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    Dragon War 1.2.3 - redrum (Evil) vs Black_Elk (Good)

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    • redrumR Offline
      redrum Admin
      last edited by

      TripleA Turn Summary: Undead round 3

      TripleA Turn Summary for game: Dragon War, version: 1.2.3

      Game History

      Round: 3
      
          Combat Move - Undead
              1 Lgt-Cavalry moved from Hinderland Zone 8 to Hinderland Zone 4
                    Undead take Hinderland Zone 6 from Ogres
                    Undead take Hinderland Zone 4 from Ogres
              1 Lgt-Infantry moved from Hinderland Zone 7 to Hinderland Zone 5
                    Undead take Hinderland Zone 5 from Ogres
              1 Auxiliaries moved from Necroloft to Sea Zone 49
              1 Auxiliaries moved from Sea Zone 49 to Hopeless Skerry
                    Undead take Hopeless Skerry from Pirates
              1 Spearmen moved from East Witching Mountains to The Witching Mountains
                    Undead take The Witching Mountains from Gnolls
              1 Zombies moved from Plagued Fields to Dreadpass
                    Undead take Dreadpass from Barbarians
              1 Lgt-Infantry moved from Lifeless Barrens to Haunted Moorland
                    Undead take Haunted Moorland from Gnolls
              1 Zombies moved from Zool Twins to Lakelot
                    Undead take Lakelot from Gnolls
      
          Combat - Undead
      
          Non Combat Move - Undead
      
          Purchase Units - Undead
              Undead buy 1 Large-Ship; Remaining resources: 2 PUs; 4 Food; 3 Wood; 7 Metal; 
      
          Place Units - Undead
              1 Large-Ship placed in Sea Zone 49
      
          Turn Complete - Undead
              Undead collect 34 PUs; end with 36 PUs
              Units generate 6 Wood; Undead end with 9 Wood
              Units generate 5 Food; Undead end with 9 Food
              Units generate 6 Metal; Undead end with 13 Metal
              Units generate -15 PUs; Undead end with 21 PUs
              Undead creates 1 Zombies in Plagued Fields
      

      Combat Hit Differential Summary :

      Savegame

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

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      • Black_ElkB Offline
        Black_Elk
        last edited by

        TripleA Turn Summary: Dwarves round 3

        TripleA Turn Summary for game: Dragon War, version: 1.2.3

        Game History

        Round: 3
        
            Combat Move - Dwarves
                1 Lgt-Infantry moved from West Parnesis Desert to Faranwall
                1 Spearmen moved from East Parnesis Desert to Faranwall
                1 Lgt-Infantry moved from Lost Furlongs to Wild Arids
                      Dwarves take Wild Arids from Barbarians
                1 Gnomes moved from Mount Terror to Troll Mountains
                      Dwarves take Troll Mountains from Barbarians
                1 Halflings moved from Halfling Meadows to Ironhorn
                1 Auxiliaries moved from Greyhood Holdings to Ironhorn
                1 Halflings and 1 Hvy-Infantry moved from Ironhorn to East Parnesis Desert
                1 Auxiliaries moved from Ironhorn to East Parnesis Desert
                1 Lgt-Cavalry moved from Adamant Mines to Mount Thoril
                1 Gnomes moved from Gnomen Lowland to Sea Zone 36
                1 Gnomes and 1 Monoreme moved from Sea Zone 36 to Sea Zone 38
                      Dwarves take Sea Zone 37 from Pirates
                      Dwarves take Sea Zone 38 from Pirates
                1 Gnomes moved from Sea Zone 38 to Robach
        
            Combat - Dwarves
                Battle in Robach
                Battle in Mount Thoril
                    Dwarves attack with 1 Lgt-Cavalry
                    Kobolds defend with 1 Kobold
                        Dwarves roll dice for 1 Lgt-Cavalry in Mount Thoril, round 2 : 0/1 hits, 0.25 expected hits
                        Kobolds roll dice for 1 Kobold in Mount Thoril, round 2 : 0/1 hits, 0.38 expected hits
                        Dwarves roll dice for 1 Lgt-Cavalry in Mount Thoril, round 3 : 0/1 hits, 0.25 expected hits
                        Kobolds roll dice for 1 Kobold in Mount Thoril, round 3 : 1/1 hits, 0.38 expected hits
                    1 Lgt-Cavalry owned by the Dwarves lost in Mount Thoril
                    Kobolds win, taking Robach from Ogres with 1 Kobold remaining. Battle score for attacker is -10
                    Casualties for Dwarves: 1 Lgt-Cavalry
                Battle in Faranwall
                    Dwarves attack with 1 Lgt-Infantry and 1 Spearmen
                    Kobolds defend with 1 Kobold and 1 Mine
                        Dwarves roll dice for 1 Lgt-Infantry and 1 Spearmen in Faranwall, round 2 : 1/2 hits, 0.75 expected hits
                        Kobolds roll dice for 1 Kobold in Faranwall, round 2 : 0/1 hits, 0.38 expected hits
                        1 Kobold owned by the Kobolds lost in Faranwall
                    Dwarves win, taking Faranwall from Kobolds with 1 Lgt-Infantry and 1 Spearmen remaining. Battle score for attacker is 45
                    Casualties for Kobolds: 1 Kobold
        
