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    Dragon War 1.2.4 Black_Elk (Evil) vs redrum (Good)

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    • Black_ElkB Offline
      Black_Elk
      last edited by

      TripleA Turn Summary: Greenskins round 8

      TripleA Turn Summary for game: Dragon War, version: 1.2.4

      Game History

      Round: 8
      
          Combat Move - Greenskins
                  Some non-combat units are destroyed: 
              1 General and 1 Monster moved from Dathic East to Dathic Jungle
                    Greenskins take Dathic Jungle from Murlocs
              1 Auxiliaries moved from Dathic East to Dathic Jungle
              1 Auxiliaries moved from Badlands to Wild Mire
                    Greenskins take Wild Mire from Murlocs
              1 Auxiliaries moved from Dusty Heights to Old Slavenport
                    Greenskins take Old Slavenport from Gnolls
              1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon moved from Silverdeep to Robach
              1 Monoreme moved from Sea Zone 71 to Sea Zone 69
              1 Rangers moved from Warg Caves to Sea Zone 69
              1 Knights moved from Surigard to Ponticor
              1 Auxiliaries and 1 Bowmen moved from Dusty Mountains to Orcengor
              1 Rangers moved from Sea Zone 69 to Wetwood
                    Greenskins take Wetwood from Murlocs
      
          Combat - Greenskins
              Battle in Robach
                  Greenskins attack with 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon
                  Ogres defend with 1 Ogre
                      Greenskins roll dice for 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon in Robach, round 2 : 2/5 hits, 2.13 expected hits
                      Ogres roll dice for 1 Ogre in Robach, round 2 : 0/1 hits, 0.38 expected hits
                      1 Ogre owned by the Ogres lost in Robach
                  Greenskins win, taking Robach from Ogres with 1 Bowmen, 1 Brown-Dragon, 2 Rangerss and 1 White-Dragon remaining. Battle score for attacker is 10
                  Casualties for Ogres: 1 Ogre
              Battle in Ponticor
                  Greenskins attack with 1 Knights
                  Elves defend with 1 Lgt-Cavalry and 1 Windmill
                      Greenskins roll dice for 1 Knights in Ponticor, round 2 : 1/1 hits, 0.63 expected hits
                      Elves roll dice for 1 Lgt-Cavalry in Ponticor, round 2 : 0/1 hits, 0.50 expected hits
                  1 Lgt-Cavalry owned by the Elves lost in Ponticor
                  Greenskins win, taking Ponticor from Elves with 1 Knights remaining. Battle score for attacker is 10
                  Casualties for Elves: 1 Lgt-Cavalry
      
          Non Combat Move - Greenskins
      
          Purchase Units - Greenskins
              Note to players Greenskins: A Greenskin Wizard stands ready in Orcengor.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flyin....
              Trigger Greenskins acquire a Wizard: Greenskins has 1 Wizard placed in Orcengor
              Greenskins buy 2 Lgt-Cavalrys and 1 Village; Remaining resources: 0 PUs; 0 Food; 7 Wood; 1 Metal; 
      
          Place Units - Greenskins
              1 Lgt-Cavalry placed in Surigard
              1 Village placed in Silverdeep
              1 Lgt-Cavalry placed in Orcengor
      
          Turn Complete - Greenskins
              Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
              Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
              Greenskins collect 48 PUs; end with 48 PUs
              Units generate 8 Food; Greenskins end with 8 Food
              Units generate 6 Wood; Greenskins end with 13 Wood
              Units generate 9 Metal; Greenskins end with 10 Metal
              Units generate -15 PUs; Greenskins end with 33 PUs
      

      Combat Hit Differential Summary :

      Ogres : -0.38
      Elves : -0.50
      Greenskins : 0.25
      

      Savegame

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      • Black_ElkB Offline
        Black_Elk
        last edited by

