• RE: AI Development Discussion and Feedback

    Hey, this is not much of a feedback, but just wanted letting you know I've for the first time played Feudal Japan all war (by editing all relationships to default war, so there is no politics) (you can see the edits in the Levy Initial Units phase), with also my usual addition of +2 castles in each capital (kinda needed, really).

    Savegame:
    03_WIN.tsvg

    It's the 1.9.0.0 release (13066) (we played live in the lobby).

    In this game, that lasted until round 18, none of the 4 players even get the chance to come next to each other, nor on land, neither on sea.

    Eventually, I won because everyone else got stomped by the AI.πŸ˜†

    The first human player to become history was Yamana, stomped by the AI on round 9, despite the fact that we edited him back 3 daimyo (!!!) on round 3 (he lost the first 2 on round 1 and the last one on round 3). Obviously, he was a noob.

    Then, it was the turn of Ryuzoji, stomped by the AI on round 12. An average (maybe good) player, but inexperienced on the map.

    Then, the AI partially stomped Chosokabe in Iyo on round 18, and that player surrendered, ending the game in my favour by survival.πŸ˜…

    And we were not even playing with any AI bonuses at all! As you can see, I've dumped all the flags into the "Human Players" box (that is how you avoid anyone getting bonuses).

    I'm Hojo and, at this point, I think I should (very) slowly but surely conquer all Japan, as long as no major mistakes, but Shimazu might have a chance of snowballing out of control (I might keep playing the game against the AI, to see how it goes on).

    So, while the AI, apparently, was more successful than most players (as said, this is 100% fair, as the AI didn't have any bonus at all), it still did some major mistakes, that I wish to highlight:

    1. On round 1, Uesugi attacks Kokuze, putting itself in a major dead zone, basically easily losing its own game on its first move. I actually attacked that AI player in that zone, on round 2, but only to strafe it, to damage it and, therefore, oblige it to turtle for the rest of the game, as, then, Date, would inevitably be next to its capital. Anyways, that was a very bad decision to take, and the AI does it quite often: attacking the "neutral" player just to end up in a zone where to be attacked at huge TUV loss (eventually, Uesugi fell earlier than I hoped, to Date, hence I'm not sure that strafe was a good idea, but ended up being manageable, mostly out of major misplays from Date, as well).

    2. On round 12 Date attacks the "Neutrals" in Etchu, which is itself not something terrible, as it loses 5 ashigaru in exchange for getting an easily defensive 3 production territory, opening up to two other exposed production 3 territories, but, at the same time, it also attacks Kozuke, on a 88% battle, that would be very bad if failing and not much better if succeeding, as I've my huge stack nearby. That is the single move that spelled the fate of Date (if the game would have lasted a few more rounds, I would have got Date capital on a 100% on dice). More in general, I believe the AI displays an excessive tendency to attack those "minor clans". I don't recall if the logic to see and deprioritize players having no combat move phases is already there in the release or not? If it is, it is not working enough.

    3. The castle are really good units here, combining each one with 3 ashigaru (as you can see, I consistently bought them), but the AI never buys them (I know, immobile units, it will be needed to see what 2.0 does here).

    4. The AI seems unable to see the basic importance of the ashigaru units, buying too few of them and, consequently, having way more units able to give support than units able to receive support (needs some logic giving value to the ability of receiving support maybe?). What I suppose the AI is missing, here, also, is the importance of the Daimyo "infinite" bonus. Since that raises of 1 the power of each unit, it follows that the ashigaru are really much better units than basic stats, because that is double power for them, while much less of a bonus the more the units themselves are powerful. The AI doesn't even have a placement excuse for this, as here you can place anywhere (each territory has an invisible factory unit).

    5. The AI very rarely buys cavalry, despite this being a fairly good unit. If you look at the stats and compare it with samurai (that the AI buys more frequently), you can see that if a samurai costs 6, the cavalry may cost 7, if it would move 1, thus it is only overpriced by 1, in exchange for the movement 2. I don't buy cavalry often, either, but it seems the AI almost completely refuses to buy them, and that's too extreme.

    posted in Feature Requests & Ideas
  • RE: Hosting a bot from Ubuntu server?

    @Michael-Hoover Play tested briefly a bit of a round. WELL DONE SIR!

    posted in Player Help
  • RE: Civil War | Units Issues

    @mattbarnes Yes, the full size is very playable and fairly well balanced. The smaller (kind of test map) has some issues but you can still use it to learn the game. The rules are very unique and complex so takes some time to learn for most players.