            Non Combat Move - Dwarves
        
            Purchase Units - Dwarves
                Dwarves buy 1 Hvy-Infantry and 1 Monoreme; Remaining resources: 0 PUs; 4 Food; 1 Wood; 2 Metal; 
        
            Place Units - Dwarves
                1 Monoreme placed in Sea Zone 38
                1 Hvy-Infantry placed in Ironhorn
        
            Turn Complete - Dwarves
                Dwarves collect 27 PUs (3 lost to blockades); end with 27 PUs
                Units generate 6 Wood; Dwarves end with 7 Wood
                Units generate -15 PUs; Dwarves end with 12 PUs
                Units generate 4 Food; Dwarves end with 8 Food
                Units generate 6 Metal; Dwarves end with 8 Metal
        

        Combat Hit Differential Summary :

        Dwarves : -0.25
        Kobolds : -0.13
        

        Savegame

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        • Black_ElkB Offline
          Black_Elk @Black_Elk
          last edited by Black_Elk

          I'll admit to some definite confusion as to when/where some of my new units will spawn, and not entirely sure if I'm leaving enough units to defend the core territories, but it does feel a bit more orderly now that there is a regular purchase phase. I sometimes get lost in this maze of rivers, although I like how it breaks up the map with choke points. The coastlines make me nervous... like I won't be comfortable until have about 5 times as many ships as I do right now lol

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

            TripleA Turn Summary: Crowton round 4

            TripleA Turn Summary for game: Dragon War, version: 1.2.3

            Game History

            Round: 4
            
                Combat Move - Crowton
                    Trigger Crowton fishing in Sea Zone 22: Crowton has 1 Fish placed in Sea Zone 22
                    Trigger Crowton fishing in Sea Zone 19: Crowton has 1 Whales placed in Sea Zone 19
                    1 Water-Dragon moved from Sea Zone 31 to Sea Zone 38
                          Crowton take Sea Zone 32 from Dwarves
                          Crowton take Sea Zone 36 from Dwarves
                          Crowton take Sea Zone 37 from Dwarves
                    1 Green-Dragon moved from Mithrildon to Sea Zone 38
                    1 Marines moved from Glassville to Sea Zone 19
                    1 Marines and 1 Small-Ship moved from Sea Zone 19 to Sea Zone 21
                          Crowton take Sea Zone 17 from Pirates
                          Crowton take Sea Zone 16 from Pirates
                          Crowton take Sea Zone 14 from Pirates
                          Crowton take Sea Zone 21 from Pirates
                    1 Spearmen moved from Mithrildon to Maragorn
                          Crowton take Maragorn from Kobolds
                    1 Hvy-Infantry moved from Mithrildon to Sea Zone 26
                    1 Auxiliaries moved from Stormwood to Sea Zone 22
                    1 Auxiliaries moved from Oldengard to Sea Zone 22
                    2 Auxiliariess and 1 Large-Ship moved from Sea Zone 22 to Sea Zone 21
                    1 Hvy-Infantry and 1 Large-Ship moved from Sea Zone 26 to Sea Zone 22
                    1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry moved from Dolmarsh to Winterash
                    1 Lgt-Infantry moved from Dolmarsh to Sea Zone 22
                    1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 22 to Sea Zone 21
                    2 Auxiliariess, 1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 21 to Blood Hills
                    1 Marines moved from Sea Zone 21 to Blood Hills
            
                Combat - Crowton
                    Crowton has abandoned Sea Zone 54 to Pirates
                    Battle in Winterash
                        Crowton attack with 1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry
                        Barbarians defend with 1 Barbarian and 1 Barbarian-Village
                            Crowton roll dice for 1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry in Winterash, round 2 : 2/3 hits, 1.13 expected hits
                            Barbarians roll dice for 1 Barbarian in Winterash, round 2 : 0/1 hits, 0.38 expected hits
                            1 Barbarian owned by the Barbarians lost in Winterash
                        Some non-combat units are destroyed: 
                        Crowton win, taking Sea Zone 54 from Lionia, taking Winterash from Barbarians with 1 Auxiliaries, 1 Lgt-Cavalry and 1 Lgt-Infantry remaining. Battle score for attacker is 45
                        Casualties for Barbarians: 1 Barbarian
                    Battle in Sea Zone 38
                        Crowton attack with 1 Green-Dragon and 1 Water-Dragon
                        Dwarves defend with 2 Monoremes
                            Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 38, round 2 : 1/2 hits, 1.13 expected hits
                            Dwarves roll dice for 2 Monoremes in Sea Zone 38, round 2 : 1/2 hits, 1.00 expected hits
                        Units damaged: 1 Water-Dragon owned by the Crowton
                            1 Monoreme owned by the Dwarves lost in Sea Zone 38
                            Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 38, round 3 : 0/2 hits, 1.13 expected hits
                            Dwarves roll dice for 1 Monoreme in Sea Zone 38, round 3 : 0/1 hits, 0.50 expected hits
                            Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 38, round 4 : 1/2 hits, 1.13 expected hits
                            Dwarves roll dice for 1 Monoreme in Sea Zone 38, round 4 : 1/1 hits, 0.50 expected hits
                        Units damaged: 1 Water-Dragon owned by the Crowton
                            1 Monoreme owned by the Dwarves lost in Sea Zone 38
                        Crowton win, taking Sea Zone 38 from Dwarves with 1 Green-Dragon and 1 Water-Dragon remaining. Battle score for attacker is 20
                        Casualties for Dwarves: 2 Monoremes
                    Battle in Blood Hills
                        Crowton attack with 2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Marines
                        Elves defend with 1 Spearmen and 1 Wood-Elves
                            Crowton roll dice for 2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Marines in Blood Hills, round 2 : 2/5 hits, 1.88 expected hits
                            Elves roll dice for 1 Spearmen and 1 Wood-Elves in Blood Hills, round 2 : 1/2 hits, 0.50 expected hits
                        1 Wood-Elves owned by the Elves, 1 Auxiliaries owned by the Crowton and 1 Spearmen owned by the Elves lost in Blood Hills
                        Crowton win, taking Blood Hills from Elves with 1 Auxiliaries, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Marines remaining. Battle score for attacker is 9
                        Casualties for Crowton: 1 Auxiliaries
                        Casualties for Elves: 1 Spearmen and 1 Wood-Elves
            