        TripleA Turn Summary: Undead round 8

        TripleA Turn Summary for game: Dragon War, version: 1.2.4

        Game History

        Round: 8
        
            Combat Move - Undead
                1 Zombies moved from Dreadpass to Zool Twins
                      Undead take Zool Twins from Barbarians
                1 Bowmen moved from Lifeless Barrens to Misty Slopes
                      Undead take Misty Slopes from Barbarians
                1 Zombies moved from Plagued Fields to The Hinderlands
                1 Giant-Bat moved from Lifeless Barrens to The Hinderlands
                1 Auxiliaries moved from Forsaken Mountains to Plagued Fields
                1 Auxiliaries, 1 Hvy-Infantry and 1 Spearmen moved from West Witching Mountains to Misty Slopes
        
            Combat - Undead
                Battle in The Hinderlands
                    Undead attack with 1 Giant-Bat and 1 Zombies
                    Ogres defend with 1 Ogre
                        Undead roll dice for 1 Giant-Bat and 1 Zombies in The Hinderlands, round 2 : 1/2 hits, 0.50 expected hits
                        Ogres roll dice for 1 Ogre in The Hinderlands, round 2 : 0/1 hits, 0.50 expected hits
                        1 Ogre owned by the Ogres lost in The Hinderlands
                    Undead win, taking The Hinderlands from Ogres with 1 Giant-Bat and 1 Zombies remaining. Battle score for attacker is 10
                    Casualties for Ogres: 1 Ogre
        
            Non Combat Move - Undead
                1 Hvy-Cavalry moved from Necroloft to Plagued Fields
                1 Spearmen moved from Necroloft to Forsaken Mountains
        
            Purchase Units - Undead
                Note to players Undead: An Undead Wizard stands ready in Necroloft.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying....
                Trigger Undead acquires a Wizard: Undead has 1 Wizard placed in Necroloft
                Undead buy 5 Foods and 1 Hvy-Cavalry; Remaining resources: 4 PUs; 1 Food; 12 Wood; 1 Metal; 
        
            Place Units - Undead
                1 Hvy-Cavalry placed in Necroloft
        
            Turn Complete - Undead
                Trigger Auxiliaries in Necroloft: Undead has 1 Auxiliaries placed in Necroloft
                Undead collect 39 PUs; end with 43 PUs
                Units generate 6 Wood; Undead end with 18 Wood
                Units generate 4 Food; Undead end with 10 Food
                Units generate 6 Metal; Undead end with 7 Metal
                Units generate -15 PUs; Undead end with 28 PUs
                Undead creates 1 Zombies in Plagued Fields
        

        Combat Hit Differential Summary :

        Ogres : -0.50
        Undead : 0.50
        

        Savegame

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        • redrumR Offline
          redrum Admin
          last edited by

          TripleA Turn Summary: Lionia round 8

          TripleA Turn Summary for game: Dragon War, version: 1.2.4

          Game History

          Round: 8
          
              Combat Move - Lionia
                  1 unit repaired.
                  1 Auxiliaries and 1 Marines moved from Crab Island to Sea Zone 65
                  1 Auxiliaries, 1 Large-Ship and 1 Marines moved from Sea Zone 65 to Sea Zone 68
                        Lionia take Sea Zone 66 from Pirates
                        Lionia take Sea Zone 67 from Greenskins
                        Lionia take Sea Zone 68 from Greenskins
                  1 Auxiliaries and 1 Marines moved from Sea Zone 68 to Rackelton
                  1 Air-Balloon moved from Sea Zone 65 to Sea Zone 68
                  1 Auxiliaries moved from Crystal Strand to Samarkum
                  3 Auxiliariess and 1 Crusaders moved from Orangerock Mountains to Grand Peaks
                  1 Lgt-Infantry moved from Scavendeep to Scavenberg
                        Lionia take Scavenberg from Kobolds
                  1 Hvy-Cavalry moved from Orangerock Mountains to Scavendeep
                  1 Red-Dragon moved from Sea Zone 46 to Hellbrook
                  1 Crusaders moved from Cape Despair to South Witching Mountains
                        Lionia take South Witching Mountains from Undead
                  1 Hvy-Infantry moved from Cape Despair to Hells Crossing
                        Lionia take Hells Crossing from Undead
                  1 Crusaders moved from Cape Despair to Hellbrook
                  1 Crusaders moved from Cape Despair to Hellbrook
                  1 Auxiliaries moved from Lionport to Sea Zone 56
                  1 Auxiliaries and 1 Small-Ship moved from Sea Zone 56 to Sea Zone 52
                        Lionia take Sea Zone 52 from Pirates
                  1 Auxiliaries moved from Sea Zone 52 to Bluebeard Island
                  1 Crusaders moved from Jade Mountains to Cape Despair
                  1 Auxiliaries moved from Lion Heights to Jade Mountains
                  1 Spearmen moved from Greenshore to Jade Mountains
                  1 Knights and 1 Lgt-Cavalry moved from Crystal Strand to Samarkum
                  1 General moved from Crystal Strand to Grand Peaks
                  1 Knights moved from Orangerock Mountains to Scavendeep
                  1 Hvy-Cavalry moved from Lionport to Orangerock Mountains
          
