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

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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

                          1 Reply Last reply Reply Quote 0
                          • 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

                              1 Reply Last reply Reply Quote 1
                              • 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

                                  1 Reply Last reply Reply Quote 0
                                  • 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

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

                                        TripleA Turn Summary: Undead round 5

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

                                        Game History

                                        Round: 5
                                        
                                            Combat Move - Undead
                                                1 Blue-Dragon moved from Hinderland Settlement to East Parnesis Desert
                                                2 Zombiess moved from Zool Twins to Bridge of No Return
                                                1 Lgt-Infantry moved from Farhaven to Sea Zone 53
                                                1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 53 to Sea Zone 59
                                                      Undead take Sea Zone 54 from Pirates
                                                      Undead take Sea Zone 56 from Lionia
                                                      Undead take Sea Zone 59 from Pirates
                                                1 Lgt-Infantry moved from Sea Zone 59 to Millshire
                                                1 Lgt-Cavalry moved from Hinderland Settlement to The Hinderlands
                                                1 Lgt-Infantry moved from Hinderland Zone 3 to The Hinderlands
                                                1 Zombies moved from Plagued Fields to The Hinderlands
                                                1 Auxiliaries moved from Necroloft to Sea Zone 49
                                                1 Auxiliaries and 1 Small-Ship moved from Sea Zone 49 to Sea Zone 47
                                                1 Auxiliaries moved from Sea Zone 47 to Deadrock
                                                      Undead take Deadrock from Pirates
                                        
                                            Combat - Undead
                                                Battle in Millshire
                                                Battle in Bridge of No Return
                                                    Undead attack with 2 Zombiess
                                                    Dwarves defend with 1 Gnomes and 1 Mine
                                                        Undead roll dice for 2 Zombiess in Bridge of No Return, round 2 : 1/2 hits, 0.50 expected hits
                                                        Dwarves roll dice for 1 Gnomes in Bridge of No Return, round 2 : 0/1 hits, 0.25 expected hits
                                                        1 Gnomes owned by the Dwarves lost in Bridge of No Return
                                                    Undead win, taking Millshire from Lionia, taking Bridge of No Return from Dwarves with 2 Zombiess remaining. Battle score for attacker is 1
                                                    Casualties for Dwarves: 1 Gnomes
                                                Battle in The Hinderlands
                                                    Undead attack with 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Zombies
                                                    Ogres defend with 2 Ogres
                                                        Undead roll dice for 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Zombies in The Hinderlands, round 2 : 0/3 hits, 1.13 expected hits
                                                        Ogres roll dice for 2 Ogres in The Hinderlands, round 2 : 1/2 hits, 1.00 expected hits
                                                        1 Zombies owned by the Undead lost in The Hinderlands
                                                    1 Lgt-Infantry owned by the Undead and 1 Lgt-Cavalry owned by the Undead retreated to Plagued Fields
                                                    Ogres win with 2 Ogres remaining. Battle score for attacker is -1
                                                    Casualties for Undead: 1 Zombies
                                                Battle in East Parnesis Desert
                                                    Undead attack with 1 Blue-Dragon
                                                    Dwarves defend with 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry
                                                        Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 2 : 0/1 hits, 0.75 expected hits
                                                        Dwarves roll dice for 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 2 : 0/1 hits, 0.13 expected hits
                                                        Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 3 : 1/1 hits, 0.75 expected hits
                                                        Dwarves roll dice for 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 3 : 0/1 hits, 0.13 expected hits
                                                        1 Auxiliaries owned by the Dwarves lost in East Parnesis Desert
                                                        Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 4 : 1/1 hits, 0.75 expected hits
                                                        Dwarves roll dice for 1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 4 : 0/1 hits, 0.13 expected hits
                                                        1 Auxiliaries owned by the Dwarves lost in East Parnesis Desert
                                                        Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 5 : 1/1 hits, 0.75 expected hits
                                                        Dwarves roll dice for 1 Halflings and 1 Hvy-Infantry in East Parnesis Desert, round 5 : 0/1 hits, 0.13 expected hits
                                                        1 Halflings owned by the Dwarves lost in East Parnesis Desert
                                                        Undead roll dice for 1 Blue-Dragon in East Parnesis Desert, round 6 : 1/1 hits, 0.75 expected hits
                                                        Dwarves roll dice for 1 Hvy-Infantry in East Parnesis Desert, round 6 : 0/1 hits, 0.13 expected hits
                                                    1 Hvy-Infantry owned by the Dwarves lost in East Parnesis Desert
                                                    Undead win with 1 Blue-Dragon remaining. Battle score for attacker is 12
                                                    Casualties for Dwarves: 2 Auxiliariess, 1 Halflings and 1 Hvy-Infantry
                                        