                Non Combat Move - Crowton
            
                Purchase Units - Crowton
                    Note to players Crowton: A Crowton General stands ready in Stormwood.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also ca....
                    Trigger Crowton acquires a General: Crowton has 1 General placed in Stormwood
                    Crowton buy 1 Air-Balloon and 1 Marines; Remaining resources: 0 PUs; 0 Food; 1 Wood; 5 Metal; 
            
                Place Units - Crowton
                    1 Air-Balloon and 1 Marines placed in Stormwood
            
                Turn Complete - Crowton
                    Crowton collect 31 PUs; end with 31 PUs
                    Units generate 9 Food; Crowton end with 9 Food
                    Units generate 6 Wood; Crowton end with 7 Wood
                    Units generate -15 PUs; Crowton end with 16 PUs
                    Units generate 3 Metal; Crowton end with 8 Metal
            

            Combat Hit Differential Summary :

            Crowton : -0.38
            Elves : 0.50
            Dwarves : 0.00
            Barbarians : -0.38
            

            Savegame

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

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            • redrumR Offline
              redrum Admin @Black_Elk
              last edited by

              @Black_Elk Yeah, naval units seem really strong with the high movement and transport capacity. Feels like whoever controls the seas has a huge advantage. Looks like this round, we might finally see some action 🙂

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

              1 Reply Last reply Reply Quote 0
              • Black_ElkB Offline
                Black_Elk
                last edited by

                TripleA Turn Summary: Elves round 4

                TripleA Turn Summary for game: Dragon War, version: 1.2.3

                Game History

                Round: 4
                
                    Combat Move - Elves
                        1 Bireme moved from Sea Zone 11 to Sea Zone 8
                        1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
                        1 Wood-Elves moved from Sea Zone 8 to Athondir
                        1 Lgt-Infantry moved from North Durlan Hills to The Outlands
                        1 Auxiliaries moved from West Savanna to North Savanna
                              Elves take North Savanna from Kobolds
                        1 Hvy-Infantry moved from South Savanna to East Savanna
                              Elves take East Savanna from Kobolds
                        1 Lgt-Cavalry moved from North Eastern Pontic Desert to Lost Mountains
                              Elves take Lost Mountains from Murlocs
                
                    Combat - Elves
                
                    Non Combat Move - Elves
                
                    Purchase Units - Elves
                        Note to players Elves: An Elven General stands ready in Athondir.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also capa....
                        Trigger Elves acquire a General: Elves has 1 General placed in Athondir
                        Elves buy 1 Trireme; Remaining resources: 2 PUs; 6 Food; 0 Wood; 1 Metal; 
                
                    Place Units - Elves
                        1 Trireme placed in Sea Zone 8
                
                    Turn Complete - Elves
                        Elves collect 34 PUs; end with 36 PUs
                        Units generate 6 Metal; Elves end with 7 Metal
                        Units generate 6 Food; Elves end with 12 Food
                        Units generate 9 Wood; Elves end with 9 Wood
                        Units generate -15 PUs; Elves end with 21 PUs
                

                Combat Hit Differential Summary :

                Savegame

                1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin
                  last edited by