              Combat - Lionia
                  Battle in Bluebeard Island
                      Some non-combat units are destroyed: 
                  Battle in Rackelton
                  Battle in Hellbrook
                      Lionia attack with 2 Crusaderss and 1 Red-Dragon
                      Murlocs defend with 2 Murlocs and 1 Murloc-Village
                          Lionia roll dice for 2 Crusaderss and 1 Red-Dragon in Hellbrook, round 2 : 1/3 hits, 1.50 expected hits
                          Murlocs roll dice for 2 Murlocs in Hellbrook, round 2 : 0/2 hits, 0.25 expected hits
                          1 Murloc owned by the Murlocs lost in Hellbrook
                          Lionia roll dice for 2 Crusaderss and 1 Red-Dragon in Hellbrook, round 3 : 2/3 hits, 1.50 expected hits
                          Murlocs roll dice for 1 Murloc in Hellbrook, round 3 : 0/1 hits, 0.13 expected hits
                          1 Murloc owned by the Murlocs lost in Hellbrook
                      Some non-combat units are destroyed: 
                      Lionia win, taking Bluebeard Island from Pirates, taking Rackelton from Greenskins, taking Hellbrook from Murlocs with 2 Crusaderss and 1 Red-Dragon remaining. Battle score for attacker is 14
                      Casualties for Murlocs: 2 Murlocs
                  Battle in Samarkum
                      Lionia attack with 1 Auxiliaries, 1 Knights and 1 Lgt-Cavalry
                      Gnolls defend with 1 Gnoll, 1 Gnoll-Village and 1 Windmill
                          Lionia roll dice for 1 Auxiliaries, 1 Knights and 1 Lgt-Cavalry in Samarkum, round 2 : 1/3 hits, 1.25 expected hits
                          Gnolls roll dice for 1 Gnoll in Samarkum, round 2 : 1/1 hits, 0.38 expected hits
                          1 Gnoll owned by the Gnolls and 1 Auxiliaries owned by the Lionia lost in Samarkum
                      Some non-combat units are destroyed: 
                      Lionia win, taking Samarkum from Gnolls with 1 Knights and 1 Lgt-Cavalry remaining. Battle score for attacker is 2
                      Casualties for Lionia: 1 Auxiliaries
                      Casualties for Gnolls: 1 Gnoll
          
              Non Combat Move - Lionia
                  1 Red-Dragon moved from Hellbrook to Cape Despair
          
              Purchase Units - Lionia
                  Note to players Lionia: A Lionian Wizard stands ready in Lionport.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying ....
                  Trigger Lionia acquires a Wizard: Lionia has 1 Wizard placed in Lionport
                  Lionia buy 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Small-Ship; Remaining resources: 6 PUs; 2 Food; 1 Wood; 0 Metal; 
          
