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

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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

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      • 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

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        • 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

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            • 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

                            1 Reply Last reply Reply Quote 2
                            • 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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                                    • Black_ElkB Offline
                                      Black_Elk
                                      last edited by Black_Elk

                                      Hehe traffic was so horrid, I decided to stop by my house on the way back to the shop, to fire off a turn. Probably have to stay a bit longer tonight, but least this way I can see the hound dog for a few minutes and make a cup of coffee.

                                      Yeah, I suppose that's true. I'm honestly not so sure what the best approach is. Right now it seems pretty easy to get cut off. Maybe if there was a more expedient way to expand naval production that might do the trick? I suppose Dwarves aren't meant to do much sailing around, but kind of running into the same issue with the Humans. Probably better to bang into the goblins a bit sooner, since they seem to be hording up pretty quicklike now

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                                      • redrumR Offline
                                        redrum Admin
                                        last edited by

                                        TripleA Turn Summary: Greenskins round 5

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

                                        Game History

                                        Round: 5
                                        
                                            Combat Move - Greenskins
                                                    Some non-combat units are destroyed: 
                                                1 Lgt-Infantry moved from West Winterpass to Eastern White Slopes
                                                      Greenskins take Eastern White Slopes from Murlocs
                                                1 Auxiliaries and 1 Monoreme moved from Sea Zone 70 to Sea Zone 69
                                                1 Auxiliaries moved from Sea Zone 69 to Wetwood
                                                      Greenskins take Wetwood from Murlocs
                                                1 Lgt-Cavalry moved from Pontic Desert to South Western Pontic Desert
                                                      Greenskins take Western Pontic Desert from Gnolls
                                                1 Crow-Swarm moved from Sea Zone 70 to South Western Pontic Desert
                                                1 Rangers moved from Godheim Reach to Doomed Passage
                                                      Greenskins take Northern Wilds from Elves
                                                      Greenskins take Doomed Passage from Elves
                                                1 Spearmen moved from North Eastern Pontic Desert to Northern Wilds
                                                1 Rangers moved from Dathic West to High Mocrag
                                                      Greenskins take High Mocrag from Ogres
                                                1 Auxiliaries moved from Halefoss Mountains to Wetshore
                                                      Greenskins take Wetshore from Murlocs
                                                1 Monoreme moved from Sea Zone 67 to Sea Zone 72
                                                1 Auxiliaries and 1 General moved from Orcengor to Sea Zone 72
                                                1 Auxiliaries and 1 Hvy-Infantry moved from Dusty Mountains to Dusty Heights
                                                1 Rangers moved from Warg Caves to Orcengor
                                                1 Auxiliaries and 1 General moved from Sea Zone 72 to Dusty Heights
                                                1 Rangers moved from Orcengor to Dathic East
                                        
                                            Combat - Greenskins
                                                Battle in South Western Pontic Desert
                                                    Greenskins attack with 1 Crow-Swarm and 1 Lgt-Cavalry
                                                    Elves defend with 1 Auxiliaries and 1 Hvy-Infantry
                                                        Greenskins roll dice for 1 Crow-Swarm and 1 Lgt-Cavalry in South Western Pontic Desert, round 2 : 2/2 hits, 0.63 expected hits
                                                        Elves roll dice for 1 Auxiliaries and 1 Hvy-Infantry in South Western Pontic Desert, round 2 : 0/2 hits, 0.38 expected hits
                                                        1 Auxiliaries owned by the Elves and 1 Hvy-Infantry owned by the Elves lost in South Western Pontic Desert
                                                    Greenskins win, taking South Western Pontic Desert from Elves with 1 Crow-Swarm and 1 Lgt-Cavalry remaining. Battle score for attacker is 10
                                                    Casualties for Elves: 1 Auxiliaries and 1 Hvy-Infantry
                                        
                                            Non Combat Move - Greenskins
                                                1 Crow-Swarm moved from South Western Pontic Desert to Sea Zone 71
                                        
                                            Purchase Units - Greenskins
                                                Greenskins buy 2 Crow-Swarms, 1 Knights and 1 Transport-Ship; Remaining resources: 0 PUs; 1 Food; 3 Wood; 1 Metal; 
                                        
                                            Place Units - Greenskins
                                                1 Knights placed in Orcengor
                                                1 Transport-Ship placed in Sea Zone 72
                                                1 Crow-Swarm placed in Orcengor
                                                1 Crow-Swarm placed in Rackelton
                                        
                                            Turn Complete - Greenskins
                                                Greenskins collect 58 PUs; end with 58 PUs
                                                Units generate 7 Food; Greenskins end with 8 Food
                                                Units generate -15 PUs; Greenskins end with 43 PUs
                                                Units generate 6 Metal; Greenskins end with 7 Metal
                                                Units generate 3 Wood; Greenskins end with 6 Wood
                                        

                                        Combat Hit Differential Summary :

                                        Elves : -0.38
                                        Greenskins : 1.38
                                        

                                        Savegame

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

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                                        • Black_ElkB Offline
                                          Black_Elk
                                          last edited by Black_Elk

                                          What about just moving a couple capitals inland? That might be easier.