                  TripleA Turn Summary: Greenskins round 4

                  TripleA Turn Summary for game: Dragon War, version: 1.2.3

                  Game History

                  Round: 4
                  
                      Combat Move - Greenskins
                              Greenskins loses 0 PUs for violating West Winterpasss neutrality.
                          1 Lgt-Cavalry moved from Southern Pontic Desert to South Western Pontic Desert
                                Greenskins take South Western Pontic Desert from Gnolls
                          1 Lgt-Cavalry moved from South Western Pontic Desert to Pontic Desert
                                Greenskins take Pontic Desert from Gnolls
                          1 Spearmen moved from Godheim Reach to North Eastern Pontic Desert
                                Greenskins take North Eastern Pontic Desert from Elves
                          1 Lgt-Infantry moved from Winterpass to West Winterpass
                                Greenskins take West Winterpass from Neutral
                          1 Auxiliaries moved from Buccan Refuge to Sea Zone 68
                          1 Auxiliaries and 1 Monoreme moved from Sea Zone 68 to Sea Zone 70
                                Greenskins take Sea Zone 69 from Pirates
                          1 Crow-Swarm moved from Orcengor to Sea Zone 70
                          1 Auxiliaries moved from South Samark to Halefoss Mountains
                                Greenskins take Halefoss Mountains from Kobolds
                          1 Rangers moved from Dathic East to Dathic West
                                Greenskins take Dathic Jungle from Murlocs
                                Greenskins take Dathic West from Murlocs
                          1 Lgt-Infantry moved from Badlands to Old Slavenport
                                Greenskins take Old Slavenport from Gnolls
                          1 Rangers moved from Orcengor to Godheim Reach
                          1 Auxiliaries and 1 Hvy-Infantry moved from Orcengor to Dusty Mountains
                          1 Rangers moved from Warg Caves to Orcengor
                  
                      Combat - Greenskins
                          Battle in Sea Zone 70
                              Greenskins attack with 1 Auxiliaries, 1 Crow-Swarm and 1 Monoreme
                              Pirates defend with 2 Pirates and 1 Pirate-Boat
                                  Greenskins roll dice for 1 Crow-Swarm and 1 Monoreme in Sea Zone 70, round 2 : 1/2 hits, 0.88 expected hits
                                  Pirates roll dice for 1 Pirate-Boat in Sea Zone 70, round 2 : 0/1 hits, 0.38 expected hits
                              1 Pirate-Boat owned by the Pirates and 2 Pirates owned by the Pirates lost in Sea Zone 70
                              Greenskins win, taking Sea Zone 70 from Pirates with 1 Crow-Swarm and 1 Monoreme remaining. Battle score for attacker is 125
                              Casualties for Pirates: 2 Pirates and 1 Pirate-Boat
                  
                      Non Combat Move - Greenskins
                  
                      Purchase Units - Greenskins
                          Note to players Greenskins: A Greenskin General stands ready in Orcengor.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also c....
                          Trigger Greenskins acquire a General: Greenskins has 1 General placed in Orcengor
                          Greenskins buy 1 Monoreme and 10 Woods; Remaining resources: 0 PUs; 6 Food; 0 Wood; 7 Metal; 
                  
                      Place Units - Greenskins
                          1 Monoreme placed in Sea Zone 67
                  
                      Turn Complete - Greenskins
                          Greenskins collect 49 PUs; end with 49 PUs
                          Units generate 7 Food; Greenskins end with 13 Food
                          Units generate -15 PUs; Greenskins end with 34 PUs
                          Units generate 6 Metal; Greenskins end with 13 Metal
                          Units generate 3 Wood; Greenskins end with 13 Wood
                  

                  Combat Hit Differential Summary :

                  Pirates : -0.38
                  Greenskins : 0.13
                  

                  Savegame

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

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                  • Black_ElkB Offline
                    Black_Elk
                    last edited by

                    TripleA Turn Summary: Lionia round 4

                    TripleA Turn Summary for game: Dragon War, version: 1.2.3

                    Game History

                    Round: 4
                    
                        Combat Move - Lionia
                            1 Auxiliaries moved from Gate of Illyria to Illyria
                            1 Crusaders and 1 Spearmen moved from Jade Mountains to Illyria
                            1 Hvy-Infantry and 1 Lgt-Infantry moved from Crystal Strand to Sea Zone 41
                            1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 41 to Sea Zone 45
                            1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 45 to Illyria
                            1 Lgt-Cavalry moved from Greenshore to Illyria
                            1 Hvy-Infantry moved from Lionport to Sea Zone 56
                            1 Hvy-Infantry and 1 Small-Ship moved from Sea Zone 56 to Sea Zone 46
                                  Lionia take Sea Zone 55 from Pirates
                            1 Hvy-Infantry moved from Sea Zone 46 to South Witching Mountains
                            1 Lgt-Infantry moved from Avalonia to Fanebrow
                                  Lionia take Fanebrow from Murlocs
                            1 Auxiliaries moved from Lionport to Lionian Plains
                    
