone walls are the least annoying, having a consistent half-tile exclusion radius extending from the visible grey exclusion area. I have no idea why they couldn't have simply changed the UI overlay so that it represents the "true" exclusion area for walls.
@@CrizzyEyes oh yeah, first part of my comment i say the oposite, but later i say what i meant, will fix that
Ty for this but this is very confusing. Devs need to address this ASAP by giving more visual ques
Thanks Walling Duck!
Hah, that's a new one!
Great video.
Thanks!
Nice content. I would u ask if maybe can make a video about pastures? I dont know how Many Vils u can have for each pasture, i always overextend but i dont find any ratio . Tnx anyway!!
Hard to grasp how something this basic gets overlooked in development.
AoE4 engineers and product designers were simply not as talented as the original Blizzard RTS devs
Great video! Also don't you know how much adding additional workers speeds up a building construction and does it cost additionaly money (as in Warcraft 3 for example)?
it doesn't cost additional money and each worker speeds up the construction by a smaller amount. It is faster to build a barracks with 5 villagers, but if you want 5 barracks, it's even faster to build 5 barracks with 1 villager each.
One more thing: Sometimes destroyed wall segments can't be replaced. This is extremely annoying as it can be near impossible to build around it to seal the wall off again.
If I ever figure out the answer to that one, I'll be sure to share. So far it just seems completely random to me.
@@Waddling_Duck when a wall section goes down it breaks the 2pieces that were also joined to that wall section (so when trying to repair a single section of a wall you need to extend the wall repair across 3 sections not 1) built hundreds of walls already never had a issue with repairing walls AFTER learning the mechanic behind it
Not being able to place gates down unless there is already a wall there is annoying for build queues
move the cursor until the wall snaps them move across the gap until the wall snaps again, i never had any problem closing gaps
@@123Juniiorr that works pretty well with holes in a wall, my problen is usually with destroyed end points though.
Thanks!
You bet!
I keep having issues with walls refusing to build near water lines. The UI will show the last wall segment, but then when I click the last segment doesn't build. I initially though it was interacting with the bridge's exclusion zone, but that doesn't seem to consistently solve the problem. Anyone knows what's going on?
I wish I knew! My problem with that issue is usually trying to connect to mountains. The exact same thing, it will show them all when placing them, but when the villager finishes them all the last piece doesn't build or disappears and can't be replaced. Have had it happen a few times connecting to trees as well.
I assume since workers gather around it so they can still mined
What about walls near mountains? I swear they never get placed properly and it's the most annoying thing ever.
It is very annoying, the issue is compounded by map generation. Sometimes there are paths up cliffs where it looks like there shouldn't be. But I've noticed that the walls will loosely "snap" to the impassable terrain kind of like wood lines.
I think it's not the resource spots that have an extra exclusion zone, it's the walls. Judging by the size and shape of the shadowed area beneath the stone wall (at 2:47 it is obvious), they occupy space by grids, so they would occupy extra space like jaggies when you are not building the wall at perpendicular angle.
How about the one where you build a wall and the enemy destroys one internal piece and now you are no longer allowed to place a wall in the gap, I even deleted the entire outgoing half to redo it and starting from outside in the wall was all yellow until the connecting piece at which point it flipped to red. So frustrating lol I had to rebuild the whole wall elsewhere
Sometimes when I make a wedge out of my wall the corner somehow doesn't get built, even though when I placed it it was fine. Super annoying.
And trying to patch that gap is extremely difficult.
I think there is actually a sharp enough angle that renders a corner impassable to a villager on the "inside" of the wall, so they have to travel around to the outside to complete it. This has caught me off guard many times and resulted in the villager dying because someone happened to raid around the same time.
and how do you connect the wall to your allys wall?