    Here are a few example games you might want to take a look at:
    https://forums.triplea-game.org/topic/592/civil-war-3-2-4-redrum-confederate-vs-wirkey-union
    https://forums.triplea-game.org/topic/879/civil-war-3-2-4-redrum-confederate-vs-wirkey-union-2
    https://forums.triplea-game.org/topic/897/civil-war-3-2-4-wirkey-confederate-vs-redrum-union
    https://forums.triplea-game.org/topic/962/civil-war-3-2-6-panzer-confederate-vs-redrum-union

    posted in Maps & Mods
  • RE: Civil War | Units Issues

    @mattbarnes Issues wise, the main one should not have any major problems anymore, if ever. No idea about the small one, but I recall complaints. For gameplay, you'll have to wait for someone else, because I tried for half a round but gave up.

    posted in Maps & Mods
  • RE: TWW 3.0.0.6/8? ubernaut (ax) vs colin (al) episode 2

    @colin go for πŸ‡ΊπŸ‡Έ

    posted in Play By Forum
  • RE: TWW 3.0.0.6/8? ubernaut (ax) vs colin (al) episode 2

    TripleA Turn Summary: Italy round 2

    TripleA Turn Summary for game: Total World War: December 1941 3.0, version: 3.0.0.6

    Game History

    Round: 2
    
        Research Technology - Italy
            Trigger italianaTISW: Italy gains access to ImprovedSpecialWarfare
            Italy spend 0 on tech rolls
                Italy roll 8,9,2,3,8,9 and gets 0 hits
    
        Combat Move - Italy
            Trigger italianSW5: Setting combatOffenseEffect to 2:italianCombatEngineer for territoryEffectAttachment attached to Urban
            Trigger italianSW6: Setting combatOffenseEffect to 2:italianAlpineInfantry for territoryEffectAttachment attached to Mountain
            Trigger italianSW4: Setting combatOffenseEffect to 2:italianAlpineInfantry for territoryEffectAttachment attached to Hills
            Trigger italianTank1: Setting isLandTransportable to false for unitAttachment attached to italianTank
            Trigger italianHvyTank1: Setting isLandTransportable to false for unitAttachment attached to italianHeavyTank
            Trigger italianAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to italianAirTransport
            Trigger italianAirtraninfra1: Setting attack to 1 for unitAttachment attached to italianAirTransport
            Trigger italianAirtraninfra1: Setting destroyedWhenCapturedBy cleared  for unitAttachment attached to italianAirTransport
            Trigger italianMecht3: Setting isLandTransportable to false for unitAttachment attached to italianMech.Infantry
            Trigger italianMecht4: Setting isLandTransportable to true for unitAttachment attached to italianMech.Infantry
            Trigger italianTank2: Setting isLandTransportable to true for unitAttachment attached to italianTank
            Trigger italianHvyTank2: Setting isLandTransportable to true for unitAttachment attached to italianHeavyTank
            1 italianSubmarine moved from 41 Sea Zone to 43 Sea Zone
            1 italianStrategicBomber moved from Kharkov to Volgarod
            1 italianTacticalBomber moved from Cyrenaica to Trans Jordan
            1 italianInfantry moved from Cyrenaica to 51 Sea Zone
            1 italianInfantry and 1 italianTransport moved from 51 Sea Zone to 52 Sea Zone
            1 italianInfantry moved from Greece to 52 Sea Zone
            2 italianInfantrys and 1 italianTransport moved from 52 Sea Zone to 54 Sea Zone
            2 italianInfantrys moved from 54 Sea Zone to Syria
            1 italianTransport moved from 51 Sea Zone to 50 Sea Zone
            2 italianInfantrys moved from Southern Italy to 50 Sea Zone
            1 italianBattleship moved from 49 Sea Zone to 51 Sea Zone
            2 italianInfantrys and 1 italianTransport moved from 50 Sea Zone to 51 Sea Zone
            2 italianInfantrys moved from 51 Sea Zone to Western Egypt
            1 italianArtillery and 1 italianInfantry moved from Southern Ukraine to Crimea
            1 italianMech.Infantry moved from Kharkov to Crimea
            1 italianMech.Infantry moved from Western Ukraine to Crimea
    