                        Combat - Lionia
                            Battle in Illyria
                                Lionia attack with 1 Auxiliaries, 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Spearmen
                                Barbarians defend with 3 Barbarians, 1 Barbarian-Village and 1 Young-Red-Dragon
                                    Lionia roll dice for 1 Auxiliaries, 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Spearmen in Illyria, round 2 : 1/6 hits, 1.13 expected hits
                                    Barbarians roll dice for 3 Barbarians and 1 Young-Red-Dragon in Illyria, round 2 : 2/4 hits, 1.38 expected hits
                                    1 Auxiliaries owned by the Lionia, 1 Spearmen owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Illyria
                                    Lionia roll dice for 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Cavalry and 1 Lgt-Infantry in Illyria, round 3 : 0/4 hits, 1.00 expected hits
                                    Barbarians roll dice for 2 Barbarians and 1 Young-Red-Dragon in Illyria, round 3 : 1/3 hits, 1.13 expected hits
                                1 Lgt-Infantry owned by the Lionia lost in Illyria
                                    Lionia roll dice for 1 Crusaders, 1 Hvy-Infantry and 1 Lgt-Cavalry in Illyria, round 4 : 1/3 hits, 0.88 expected hits
                                    Barbarians roll dice for 2 Barbarians and 1 Young-Red-Dragon in Illyria, round 4 : 1/3 hits, 1.13 expected hits
                                    1 Crusaders owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Illyria
                                    Lionia roll dice for 1 Hvy-Infantry and 1 Lgt-Cavalry in Illyria, round 5 : 1/2 hits, 0.63 expected hits
                                    Barbarians roll dice for 1 Barbarian and 1 Young-Red-Dragon in Illyria, round 5 : 1/2 hits, 0.88 expected hits
                                1 Hvy-Infantry owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Illyria
                                Some non-combat units are destroyed: 
                                Lionia converts Young-Red-Dragon into different units
                                Lionia win, taking Illyria from Barbarians with 1 Lgt-Cavalry remaining. Battle score for attacker is 106
                                Casualties for Lionia: 1 Auxiliaries, 1 Crusaders, 1 Hvy-Infantry, 1 Lgt-Infantry and 1 Spearmen
                                Casualties for Barbarians: 3 Barbarians
                            Battle in South Witching Mountains
                                Lionia attack with 1 Hvy-Infantry
                                Murlocs defend with 1 Mine and 1 Murloc
                                    Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 2 : 0/1 hits, 0.50 expected hits
                                    Murlocs roll dice for 1 Murloc in South Witching Mountains, round 2 : 0/1 hits, 0.25 expected hits
                                    Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 3 : 1/1 hits, 0.50 expected hits
                                    Murlocs roll dice for 1 Murloc in South Witching Mountains, round 3 : 0/1 hits, 0.25 expected hits
                                    1 Murloc owned by the Murlocs lost in South Witching Mountains
                                Lionia win, taking South Witching Mountains from Murlocs with 1 Hvy-Infantry remaining. Battle score for attacker is 35
                                Casualties for Murlocs: 1 Murloc
                    
                        Non Combat Move - Lionia
                    
                        Purchase Units - Lionia
                            Note to players Lionia: A Lionian General stands ready in Lionport.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also cap....
                            Trigger Lionia acquires a General: Lionia has 1 General placed in Lionport
                            Lionia buy 2 Hvy-Cavalrys; Remaining resources: 1 PUs; 7 Food; 1 Wood; 1 Metal; 
                    
                        Place Units - Lionia
                            2 Hvy-Cavalrys placed in Lionport
                    
                        Turn Complete - Lionia
                            Lionia collect 40 PUs; end with 41 PUs
                            Units generate 9 Metal; Lionia end with 10 Metal
                            Units generate 8 Food; Lionia end with 15 Food
                            Units generate -15 PUs; Lionia end with 26 PUs
                            Units generate 3 Wood; Lionia end with 4 Wood
                    

                    Combat Hit Differential Summary :

                    Lionia : -0.63
                    Murlocs : -0.50
                    Barbarians : 0.50
                    

                    Savegame

                    1 Reply Last reply Reply Quote 0
                    • Black_ElkB Offline
                      Black_Elk
                      last edited by

                      Took quite a few casualties trying to claim that fire dragon, hopefully he's worth it lol

                      redrumR 1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin
                        last edited by

                        TripleA Turn Summary: Undead round 4

                        TripleA Turn Summary for game: Dragon War, version: 1.2.3

                        Game History

                        Round: 4
                        
                            Combat Move - Undead
                                    Some non-combat units are destroyed: 
                                    Undead converts Young-Blue-Dragon into different units
                                1 Auxiliaries moved from Hopeless Skerry to Sea Zone 49
                                1 Auxiliaries and 1 Large-Ship moved from Sea Zone 49 to Sea Zone 47
                                      Undead take Sea Zone 47 from Pirates
                                1 Auxiliaries moved from Sea Zone 47 to Bluebeard Island
                                1 Lgt-Infantry moved from Haunted Moorland to Sea Zone 49
                                1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 49 to Sea Zone 53
                                      Undead take Sea Zone 52 from Lionia
                                      Undead take Sea Zone 53 from Lionia
                                1 Lgt-Infantry moved from Sea Zone 53 to Farhaven
                                1 Spearmen moved from The Witching Mountains to South Witching Mountains
                                1 Lgt-Cavalry moved from Hinderland Zone 4 to Hinderland Settlement
                                      Undead take Hinderland Zone 2 from Ogres
                                      Undead take Hinderland Settlement from Ogres
                                1 Lgt-Infantry moved from Hinderland Zone 5 to Hinderland Zone 3
                                      Undead take Hinderland Zone 3 from Ogres
                        
                            Combat - Undead
                                Battle in Farhaven
                                Battle in Bluebeard Island
                                Battle in South Witching Mountains
                                    Undead attack with 1 Spearmen
                                    Lionia defend with 1 Hvy-Infantry and 1 Mine
                                        Undead roll dice for 1 Spearmen in South Witching Mountains, round 2 : 0/1 hits, 0.38 expected hits
                                        Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 2 : 0/1 hits, 0.38 expected hits
                                        Undead roll dice for 1 Spearmen in South Witching Mountains, round 3 : 0/1 hits, 0.38 expected hits
                                        Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 3 : 0/1 hits, 0.38 expected hits
                                        Undead roll dice for 1 Spearmen in South Witching Mountains, round 4 : 1/1 hits, 0.38 expected hits
                                        Lionia roll dice for 1 Hvy-Infantry in South Witching Mountains, round 4 : 0/1 hits, 0.38 expected hits
                                    1 Hvy-Infantry owned by the Lionia lost in South Witching Mountains
                                    Undead win, taking Farhaven from Lionia, taking Bluebeard Island from Lionia, taking South Witching Mountains from Lionia with 1 Spearmen remaining. Battle score for attacker is 9
                                    Casualties for Lionia: 1 Hvy-Infantry
                        
