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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 Black_Elk

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

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

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      • redrumR Offline
        redrum Admin
        last edited by

        TripleA Turn Summary: Crowton round 5

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

        Game History

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

        Combat Hit Differential Summary :

        Crowton : 0.00
        Dwarves : -0.63
        

        Savegame

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

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        • FrostionF Offline
          Frostion Admin
          last edited by

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

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

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

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

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

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

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

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

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

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            • Black_ElkB Offline
              Black_Elk
              last edited by Black_Elk

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

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

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

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              • Black_ElkB Offline
                Black_Elk
                last edited by

                TripleA Turn Summary: Elves round 5

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

                Game History

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

                Combat Hit Differential Summary :

                Savegame

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                • Black_ElkB Offline
                  Black_Elk
                  last edited by Black_Elk

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

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

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

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

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

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

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                    • 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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                            • 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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                                  • redrumR Offline
                                    redrum Admin @Black_Elk
                                    last edited by

                                    @Black_Elk Yeah, having some of the capitals inland probably would make sense. Though because ships are so strong right now, it might actually put those nations at a further disadvantage. I guess if you gave them another coastal town that could work though then that would be hard to defend.

                                    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
                                      last edited by

                                      TripleA Turn Summary: Crowton round 6

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

                                      Game History

                                      Round: 6
                                      
                                          Combat Move - Crowton
                                              1 unit repaired.
                                              1 Auxiliaries and 1 Hvy-Infantry moved from Doomed Bridge to The Outlands
                                                    Crowton take The Outlands from Elves
                                              1 Lgt-Infantry moved from Trinity Coast to Lost Mountains
                                                    Crowton take Lost Mountains from Elves
                                              2 Large-Ships and 1 Small-Ship moved from Sea Zone 28 to Sea Zone 21
                                              1 Green-Dragon and 1 Water-Dragon moved from Sea Zone 31 to Sea Zone 21
                                              1 Auxiliaries moved from Stormwood to Oldengard
                                              1 Lgt-Infantry moved from Ironhorn to East Parnesis Desert
                                                    Crowton take East Parnesis Desert from Dwarves
                                              1 Spearmen moved from Ironhorn to Kumbadur Hills
                                                    Crowton take Kumbadur Hills from Dwarves
                                              1 Marines moved from Ironhorn to Greyhood Holdings
                                                    Crowton take Greyhood Holdings from Dwarves
                                              1 Marines moved from Ironhorn to Sea Zone 31
                                              1 Air-Balloon and 1 General moved from Ironhorn to Maragorn
                                              1 Large-Ship and 1 Marines moved from Sea Zone 31 to Sea Zone 26
                                              1 Marines moved from Sea Zone 26 to Maragorn
                                      
                                          Combat - Crowton
                                              Crowton has abandoned Sea Zone 6 to Pirates
                                              Battle in Maragorn
                                                  Crowton attack with 1 Air-Balloon, 1 General and 1 Marines
                                                  Dwarves defend with 1 Sawmill and 1 Spearmen
                                                      Crowton roll dice for 1 Air-Balloon, 1 General and 1 Marines in Maragorn, round 2 : 2/3 hits, 1.50 expected hits
                                                      Dwarves roll dice for 1 Spearmen in Maragorn, round 2 : 0/1 hits, 0.38 expected hits
                                                      1 Spearmen owned by the Dwarves lost in Maragorn
                                                  Crowton win, taking Sea Zone 6 from Elves, taking Maragorn from Dwarves with 1 Air-Balloon, 1 General and 1 Marines remaining. Battle score for attacker is 9
                                                  Casualties for Dwarves: 1 Spearmen
                                              Battle in Sea Zone 21
                                                  Crowton attack with 1 Green-Dragon, 2 Large-Ships, 1 Small-Ship and 1 Water-Dragon
                                                  Elves defend with 1 Bireme and 2 Triremes
                                                      Crowton roll dice for 1 Green-Dragon, 2 Large-Ships, 1 Small-Ship and 1 Water-Dragon in Sea Zone 21, round 2 : 4/5 hits, 2.50 expected hits
                                                      Elves roll dice for 1 Bireme and 2 Triremes in Sea Zone 21, round 2 : 3/3 hits, 2.13 expected hits
                                                  Units damaged: 1 Water-Dragon owned by the Crowton
                                                      1 Bireme owned by the Elves, 2 Triremes owned by the Elves and 1 Small-Ship owned by the Crowton lost in Sea Zone 21
                                                  Crowton win, taking Sea Zone 21 from Elves with 1 Green-Dragon, 2 Large-Ships and 1 Water-Dragon remaining. Battle score for attacker is 36
                                                  Casualties for Crowton: 1 Small-Ship
                                                  Casualties for Elves: 1 Bireme and 2 Triremes
                                      
