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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

      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.

                          redrumR 1 Reply Last reply Reply Quote 0
                          • 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

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                                  • 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
                                    • redrumR Offline
                                      redrum Admin @Black_Elk
                                      last edited by

                                      @Black_Elk Yeah, its pretty much just red with their dragons left for the good side at this point. Both the elves and dwarves are pretty weak with no fleet now. I also just snagged the last dragon so that evil has 1, 3, 4, and 5. Green also has a massive income now and should be able to buy 4-5 units per turn moving forward.

                                      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

                                        Getting control of a dragon quickstyle seems to be the ticket for an early press. Seems to be easier to capture a dragon if you have already dragon. Wonder if maybe each team should just get one to start. Or have a hatchling that improves over time like Frostion mentioned

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

                                          @Black_Elk Actually I mentioned the hatchling with food upkeep 😉

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

                                          1 Reply Last reply Reply Quote 2
                                          • FrostionF Offline
                                            Frostion Admin
                                            last edited by

                                            Dragons are supposed to be strong, but not so strong that they are unbeatable. Maybe instead of autohealing, it could cost food to heal them. Or alternatively they must just be toned down in stats.

                                            Anyway, when I get time to try to use the TUV attachment for the AI neutrals, the AI will not be so defensive from start. That will probably also change the map a lot. Maybe the young dragons will not let themselves be captured so easily, and maybe go on the offensive themselves.

                                            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

                                            1 Reply Last reply Reply Quote 1

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