                            Non Combat Move - Undead
                                1 Zombies moved from Dreadpass to Zool Twins
                                1 Zombies moved from Lakelot to Zool Twins
                                1 Zombies moved from Plagued Fields to Dreadpass
                        
                            Purchase Units - Undead
                                Note to players Undead: An Undead General stands ready in Necroloft.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also ca....
                                Trigger Undead acquires a General: Undead has 1 General placed in Necroloft
                                Undead buy 1 Hvy-Infantry and 1 Small-Ship; Remaining resources: 3 PUs; 4 Food; 3 Wood; 6 Metal; 
                        
                            Place Units - Undead
                                1 Small-Ship placed in Sea Zone 49
                                1 Hvy-Infantry placed in Necroloft
                        
                            Turn Complete - Undead
                                Undead collect 44 PUs; end with 47 PUs
                                Units generate 6 Food; Undead end with 10 Food
                                Units generate 6 Wood; Undead end with 9 Wood
                                Units generate 12 Metal; Undead end with 18 Metal
                                Units generate -15 PUs; Undead end with 32 PUs
                                Undead creates 1 Zombies in Plagued Fields
                        

                        Combat Hit Differential Summary :

                        Undead : -0.13
                        Lionia : -1.13
                        

                        Savegame

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

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                        • redrumR Offline
                          redrum Admin @Black_Elk
                          last edited by redrum

                          @Black_Elk Fairly certain it was worth it. The dragons on the map are crazy strong. They probably should be toned down a bit with most likely 4-5 movement and a bit less HP. So far I think the map has some cool ideas but is just way too random. The dragon spawn locations essentially decide the game (luckily in this particular one they've been somewhat close to equal as you got the red dragon but I just picked up the blue dragon). All the active neutrals are too random for my taste as well. I think it would be much better if the dragon spawn points were set locations and the neutrals weren't active players. Each dragon could start at a strongly defended neutral lairs located at conflict points between evil/good on the map so players fought for them but had a more even chance at getting them.

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

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                          • Black_ElkB Offline
                            Black_Elk
                            last edited by

                            TripleA Turn Summary: Dwarves round 4

                            TripleA Turn Summary for game: Dragon War, version: 1.2.3

                            Game History

                            Round: 4
                            
                                Combat Move - Dwarves
                                    1 Lgt-Infantry and 1 Spearmen moved from Faranwall to Mithrildon
                                          Dwarves take Mithrildon from Crowton
                                    1 Gnomes moved from Robach to Mebach
                                          Dwarves take Mebach from Ogres
                                    1 Gnomes moved from Gnomen Lowland to Dol Ulum
                                    1 Halflings moved from Halfling Meadows to Ironhorn
                                    1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry moved from East Parnesis Desert to West Parnesis Desert
                                    1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry moved from Ironhorn to East Parnesis Desert
                                    1 Auxiliaries moved from Ironhorn to East Parnesis Desert
                                    1 Gnomes moved from Troll Mountains to Bridge of No Return
                                          Dwarves take Bridge of No Return from Undead
                                    1 Lgt-Infantry moved from Wild Arids to Spectoria
                                          Dwarves take Spectoria from Murlocs
                            
                                Combat - Dwarves
                            
                                Non Combat Move - Dwarves
                            
                                Purchase Units - Dwarves
                                    Note to players Dwarves: A Dwarven General stands ready in Ironhorn.Generals are capable of supporting up to 10 military units in battle. These 10 units will receive attack and defense bonuses. Generals are also cap....
                                    Trigger Dwarves acquires a General: Dwarves has 1 General placed in Ironhorn
                                    Dwarves buy 1 Monoreme; Remaining resources: 2 PUs; 7 Food; 0 Wood; 6 Metal; 
                            
                                Place Units - Dwarves
                                    1 Monoreme placed in Sea Zone 31
                            
                                Turn Complete - Dwarves
                                    Dwarves collect 35 PUs; end with 37 PUs
                                    Units generate 9 Metal; Dwarves end with 15 Metal
                                    Units generate 6 Wood; Dwarves end with 6 Wood
                                    Units generate -15 PUs; Dwarves end with 22 PUs
                                    Units generate 4 Food; Dwarves end with 11 Food
                            

                            Combat Hit Differential Summary :

                            Savegame

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                            • Black_ElkB Offline
                              Black_Elk
                              last edited by Black_Elk

                              Losing that dwarven fleet is definitely putting the stall on us. Everywhere I look is a river hehe.