                                          Thematically it would probably make sense for the Dwarves and Goblins to have their capitals in the mountains somewhere instead of on the coast.

                                          You could just give them a coastal fort so they aren't locked out of the naval game. I think it would give a bit more variety to the factions.

                                          I think for the good humans and the elves fleets make sense. For the evil humans and undead too I suppose. But when I think of dwarves and goblins in fantasy its usually big land battles that come to mind, in the hills or mountains where there are caves and such.

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                                          • Black_ElkB Offline
                                            Black_Elk
                                            last edited by

                                            TripleA Turn Summary: Lionia round 5

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

                                            Game History

                                            Round: 5
                                            
                                                Combat Move - Lionia
                                                    1 Red-Dragon moved from Illyria to Samarkum
                                                    1 Lgt-Cavalry moved from Illyria to Sea Zone 45
                                                    1 Large-Ship and 1 Lgt-Cavalry moved from Sea Zone 45 to Sea Zone 41
                                                    1 Large-Ship and 1 Lgt-Cavalry moved from Sea Zone 41 to Sea Zone 42
                                                          Lionia take Sea Zone 42 from Pirates
                                                    1 Lgt-Cavalry moved from Sea Zone 42 to Samarkum
                                                    1 Crusaders moved from Jade Mountains to Lion Heights
                                                          Lionia take Lion Heights from Barbarians
                                                    1 Auxiliaries moved from Lionian Plains to Lionport
                                                    1 Lgt-Infantry moved from Fanebrow to Wolfendale
                                                          Lionia take Wolfendale from Murlocs
                                                    2 Hvy-Cavalrys moved from Lionport to Lion Heights
                                                    1 General moved from Lionport to Lion Heights
                                                    1 Auxiliaries moved from Freegrass to Lionport
                                            
                                                Combat - Lionia
                                                    Battle in Samarkum
                                                        Lionia attack with 1 Lgt-Cavalry and 1 Red-Dragon
                                                        Gnolls defend with 1 Gnoll, 1 Gnoll-Village, 1 Windmill and 1 Young-Brown-Dragon
                                                            Lionia roll dice for 1 Lgt-Cavalry and 1 Red-Dragon in Samarkum, round 2 : 2/2 hits, 1.00 expected hits
                                                            Gnolls roll dice for 1 Gnoll and 1 Young-Brown-Dragon in Samarkum, round 2 : 1/2 hits, 0.63 expected hits
                                                        Units damaged: 1 Red-Dragon owned by the Lionia
                                                            1 Gnoll owned by the Gnolls lost in Samarkum
                                                        Some non-combat units are destroyed: 
                                                        Lionia converts Young-Brown-Dragon into different units
                                                        Lionia win, taking Samarkum from Gnolls with 1 Lgt-Cavalry and 1 Red-Dragon remaining. Battle score for attacker is 45
                                                        Casualties for Gnolls: 1 Gnoll
                                            
                                                Non Combat Move - Lionia
                                            
                                                Purchase Units - Lionia
                                                    Lionia buy 1 Hvy-Cavalry and 1 Lgt-Cavalry; Remaining resources: 6 PUs; 6 Food; 2 Wood; 1 Metal; 
                                            
                                                Place Units - Lionia
                                                    1 Hvy-Cavalry and 1 Lgt-Cavalry placed in Lionport
                                            
                                                Turn Complete - Lionia
                                                    Lionia collect 39 PUs; end with 45 PUs
                                                    Units generate 11 Food; Lionia end with 17 Food
                                                    Units generate -15 PUs; Lionia end with 30 PUs
                                                    Units generate 3 Wood; Lionia end with 5 Wood
                                                    Units generate 3 Metal; Lionia end with 4 Metal
                                            

                                            Combat Hit Differential Summary :

                                            Gnolls : 0.38
                                            Lionia : 1.00
                                            

                                            Savegame

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