I wonder what in the name of spaghetti code caused the rectangular exclusion zone…
I had my most frustrating moment wall/gate moment yesterday. I placed a very aggressive early stone wall to block off one Sacred Site, but some of my villagers got stuck on the outside of the wall when building. So I built a gate leading from the outside in and the enemy just started walking through my gate and onto my wall, even though I had manually locked it after noticing they could get up there. And of course I then couldn't tear down the wall properly with enemies on top of it. Even as they left it was still bugged and wouldn't let me tear the gate down until like 5mins later. That mechanic just completely fucked me over. So what's the deal of having a manual lock ability, if it's not even locked from both sides? Just makes absolutely no sense to me. Even though I understand that it may be intentional to reward flanking and invading walls with infantry. Still felt very cheesed at that moment.
Maybe you can only lock gates when you control them. If there are enemies on it, it makes sense not being able to lock gates.
the lock ability locks the main gate, not the stairs
is there a way to group schedule a bunch of farms where each villager will stay with his farm upon completion? it is driving me insane that they keep walking around in a pack building them
Spirit of the Law had a solution to this in his video this week: ua-cam.com/video/4VvsA3wVNyI/v-deo.html
Lots of stuff in there worth watching, but specific to your question: queue up the mill and all the farms. Then clear the queue and have them directly build the mill. When the mill completes, they'll automatically start building the farms, and 1 worker will start working the farm immediately on creation while the rest continue on to build the next farm. Not as efficient as having each villager go directly to build their own farm, but its better than having the entire pack build every farm one at a time before anyone starts farming.
@@Waddling_Duck Thank you! Funny thing after I wrote this comment I seen this video in my recommended feed and yeah I have seen the solution. Just wish it was built into the game like it is in SC2 where if you shift build many building with zerg drones they will each go to their building instead of following the queue (as there can only be one builder per building. well more like they become the building)
@@konstantinstepanov5461 I'm pretty sure even in AoE2 the villagers would start farming their completed farm immediately if you queue up a group to build farms.
e-sports ready
This game reminds me of Age of Mythology. Town Center, walls, even unit types are all very similar minus the mythic stuff obviously. AoM also had unique unit abilities, like Minotaur pushing infantry and cyclops grabbing infantry; you see similar stuff in AoE4 like horsemen charging with lances and spearmen bracing. The way Camera behaves is also very reminiscent of AoM.
I want to know more about keep mechanics, particularly if every unit adds an attack.
I was actually thinking about exploring garrison attacks next weekend!
It seems almost cost effective in some situations to churn out spearmen just so you can dump them in outposts/keeps. From what I can tell, the attack for each garrisoned unit doesn't seem to have any relation to the actual unit's attack.
@@CrizzyEyes That's my understanding, though I usually send 15 villagers to build them near large deposits of gold that are also in strategic defense locations. It gives the villagers a place to hide if attacked. They can also help defend the forward spawn bases I like to build behind those keeps to allow reinforcements to get the front lines more quickly. Monasteries and seige workshops seem particularly useful in these bases. Having siege workshops closer to the enemy negates how much their movement speed can slow down your advance during invasions. Having healers there helps recover from a retreat. It seems like those three buildings may have been designed to be used together in this way, since they all become available at the same time.
@Crazy Eyes Yeah, which unit is garrisoned is irrelevant. Makes scouts pretty great for putting in outposts too - against mangudai raids, you can just have 5 scouts that run from outpost to outpost with the movespeed to keep up with the mangudai. Really cheap way to keep them filled.
dear DEV's please fix this. either make the wall placement closer to obsacles or make the grey marked area correspond to the actual placeble raduis!
Building walls in AoE4 is even worse than placing walls in Stronghold 3 and that was already a desaster of a title, at least they look better!
building a rectangular stone fortress is a headache, enemy knights will close in first before the construction complete
Okay, but I wanna know to work with it. I can figure out the problem
wtf was that retengular grid for ???? WHYYY !?
RELIC PLEASE EXPLAIN
Winter Gaming brought me here
That's pretty cool!
Hey how do I make my own civilization and world pleas help me I don’t know how? Please help!