                                          Non Combat Move - Crowton
                                              Trigger Small-Ship in Glassville: Crowton has 1 Small-Ship placed in Sea Zone 19
                                              Trigger Small-Ship in Glassville: Crowton has 1 Marines placed in Glassville
                                              1 Green-Dragon moved from Sea Zone 21 to Sea Zone 22
                                      
                                          Purchase Units - Crowton
                                              Crowton buy 1 Monster; Remaining resources: 3 PUs; 4 Food; 5 Wood; 7 Metal; 
                                      
                                          Place Units - Crowton
                                              1 Monster placed in Ironhorn
                                      
                                          Turn Complete - Crowton
                                              Crowton collect 43 PUs; end with 46 PUs
                                              Units generate 7 Food; Crowton end with 11 Food
                                              Units generate -30 PUs; Crowton end with 16 PUs
                                              Units generate 6 Wood; Crowton end with 11 Wood
                                              Units generate 6 Metal; Crowton end with 13 Metal
                                      

                                      Combat Hit Differential Summary :

                                      Crowton : 2.00
                                      Elves : 0.88
                                      Dwarves : -0.38
                                      

                                      Savegame

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

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                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by

                                        TripleA Turn Summary: Elves round 6

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

                                        Game History

                                        Round: 6
                                        
                                            Combat Move - Elves
                                                1 Lgt-Cavalry moved from Baldor Castle to Northern Baldoria
                                                      Elves take Northern Baldoria from Barbarians
                                                1 Lgt-Cavalry moved from Northern Baldoria to Baldor Castle
                                                1 Lgt-Infantry moved from Durlan Ranges to Durlan Steppes
                                                1 Wood-Elves moved from Oorsik Forest to Oorsik Tirith
                                                3 Auxiliariess, 1 General and 2 Wood-Elvess moved from Winterash to Maningscar
                                                      Elves take Maningscar from Crowton
                                        
                                            Combat - Elves
                                        
                                            Non Combat Move - Elves
                                        
                                            Purchase Units - Elves
                                                Elves buy 1 Ballista and 1 Catapult; Remaining resources: 4 PUs; 6 Food; 1 Wood; 1 Metal; 
                                        
                                            Place Units - Elves
                                                1 Ballista and 1 Catapult placed in Athondir
                                        
                                            Turn Complete - Elves
                                                Elves collect 36 PUs; end with 40 PUs
                                                Units generate 3 Metal; Elves end with 4 Metal
                                                Units generate 6 Food; Elves end with 12 Food
                                                Units generate 9 Wood; Elves end with 10 Wood
                                                Units generate -15 PUs; Elves end with 25 PUs
                                        

                                        Combat Hit Differential Summary :

                                        Savegame

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                                        • Black_ElkB Offline
                                          Black_Elk
                                          last edited by

                                          Not really sure that the Good guys can do anything at this point to turn it around. That sea dragon is a beast, my fleets got worked hehe

