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    Are there actual draw battles?

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    • C Offline
      Cernel Moderators
      last edited by

      @cernel Rather than having Win / Lose / Draw I would suggest having as basics only Win / Lose / Stalemate (stalemate only for limited combat rounds).
      Then, it would be good if you can click on "Lose" and have all a list of:

      "defender wins with 0 hitpoints total left"=...%
      "defender wins with 1 hitpoints total left"=...%
      "defender wins with 2 hitpoints total left"=...%
      "defender wins with 3 hitpoints total left"=...%
      ...

      Where the first one would be the current "draw", for not stalematable battles.

      1 Reply Last reply Reply Quote 1
      • redrumR Offline
        redrum Admin @RoiEX
        last edited by

        @roiex @Cernel I don't really have a strong opinion on no units left being a draw or a win for the defender that's just how its always been to my knowledge.

        If we did change this though I'd have to look to see if anything in the engine or the AI cares about draws becoming loses in the case of no units left.

        @Cernel The AI doesn't really handle limited combat rounds very well. I've never added logic to handle maps like age of tribes or Civil War. Limited combat rounds is a bit of a different game since you'll see more retreats and there is then the concept of enemy units sitting in a friendly territory during other phases.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        prastleP C 2 Replies Last reply Reply Quote 0
        • prastleP Offline
          prastle Moderators Admin @redrum
          last edited by

          @redrum I think @Cernel 's point is valid. Stalemate is a better term. Thus stalemates become neither side leaves the combat area (example tribes etc) there is no draw if both die and defender holds territory

          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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          • C Offline
            Cernel Moderators @redrum
            last edited by

            @redrum I'm reading the rulebook of the latest re-edition of A&A Anniversary, and, there, there is no mention of "draw", but they say that you win only if you have units left and the other side doesn't. So, following what is said there, both the attacker and the defender losing all units would not be a win for the defender, nor for the attacker, so I guess that is what we call a draw.
            In my opinion, it makes more sense to consider it a win for the defender, because eventual ownership changes are impeded and all infrastructures are kept and, moreover, in our case, the defender would also capture all attacking infrastructures.
            On the other hand, if we consider that a draw, then I think we should update our sounds to have a "draw" sound, or nothing at all, instead of playing the "battle lost" sound, as it works now.
            I think the only thing you need to check are those conditions testing who won battles, in case of any changes.

            C 2 Replies Last reply Reply Quote 0
            • C Offline
              Cernel Moderators @Cernel
              last edited by

              @cernel The case in which it would feel a draw the most, when both sides are obliterated, is for sea battles, with no infrastructures, and no territory attachment for the sea zone.

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              • C Offline
                Cernel Moderators @RoiEX
                last edited by

                @roiex said in Are there actual draw battles?:

                I'd even go a step further and say any kind of draw should count as a win for the defender, because it's pointless for an attacker to go for a draw, a lot of units have a higher defense value anyways

                I don't agree with this. You can have a totally sensible grindy oriented game in which you are hardly ever supposed to win any battles. For example, I could make a map in which you have 1 round battles only and all units roll at 1 with a 12 sided dice. In that case, stalemate is just how the game normally works, and hardly tells anything about who is winning or losing. In this case, "Hard AI" would think that he can almost never win, and would never attack anything.

                prastleP 1 Reply Last reply Reply Quote 0
                • prastleP Offline
                  prastle Moderators Admin @Cernel
                  last edited by

                  @cernel he was reffering to the battle calc changes

                  If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                  prastleP 1 Reply Last reply Reply Quote 0
                  • prastleP Offline
                    prastle Moderators Admin @prastle
                    last edited by prastle

                    @Cernel to explain more fully A name that complies with what the result shows to the player. What you guys do inside the engine is a bit beyond this topic. @RoiEX had just never seen maps that had those scenarios is my guess..

                    If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                    • C Offline
                      Cernel Moderators @Cernel
                      last edited by

                      Well, anyways, as we all know, the reall matter is if the attacker wins the battle or not. If the defender wins it or not has no immediate effect on anything (even in the case of attacking infrastructures). Knowing if the defender is left with 0 or 1+ hitpoints may be useful and interesting, but most times is closely marginal.
                      Thinking again about it, I don't feel strongly in any directions, and would be fine with keeping the current "draw". Just it really needs to be split apart from the "stalemate", for the games with limited combat rounds.

                      C 1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators @Cernel
                        last edited by

                        Regarding attacking infrastructures, the last time I checked the behaviour was that sending an attacking infrastructure in an undefended territory conquers the territory; instead, if a battle is done and both attackers and defenders are destroyer, attacking infrastructures are conquered by the defender.
                        I think this should be harmonized, in that either the attacking infrastructures conquer the territory in both cases or are gifted to the defender in both cases.
                        I think an attacking infrastructure alone should not conquer a territory, but getting conquered, in doing so.
                        I've not tested this behaviour recently.

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