              Place Units - Lionia
                  1 Lgt-Infantry placed in Rackelton
                  1 Small-Ship placed in Sea Zone 59
                  1 Lgt-Cavalry placed in Lionport
          
              Turn Complete - Lionia
                  Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport
                  Trigger Crusaders in Jade Mountains: Lionia has 1 Crusaders placed in Jade Mountains
                  Lionia collect 61 PUs; end with 67 PUs
                  Units generate 12 Metal; Lionia end with 12 Metal
                  Units generate 11 Food; Lionia end with 13 Food
                  Units generate -15 PUs; Lionia end with 52 PUs
                  Units generate 3 Wood; Lionia end with 4 Wood
          

          Combat Hit Differential Summary :

          Gnolls : 0.63
          Lionia : -0.25
          Murlocs : -0.38
          

          Savegame

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

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          • redrumR Offline
            redrum Admin
            last edited by

            TripleA Turn Summary: Dwarves round 8

            TripleA Turn Summary for game: Dragon War, version: 1.2.4

            Game History

            Round: 8
            
                Combat Move - Dwarves
                    Trigger Dwarven fishing in Sea Zone 19: Dwarves has 1 Whales placed in Sea Zone 19
                    1 Gnomes moved from Westerfoss to Dathic North
                    1 Gnomes moved from Mount Thoril to Dol Ulum
                    1 Gnomes moved from Gnomen Lowland to Dol Ulum
                    1 Auxiliaries moved from Mithrildon to Mount Thoril
                    1 Auxiliaries moved from Faranwall to Mithrildon
                    1 Hvy-Cavalry moved from Ironhorn to Faranwall
                    1 Auxiliaries moved from Ironhorn to East Parnesis Desert
                    1 Halflings moved from Halfling Meadows to Ironhorn
                    1 Auxiliaries moved from East Parnesis Desert to Faranwall
                    1 Gnomes moved from Wild Arids to Spectoria
                          Dwarves take Spectoria from Murlocs
                    1 Halflings moved from Troll Mountains to Bridge of No Return
                          Dwarves take Bridge of No Return from Barbarians
                    1 Halflings moved from Safe Haven to Sea Zone 28
                    1 Halflings moved from Sea Zone 28 to East Parnesis Desert
            
                Combat - Dwarves
            
                Non Combat Move - Dwarves
            
                Purchase Units - Dwarves
                    Note to players Dwarves: A Dwarven Wizard stands ready in Ironhorn.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying ....
                    Trigger Dwarves acquires a Wizard: Dwarves has 1 Wizard placed in Ironhorn
                    Dwarves buy 2 Monoremes, 1 Monster and 5 Woods; Remaining resources: 1 PUs; 6 Food; 1 Wood; 0 Metal; 
            
                Place Units - Dwarves
                    1 Monster placed in Dol Ulum
                    2 Monoremes placed in Sea Zone 28
            
                Turn Complete - Dwarves
                    Trigger Halflings in Halfling Meadows: Dwarves has 1 Halflings placed in Halfling Meadows
                    Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
                    Trigger Gnomes in Gnomen Lowland: Dwarves has 1 Gnomes placed in Gnomen Lowland
                    Dwarves collect 57 PUs; end with 58 PUs
                    Units generate 9 Food; Dwarves end with 15 Food
                    Units generate 9 Metal; Dwarves end with 9 Metal
                    Units generate 12 Wood; Dwarves end with 18 Wood
                    Units generate -15 PUs; Dwarves end with 43 PUs
            

            Combat Hit Differential Summary :

            Savegame

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

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            • redrumR Offline
              redrum Admin
              last edited by

              TripleA Turn Summary: Elves round 8

              TripleA Turn Summary for game: Dragon War, version: 1.2.4

              Game History

              Round: 8
              
                  Combat Move - Elves
                      1 Lgt-Infantry moved from Rimdell Backlands to West Winterpass
                      1 Spearmen moved from East Savanna to South Western Pontic Desert
                      1 General moved from North Savanna to South Western Pontic Desert
                      1 Auxiliaries and 1 Wood-Elves moved from North Savanna to South Western Pontic Desert
              