        Combat - Italy
            Egypt scrambles 2 units out of Cairo to defend against the attack in Western Egypt
            Strategic bombing raid in Volgarod
                Bombing raid in Volgarod rolls: 0 and causes: 0 damage to unit: russianBarracks
                Bombing raid in Volgarod causes 0 damage total. 
            Strategic bombing raid in Trans Jordan
                Bombing raid in Trans Jordan rolls: 1 and causes: 1 damage to unit: Rail
                Bombing raid in Trans Jordan causes 1 damage total. 
            Battle in Crimea
                Italy attack with 1 italianArtillery, 1 italianInfantry and 2 italianMech.Infantrys
                Russia defend with 1 Flagpole, 1 russianAirfield and 1 russianFortification
                    Italy roll dice for 1 italianArtillery, 1 italianInfantry and 2 italianMech.Infantrys in Crimea, round 2 : 2/4 hits, 1.00 expected hits
                    Russia roll dice for 1 russianFortification in Crimea, round 2 : 1/1 hits, 0.92 expected hits
                    1 russianFortification owned by the Russia and 1 italianInfantry owned by the Italy lost in Crimea
                Some non-combat units are destroyed: 
                Italy win, taking Crimea from Russia with 1 italianArtillery and 2 italianMech.Infantrys remaining. Battle score for attacker is 9
                Casualties for Italy: 1 italianInfantry
                Casualties for Russia: 1 russianFortification
            Battle in Syria
                Some non-combat units are destroyed: 
            Battle in Western Egypt
                Italy attack with 2 italianInfantrys
                Egypt defend with 1 Flagpole, 1 britishAirfield and 2 britishEntrenchments; Britain defend with 1 Truck, 2 britishAntiAirGuns, 1 britishAntiTankGun, 2 britishArtillerys, 1 britishFighter, 6 britishInfantrys, 1 britishMarine, 1 britishNavalFighter and 1 britishTank
                    Italy roll dice for 2 italianBattleships in Western Egypt, round 2 : 2/4 hits, 1.67 expected hits
                    Italy roll dice for 2 italianInfantrys in Western Egypt, round 2 : 0/2 hits, 0.33 expected hits
                    Egypt roll dice for 2 britishAntiAirGuns, 1 britishAntiTankGun, 2 britishArtillerys, 2 britishEntrenchments, 1 britishFighter, 6 britishInfantrys, 1 britishMarine, 1 britishNavalFighter and 1 britishTank in Western Egypt, round 2 : 3/17 hits, 6.25 expected hits
                    2 britishInfantrys owned by the Britain and 2 italianInfantrys owned by the Italy lost in Western Egypt
                Egypt win, taking Syria from ExiledAllies with 2 britishAntiAirGuns, 1 britishAntiTankGun, 2 britishArtillerys, 2 britishEntrenchments, 1 britishFighter, 4 britishInfantrys, 1 britishMarine, 1 britishNavalFighter and 1 britishTank remaining. Battle score for attacker is 0
                Casualties for Italy: 2 italianInfantrys
                Casualties for Britain: 2 britishInfantrys
            Moving scrambled unit from Western Egypt back to originating territory: Cairo
            Moving scrambled unit from Western Egypt back to originating territory: Cairo
            Trigger italianMecht1: Setting isLandTransport to true for unitAttachment attached to italianMech.Infantry
            Trigger IncomeRegulationEA2: Setting switch to false for conditionAttachmentYesEA attached to ExiledAllies
            Trigger italianAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to italianAirTransport
            Trigger italianAirtraninfra2: Setting attack to 0 for unitAttachment attached to italianAirTransport
            Trigger italianAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Italy for unitAttachment attached to italianAirTransport
            Trigger italianMecht2: Setting isLandTransport to false for unitAttachment attached to italianMech.Infantry
            Trigger UnitsGSyria: VichyFrance has 1 germanInfantry placed in Syria
            1 italianStrategicBomber moved from Volgarod to Kharkov
            1 italianArtillery and 1 italianInfantry moved from Western Ukraine to Kharkov
            1 italianInfantry moved from Kharkov to Eastern Ukraine
            1 Train moved from Southern Ukraine to Rome
            1 Truck and 1 italianInfantry moved from Bulgaria to Western Ukraine
            1 italianInfantry, 1 italianMech.Infantry and 1 italianTank moved from Romania to Kharkov
            1 italianTank moved from Northern Yugoslavia to Western Ukraine
            1 italianSubmarine moved from 50 Sea Zone to 54 Sea Zone
            1 italianTacticalBomber moved from Trans Jordan to Crete
            1 italianFighter moved from Crete to Cyrenaica
            1 italianCruiser and 3 italianDestroyers moved from 51 Sea Zone to 54 Sea Zone
            1 italianAntiAirGun and 1 italianMech.Infantry moved from Tripolitania to Tobruk
            1 Material and 1 italianAirTransport moved from Tripolitania to Northern Italy
            1 italianAirTransport moved from Northern Italy to Rome
            1 Truck and 1 italianCombatEngineer moved from Southern Italy to Northern Italy
            1 Truck and 1 italianAntiAirGun moved from Northern Italy to Southern Italy
            1 italianTransport moved from 51 Sea Zone to 50 Sea Zone
            1 italianArtillery and 1 italianMarine moved from Southern Italy to 50 Sea Zone
            1 italianArtillery, 1 italianMarine and 1 italianTransport moved from 50 Sea Zone to 51 Sea Zone
            1 italianArtillery and 1 italianMarine moved from 51 Sea Zone to Tobruk
            3 italianInfantrys and 1 italianParatrooper moved from Cyrenaica to Tobruk
            1 italianAlpineInfantry moved from Cyrenaica to Al Kufrah
            1 italianArtillery moved from Cyrenaica to Al Kufrah
            1 italianAntiTankGun, 1 italianArtillery, 1 italianCombatEngineer, 1 italianMarine and 1 italianTank moved from Cyrenaica to Tobruk
            3 italianInfantrys moved from Rome to Southern Italy
            1 italianSubmarine moved from 42 Sea Zone to 45 Sea Zone
            1 Truck moved from Al Kufrah to Cyrenaica
            1 Truck moved from Cyrenaica to Tobruk
    