                                            Non Combat Move - Undead
                                                1 Blue-Dragon moved from East Parnesis Desert to Ironhorn
                                                1 General moved from Necroloft to Plagued Fields
                                                1 Large-Ship moved from Sea Zone 47 to Sea Zone 49
                                                1 Hvy-Infantry moved from Necroloft to Sea Zone 49
                                                1 Hvy-Infantry moved from Sea Zone 49 to Haunted Moorland
                                                1 Zombies moved from Dreadpass to Zool Twins
                                        
                                            Purchase Units - Undead
                                                Undead buy 1 Giant-Bat, 1 Small-Ship and 5 Woods; Remaining resources: 1 PUs; 0 Food; 2 Wood; 14 Metal; 
                                        
                                            Place Units - Undead
                                                1 Small-Ship placed in Sea Zone 49
                                                1 Giant-Bat placed in Necroloft
                                        
                                            Turn Complete - Undead
                                                Undead collect 47 PUs; end with 48 PUs
                                                Units generate 9 Food; Undead end with 9 Food
                                                Units generate 6 Wood; Undead end with 13 Wood
                                                Units generate 12 Metal; Undead end with 26 Metal
                                                Units generate -15 PUs; Undead end with 33 PUs
                                                Undead creates 1 Zombies in Plagued Fields
                                        

                                        Combat Hit Differential Summary :

                                        Ogres : 0.00
                                        Undead : -0.38
                                        Dwarves : -0.88
                                        

                                        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 5

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

                                          Game History

                                          Round: 5
                                          
                                              Combat Move - Dwarves
                                                  1 Gnomes moved from Mebach to Westerfoss
                                                        Dwarves take Westerfoss from Ogres
                                                  1 Gnomes moved from Dol Ulum to Mount Thoril
                                                  1 Lgt-Infantry moved from Mithrildon to Mount Thoril
                                                  1 Spearmen moved from Mithrildon to Maragorn
                                                        Dwarves take Maragorn from Crowton
                                                  1 Gnomes moved from Gnomen Lowland to Dol Ulum
                                                  1 Halflings moved from Halfling Meadows to Gnomen Lowland
                                                  1 Auxiliaries, 1 Halflings and 1 Hvy-Infantry moved from West Parnesis Desert to Faranwall
                                                  1 Lgt-Infantry moved from Spectoria to Mount Chaos
                                                        Dwarves take Mount Chaos from Murlocs
                                          
                                              Combat - Dwarves
                                                  Battle in Mount Thoril
                                                      Dwarves attack with 1 Gnomes and 1 Lgt-Infantry
                                                      Kobolds defend with 1 Kobold
                                                          Dwarves roll dice for 1 Gnomes and 1 Lgt-Infantry in Mount Thoril, round 2 : 1/2 hits, 0.63 expected hits
                                                          Kobolds roll dice for 1 Kobold in Mount Thoril, round 2 : 1/1 hits, 0.38 expected hits
                                                          1 Gnomes owned by the Dwarves and 1 Kobold owned by the Kobolds lost in Mount Thoril
                                                      Dwarves win, taking Mount Thoril from Kobolds with 1 Lgt-Infantry remaining. Battle score for attacker is 44
                                                      Casualties for Dwarves: 1 Gnomes
                                                      Casualties for Kobolds: 1 Kobold
                                          
                                              Non Combat Move - Dwarves
                                          
                                              Purchase Units - Dwarves
                                                  Dwarves buy 1 Hvy-Cavalry and 1 Town; Remaining resources: 2 PUs; 2 Food; 2 Wood; 8 Metal; 
                                          
                                              Place Units - Dwarves
                                                  Units in Dol Ulum being upgraded or consumed: 1 Village
                                                  1 Hvy-Cavalry and 1 Town placed in Dol Ulum
                                          
                                              Turn Complete - Dwarves
                                                  Dwarves collect 32 PUs (2 lost to blockades); end with 34 PUs
                                                  Units generate 9 Wood; Dwarves end with 11 Wood
                                                  Units generate 4 Food; Dwarves end with 6 Food
                                                  Units generate 6 Metal; Dwarves end with 14 Metal
                                          

                                          Combat Hit Differential Summary :

                                          Dwarves : 0.38
                                          Kobolds : 0.63
                                          

                                          Savegame

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                                          • Black_ElkB Offline
                                            Black_Elk
                                            last edited by Black_Elk

                                            Maybe the Faranwall location would be interesting for the Dwarven capital territory? Or Mount Thoril might be cool for a Dwarven capital if it belonged to them from the outset. I don't know, Ironhorn forces them into an early naval contest, since the Crow capital is so close, and to me Dwarves on ships just feel a little out of place hehe. I picture them absorbing amphibious invasions along the coast sure, but then drawing the enemy up into the hills, where they can could put up a more protracted battle in their fortified stronholds. Having them set sail to expand doesn't quite match up with the images I have from like Tolkien, D&D and such.

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