                              Yeah I think for me not fully understanding where new units will enter play remains the biggest cause of confusion. My lack of income/wood has me basically at 1 or 2 units per turn via purchase, so the majority of hitpoints are coming from spawns, but that makes it hard to come up with a coherent attack/defense plan initially. Now I've got a better sense for where the spawns will arrive, but might be too late to push them effectively. I feel like without a strong naval presence its pretty hard for the good guys to take the fight to the enemy, but maybe I spent too much on ships there at the outset and instead should have been trying to hammer away towards the goblins or something? lol

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                              • redrumR Offline
                                redrum Admin
                                last edited by

                                TripleA Turn Summary: Crowton round 5

                                TripleA Turn Summary for game: Dragon War, version: 1.2.3

                                Game History

                                Round: 5
                                
                                    Combat Move - Crowton
                                        1 unit repaired.
                                            Some non-combat units are destroyed: 
                                            Some non-combat units are destroyed: 
                                        1 Air-Balloon and 1 General moved from Stormwood to Ironhorn
                                        1 Marines moved from Blood Hills to Sea Zone 21
                                        1 Marines and 1 Small-Ship moved from Sea Zone 21 to Sea Zone 22
                                        1 Marines moved from Stormwood to Sea Zone 22
                                        2 Mariness and 1 Small-Ship moved from Sea Zone 22 to Sea Zone 28
                                        1 Large-Ship moved from Sea Zone 21 to Sea Zone 22
                                        1 Lgt-Infantry moved from Winterash to Sea Zone 22
                                        1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 22 to Sea Zone 26
                                        1 Spearmen moved from Maragorn to Sea Zone 26
                                        1 Large-Ship, 1 Lgt-Infantry and 1 Spearmen moved from Sea Zone 26 to Sea Zone 28
                                        1 Lgt-Infantry moved from Blood Hills to Trinity Coast
                                              Crowton take Trinity Coast from Murlocs
                                        1 Auxiliaries and 1 Hvy-Infantry moved from Blood Hills to Doomed Bridge
                                              Crowton take Doomed Bridge from Elves
                                        1 Large-Ship moved from Sea Zone 21 to Sea Zone 22
                                        1 Auxiliaries moved from Winterash to Sea Zone 22
                                        1 Auxiliaries moved from Stormwood to Sea Zone 22
                                        2 Auxiliariess and 1 Large-Ship moved from Sea Zone 22 to Sea Zone 28
                                        2 Auxiliariess, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen moved from Sea Zone 28 to Ironhorn
                                        1 Water-Dragon moved from Sea Zone 38 to Sea Zone 31
                                        1 Green-Dragon moved from Sea Zone 38 to Sea Zone 31
                                
                                    Combat - Crowton
                                        Battle in Sea Zone 31
                                            Crowton attack with 1 Green-Dragon and 1 Water-Dragon
                                            Dwarves defend with 1 Monoreme
                                                Crowton roll dice for 1 Green-Dragon and 1 Water-Dragon in Sea Zone 31, round 2 : 1/2 hits, 1.13 expected hits
                                                Dwarves roll dice for 1 Monoreme in Sea Zone 31, round 2 : 0/1 hits, 0.50 expected hits
                                                1 Monoreme owned by the Dwarves lost in Sea Zone 31
                                            Crowton win, taking Sea Zone 31 from Dwarves with 1 Green-Dragon and 1 Water-Dragon remaining. Battle score for attacker is 10
                                            Casualties for Dwarves: 1 Monoreme
                                        Battle in Ironhorn
                                            Crowton attack with 1 Air-Balloon, 2 Auxiliariess, 1 General, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen
                                            Dwarves defend with 1 Auxiliaries, 1 Capital-City, 1 Castle, 1 General and 1 Halflings
                                                Crowton roll dice for 1 Air-Balloon, 2 Auxiliariess, 1 General, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen in Ironhorn, round 2 : 4/8 hits, 3.88 expected hits
                                                Dwarves roll dice for 1 Auxiliaries, 1 Castle, 1 General and 1 Halflings in Ironhorn, round 2 : 2/3 hits, 2.13 expected hits
                                                2 Auxiliariess owned by the Crowton, 1 Auxiliaries owned by the Dwarves, 1 Halflings owned by the Dwarves and 1 General owned by the Dwarves lost in Ironhorn
                                            Crowton captures one of Dwarves capitals
                                            Crowton win, taking Ironhorn from Dwarves with 1 Air-Balloon, 1 General, 1 Lgt-Infantry, 2 Mariness and 1 Spearmen remaining. Battle score for attacker is 20
                                            Casualties for Crowton: 2 Auxiliariess
                                            Casualties for Dwarves: 1 Auxiliaries, 1 General and 1 Halflings
                                
                                    Non Combat Move - Crowton
                                        1 Lgt-Cavalry moved from Winterash to Oldengard
                                
                                    Purchase Units - Crowton
                                        Crowton buy 1 Large-Ship; Remaining resources: 5 PUs; 6 Food; 1 Wood; 6 Metal; 
                                
                                    Place Units - Crowton
                                        1 Large-Ship placed in Sea Zone 31
                                
                                    Turn Complete - Crowton
                                        Crowton collect 38 PUs; end with 43 PUs
                                        Units generate 4 Food; Crowton end with 10 Food
                                        Units generate -30 PUs; Crowton end with 13 PUs
                                        Units generate 6 Wood; Crowton end with 7 Wood
                                        Units generate 3 Metal; Crowton end with 9 Metal
                                

                                Combat Hit Differential Summary :

                                Crowton : 0.00
                                Dwarves : -0.63
                                

                                Savegame

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

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                                • FrostionF Offline
                                  Frostion Admin
                                  last edited by

                                  Whatever you do, don't start a new game before I get to update Dragon War to a new version with 3 evil player turns followed by 3 good player turns. I think players would feel a huge improvement, especially if playing forum/email.