They haven't added any scenario editors or mod support yet - that should be coming in the Spring 2022 patch.
Thankssss
Place when yellow, don't place when red, easy
Me trying to wall off a bridge that has a neutral trade post right next to it. >:(
Yah, I wish they would alter the resource and building spawns so they are a minimum distance from bridges, its incredibly frustrating
relic, lol
I think this is intentional, to make players not able to resource walling like in aoe 2 with buildings. In aoe 4 even though you place 2 buildings as close to one and another, you still could walk through between those buildings with the pathway generated.
Everyone gets frustrated while placing walls, except if you are, wait for it...... the mongols!
Hahaha. That should've been the intro to my vid. Step 1: play mongols.
it never seemed frustrating to me but at start was like huh
What an unnecessarily convoluted system. Nice analysis and explenation though!
Why can't you build very short sections of wall to fix damage!??!!!
I wish I had an answer for this! Sometimes you can, sometimes you can't. I haven't yet deciphered what causes the difference.
you can, move your cursor until the wall snaps, the move across the gap
Ok thanks for the video but WHY AOE DEVS WHY?!? This system could have easily been made so much easier to use, e.g. by snapping to valid locations while you hover over invalid locations / staying at the last valid location until you hover another valid location.
even better, they could automatically fit the wall around obstacles (not even that hard to code) but I guess that would require some additional programming
That sucks. Thanks for explaining though. 🧘🏽
Just hold shift and build in segments
Mongol player: what the fuck is this?
I really don't like this big grid system for AOE 4 building, please can they just use the freedom placement of AOM and AOE 3?
the grid is necessary for the game mechanics
It's useful to have a point of reference for ranged units. Also it ensures that you can't use non-walls to wall like you could in AoE2 (I don't know why they were so hell-bent on making that change though).
Pfft... who need consistency am I right?
they should of just used the more grid for walls too
Saygments
i absolutely despise the wall system in AOE4
why not just go the old tested method of grid wall building and gate placement? and in the old ones you can make a "wall" out of gates to maximize unit flow. over here you need to build the wall first and waste additional wood on the gates. to make stuff WORSE, the wall can not be upgraded in place, and it does not connect to castle, tower, other wall type. creating alot of gaps which render wall worthless. not to mention how easy walls are destroyed by spearman, MAA, knights. walls are only good against Archers rush essentially.
You can't connect your wall to an ally's wall. So broken and frustrating. And dev's are refusing to listen. Instead of fixing useful things, they fix health bars and mongol TC drops.
The Mongol TC drop was one of the top complaints in the community. It's clear that their dev team went on vacation after launch or something though. Most devs are already working on known issues at launch before the game even launches. When a game launches you are actually getting a 2-week old or older build of the game. That is why the lack of fixes in the first patch was so unusual and disappointing; they should have been able to fix a lot in that time.
@@CrizzyEyes yeah the mongol tc drop was crazy but to be honest it was mostly used in 1v1 competitive play. In all the 2v2, 3v3, 4v4 I've played, I've only played against a mongol opponent once, and they didn't do a TC drop. You know what I have seen almost every single game? A French knight rush. They have so much armor that a TC does nothing against it. They're too fast so spearmen can't catch up. You can't counter with crossbows until castle. And they don't even need to build stables cus of their landmark. Only way to stop them is with walls but they're hard to build in time. If anything needs to be fixed, it's that.
OK, but WHY
Haha, the real question.
the best way to have no problem with placing wall is just not placing them. Play Mongols
If someone has to do such a video, its all to bad gamedesign.....
Sad after all the years of waiting for a new AoE after AoE 2 =(
They should have either kept AoE walling (or) not used a grid system at all for the walls.
This is literally a mobile game what the fuck.
literally unplayable
ok,i do not want to frustrate myself, so I give up playing this.
This just goes to show how much of a money grab this game is. Rushed, budgeted development. More money for share holders!
A Bit dramatic
How to building Gate on wall blueprints???