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

                                            TripleA Turn Summary: Greenskins round 6

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

                                            Game History

                                            Round: 6
                                            
                                                Combat Move - Greenskins
                                                        Some non-combat units are destroyed: 
                                                    1 Lgt-Cavalry moved from South Western Pontic Desert to East Savanna
                                                          Greenskins take East Savanna from Elves
                                                    1 Rangers moved from Doomed Passage to North Savanna
                                                          Greenskins take North Savanna from Elves
                                                    1 Spearmen moved from Northern Wilds to East Lost Mountains
                                                          Greenskins take East Lost Mountains from Barbarians
                                                    1 Auxiliaries moved from Wetwood to Kallingholt
                                                          Greenskins take Kallingholt from Murlocs
                                                    1 Rangers moved from High Mocrag to Ogreville
                                                          Greenskins take Ogreville from Ogres
                                                    1 Rangers moved from Dathic East to Drake Peninsula
                                                          Greenskins take Wild Mire from Murlocs
                                                          Greenskins take Drake Peninsula from Murlocs
                                                    1 Auxiliaries moved from Wetshore to Scorpion Coast
                                                          Greenskins take Scorpion Coast from Murlocs
                                                    1 Crow-Swarm moved from Sea Zone 71 to Morassia
                                                    1 Crow-Swarm moved from Rackelton to Morassia
                                                    1 Crow-Swarm moved from Orcengor to Morassia
                                                    1 General and 1 Hvy-Infantry moved from Dusty Heights to Sea Zone 72
                                                    2 Auxiliariess moved from Dusty Heights to Sea Zone 72
                                                    1 Auxiliaries moved from Orcengor to Sea Zone 72
                                                    3 Auxiliariess, 1 General, 1 Hvy-Infantry, 1 Monoreme and 1 Transport-Ship moved from Sea Zone 72 to Sea Zone 66
                                                          Greenskins take Sea Zone 66 from Pirates
                                                    3 Auxiliariess, 1 General and 1 Hvy-Infantry moved from Sea Zone 66 to Morassia
                                                    1 Lgt-Infantry moved from Eastern White Slopes to Sea Zone 69
                                                    1 Lgt-Infantry and 1 Monoreme moved from Sea Zone 69 to Sea Zone 66
                                                    1 Lgt-Infantry moved from Sea Zone 66 to Morassia
                                                    1 Knights moved from Orcengor to Godheim
                                                    1 Rangers moved from Orcengor to Godheim Reach
                                                    1 Rangers moved from Warg Caves to Orcengor
                                            
                                                Combat - Greenskins
                                                    Battle in Morassia
                                                        Greenskins attack with 3 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry
                                                        Murlocs defend with 5 Murlocs, 1 Murloc-Village, 1 Sawmill and 1 Young-White-Dragon
                                                            Greenskins roll dice for 3 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry in Morassia, round 2 : 4/9 hits, 3.50 expected hits
                                                            Murlocs roll dice for 5 Murlocs and 1 Young-White-Dragon in Morassia, round 2 : 1/6 hits, 1.88 expected hits
                                                            4 Murlocs owned by the Murlocs and 1 Auxiliaries owned by the Greenskins lost in Morassia
                                                            Greenskins roll dice for 2 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry in Morassia, round 3 : 4/8 hits, 3.13 expected hits
                                                            Murlocs roll dice for 1 Murloc and 1 Young-White-Dragon in Morassia, round 3 : 0/2 hits, 0.88 expected hits
                                                            1 Murloc owned by the Murlocs lost in Morassia
                                                        Some non-combat units are destroyed: 
                                                        Greenskins converts Young-White-Dragon into different units
                                                        Greenskins win, taking Morassia from Murlocs with 2 Auxiliariess, 3 Crow-Swarms, 1 General, 1 Hvy-Infantry and 1 Lgt-Infantry remaining. Battle score for attacker is 174
                                                        Casualties for Greenskins: 1 Auxiliaries
                                                        Casualties for Murlocs: 5 Murlocs
                                            
                                                Non Combat Move - Greenskins
                                                    2 Crow-Swarms moved from Morassia to Sea Zone 66
                                            
                                                Purchase Units - Greenskins
                                                    Greenskins buy 1 Crow-Swarm, 1 Hvy-Infantry and 10 Woods; Remaining resources: 7 PUs; 0 Food; 4 Wood; 1 Metal; 
                                            
                                                Place Units - Greenskins
                                                    1 Crow-Swarm placed in Rackelton
                                                    1 Hvy-Infantry placed in Orcengor
                                            
                                                Turn Complete - Greenskins
                                                    Greenskins collect 71 PUs; end with 78 PUs
                                                    Units generate 12 Wood; Greenskins end with 26 Wood
                                                    Units generate 11 Food; Greenskins end with 11 Food
                                                    Units generate -15 PUs; Greenskins end with 63 PUs
                                                    Units generate 6 Metal; Greenskins end with 7 Metal
                                            

                                            Combat Hit Differential Summary :

                                            Greenskins : 1.38
                                            Murlocs : -1.75
                                            

                                            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

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