        Purchase Units - Italy
            Italy buy 1 ResearchCenter, 2 italianInfantrys, 1 italianMarine, 1 italianNavalFighter and 1 italianParatrooper; Remaining resources: 0 PUs; 6 techTokens; 
    
        Place Units - Italy
            Units in Northern Italy being upgraded or consumed: 2 Materials
            1 ResearchCenter and 1 italianNavalFighter placed in Northern Italy
            2 italianInfantrys, 1 italianMarine and 1 italianParatrooper placed in Rome
    
        Turn Complete - Italy
            Italy collect 27 PUs; end with 27 PUs
            Units generate 9 techTokens; Italy end with 15 techTokens
    

    Combat Hit Differential Summary :

    Egypt : -3.25
    Italy : 1.00
    Russia : 0.08
    

    Savegame

    posted in Play By Forum
  • RE: TWW 3.0.0.6/8? ubernaut (ax) vs colin (al) episode 2

    @colin sorry forgot one thing, will wait a bit longer then probably run it if you arent around no nonobvious decisions but someone will get really lucky probably and someone will not so thought it might be fun to do live. πŸ˜›

    posted in Play By Forum
  • RE: TWW 3.0.0.6/8? ubernaut (ax) vs colin (al) episode 2

    TripleA Move Summary: Italy round 2

    TripleA Move Summary for game: Total World War: December 1941 3.0, version: 3.0.0.6

    Game History

    Round: 2
    
        Research Technology - Italy
            Trigger italianaTISW: Italy gains access to ImprovedSpecialWarfare
            Italy spend 0 on tech rolls
    
        Combat Move - Italy
            Trigger italianSW5: Setting combatOffenseEffect to 2:italianCombatEngineer for territoryEffectAttachment attached to Urban
            Trigger italianSW6: Setting combatOffenseEffect to 2:italianAlpineInfantry for territoryEffectAttachment attached to Mountain
            Trigger italianSW4: Setting combatOffenseEffect to 2:italianAlpineInfantry for territoryEffectAttachment attached to Hills
            Trigger italianTank1: Setting isLandTransportable to false for unitAttachment attached to italianTank
            Trigger italianHvyTank1: Setting isLandTransportable to false for unitAttachment attached to italianHeavyTank
            Trigger italianAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to italianAirTransport
            Trigger italianAirtraninfra1: Setting attack to 1 for unitAttachment attached to italianAirTransport
            Trigger italianAirtraninfra1: Setting destroyedWhenCapturedBy cleared  for unitAttachment attached to italianAirTransport
            Trigger italianMecht3: Setting isLandTransportable to false for unitAttachment attached to italianMech.Infantry
            1 italianSubmarine moved from 41 Sea Zone to 43 Sea Zone
            1 italianStrategicBomber moved from Kharkov to Volgarod
            1 italianTacticalBomber moved from Cyrenaica to Trans Jordan
            1 italianInfantry moved from Cyrenaica to 51 Sea Zone
            1 italianInfantry and 1 italianTransport moved from 51 Sea Zone to 52 Sea Zone
            1 italianInfantry moved from Greece to 52 Sea Zone
            2 italianInfantrys and 1 italianTransport moved from 52 Sea Zone to 54 Sea Zone
            2 italianInfantrys moved from 54 Sea Zone to Syria
            1 italianTransport moved from 51 Sea Zone to 50 Sea Zone
            2 italianInfantrys moved from Southern Italy to 50 Sea Zone
            1 italianBattleship moved from 49 Sea Zone to 51 Sea Zone
            2 italianInfantrys and 1 italianTransport moved from 50 Sea Zone to 51 Sea Zone
            2 italianInfantrys moved from 51 Sea Zone to Western Egypt
            1 italianArtillery and 1 italianInfantry moved from Southern Ukraine to Crimea
            1 italianMech.Infantry moved from Kharkov to Crimea
            1 italianMech.Infantry moved from Western Ukraine to Crimea
    

    Savegame

    posted in Play By Forum
  • RE: TWW 3.0.0.6/8? ubernaut (ax) vs colin (al) episode 2

    @colin got a quick scramble i could probably do my self but just thought id see if you were around. πŸ™‚

    posted in Play By Forum