                                  I will have to look at ships and dragons also, and maybe tone them down. 🤔

                                  Also I would think that after you finish this map, you both will have a much better understanding of the units, economy and such. I guess it does not feel like you have accomplished you best right now? 😉

                                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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

                                    @Frostion The one other major issue with the map is the amount of randomness in dragon spawns. I think they really should be set locations especially as the AI doesn't understand that it needs to try to defend them when placing them (this is because triggered units are placed after all others).

                                    Something you should consider is making some units not cost all 4 types of resources. This will allow more flexibility when purchasing as often times you end up out of one type of resource and then can't spend any of your other resources.

                                    Oh one other note on AI behavior, because the AI is TUV driven, it expects nations to have similar value for units. In dragon war the neutral AI nations have very expensive units that are essentially 4-5x the PU cost of player units. This causes the AI to pretty much avoid attacking the players as it sees battles as negative TUV exchanges. If you want the AI to be more aggressive then you could set the "tuv" parameter on neutral units to give them a more reasonable value in comparison to regular player units. If you look through our save game so far, you'll see the AI has almost never attacked anyone so kind of act like mobile blockers but don't pose any real threat.

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

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                                    • Black_ElkB Offline
                                      Black_Elk
                                      last edited by Black_Elk

                                      Will get to my turn in a couple hours when I get off work.

                                      Right now my main suggestion for the naval game would be to remove the blocking ability for ships. There are several choke points at sea and a real need for transport actions to move units back and forth between the various island strongholds. I don't mind the higher movement rate for ships, but the ships are expensive to produce/replace and I think its a little too easy to put up blocking pickets on the water. The option to pass through hostile sea zones would be good for a map like this, allowing the attacker the decision of whether to engage or ignore an enemy fleet, basically treating naval units here like the subs of other maps.

                                      I think the all Evil then all Good turn sequence would be helpful. Its definitely better for PBF play, but even in a live game the turns are fairly quick so I don't think it would be too much. Especially since it takes a while to get through the land grab period at the begining, I think it would be ideal for the pacing.

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                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by

                                        TripleA Turn Summary: Elves round 5

                                        TripleA Turn Summary for game: Dragon War, version: 1.2.3

                                        Game History

                                        Round: 5
                                        
                                            Combat Move - Elves
                                                1 Hvy-Infantry moved from East Savanna to South Western Pontic Desert
                                                      Elves take South Western Pontic Desert from Greenskins
                                                1 Auxiliaries moved from North Savanna to South Western Pontic Desert
                                                3 Auxiliariess, 1 General and 1 Wood-Elves moved from Athondir to Sea Zone 8
                                                1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
                                                3 Auxiliariess, 1 Bireme, 1 General, 2 Triremes and 2 Wood-Elvess moved from Sea Zone 8 to Sea Zone 21
                                                      Elves take Sea Zone 21 from Crowton
                                                3 Auxiliariess, 1 General and 2 Wood-Elvess moved from Sea Zone 21 to Winterash
                                                1 Lgt-Infantry moved from The Outlands to Durlan Ranges
                                                1 Lgt-Cavalry moved from Lost Mountains to Baldor Castle
                                                      Elves take Baldorian Crossing from Murlocs
                                                      Elves take Baldor Castle from Barbarians
                                        
                                            Combat - Elves
                                                Battle in Winterash
                                        
                                            Non Combat Move - Elves
                                        
                                            Purchase Units - Elves
                                                Elves buy 1 Hvy-Cavalry and 1 Spearmen; Remaining resources: 2 PUs; 4 Food; 5 Wood; 0 Metal; 
                                        
                                            Place Units - Elves
                                                1 Hvy-Cavalry and 1 Spearmen placed in Athondir
                                        
                                            Turn Complete - Elves
                                                Elves collect 39 PUs; end with 41 PUs
                                                Units generate 6 Metal; Elves end with 6 Metal
                                                Units generate 6 Food; Elves end with 10 Food
                                                Units generate 9 Wood; Elves end with 14 Wood
                                                Units generate -15 PUs; Elves end with 26 PUs
                                        

                                        Combat Hit Differential Summary :

                                        Savegame

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                                        • Black_ElkB Offline
                                          Black_Elk
                                          last edited by Black_Elk

                                          Well, looks like the Dwarves are toast. Didn't catch that sz 28 connection. Live and learn I guess lol

                                          redrumR 1 Reply Last reply Reply Quote 0
                                          • redrumR Offline
                                            redrum Admin @Black_Elk
                                            last edited by

                                            @Black_Elk That was the shortest couple of hours I've ever seen 🙂

                                            Non-blocking ships would be interesting but that would probably make amphibious assaults even more OP. I think it would essentially lead to a stack fest in every capital as there would be no way to block the opposing fleet.

                                            Yeah, I was guessing you either missed the connection or didn't realize how many units I could transport.

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

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