                  Combat - Elves
                      Battle in West Winterpass
                          Elves attack with 1 Lgt-Infantry
                          Pirates defend with 1 Pirate
                              Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 2 : 0/1 hits, 0.25 expected hits
                              Pirates roll dice for 1 Pirate in West Winterpass, round 2 : 0/1 hits, 0.13 expected hits
                              Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 3 : 0/1 hits, 0.25 expected hits
                              Pirates roll dice for 1 Pirate in West Winterpass, round 3 : 0/1 hits, 0.13 expected hits
                              Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 4 : 0/1 hits, 0.25 expected hits
                              Pirates roll dice for 1 Pirate in West Winterpass, round 4 : 0/1 hits, 0.13 expected hits
                              Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 5 : 0/1 hits, 0.25 expected hits
                              Pirates roll dice for 1 Pirate in West Winterpass, round 5 : 0/1 hits, 0.13 expected hits
                              Elves roll dice for 1 Lgt-Infantry in West Winterpass, round 6 : 0/1 hits, 0.25 expected hits
                              Pirates roll dice for 1 Pirate in West Winterpass, round 6 : 0/1 hits, 0.13 expected hits
                          Pirates and Elves reach a stalemate
                      Battle in South Western Pontic Desert
                          Elves attack with 1 Auxiliaries, 1 General, 1 Spearmen and 1 Wood-Elves
                          Gnolls defend with 1 Gnoll
                              Elves roll dice for 1 Auxiliaries, 1 General, 1 Spearmen and 1 Wood-Elves in South Western Pontic Desert, round 2 : 1/4 hits, 1.75 expected hits
                              Gnolls roll dice for 1 Gnoll in South Western Pontic Desert, round 2 : 0/1 hits, 0.38 expected hits
                              1 Gnoll owned by the Gnolls lost in South Western Pontic Desert
                          Elves win, taking South Western Pontic Desert from Gnolls with 1 Auxiliaries, 1 General, 1 Spearmen and 1 Wood-Elves remaining. Battle score for attacker is 9
                          Casualties for Gnolls: 1 Gnoll
              
                  Non Combat Move - Elves
                      2 Lgt-Infantrys moved from Doomed Bridge to Western Pontic Desert
                      1 Auxiliaries moved from Rimdell Inlands to Rimdell Backlands
                      1 Transport-Ship moved from Sea Zone 9 to Sea Zone 10
                      1 Bireme moved from Sea Zone 7 to Sea Zone 5
                      2 Biremes moved from Sea Zone 9 to Sea Zone 8
                      1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
                      1 Auxiliaries and 1 Hvy-Infantry moved from Athondir to Sea Zone 8
                      1 Auxiliaries, 2 Biremes, 1 Hvy-Infantry and 1 Wood-Elves moved from Sea Zone 8 to Sea Zone 9
                      1 Auxiliaries, 1 Hvy-Infantry and 1 Wood-Elves moved from Sea Zone 9 to Durlan South Coast
                      1 Auxiliaries and 1 Crossbowmen moved from North Durlan Hills to The Outlands
              
                  Purchase Units - Elves
                      Note to players Elves: An Elven Wizard stands ready in Athondir.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying o....
                      Trigger Elves acquire a Wizard: Elves has 1 Wizard placed in Athondir
                      Elves buy 1 Hvy-Infantry, 1 Marines and 1 Transport-Ship; Remaining resources: 1 PUs; 18 Food; 1 Wood; 4 Metal; 
              
                  Place Units - Elves
                      1 Transport-Ship placed in Sea Zone 8
                      1 Hvy-Infantry and 1 Marines placed in Athondir
              
                  Turn Complete - Elves
                      Trigger Wood-Elves in Oorsik Forest: Elves has 1 Wood-Elves placed in Oorsik Forest
                      Trigger Auxiliaries in Athondir: Elves has 1 Auxiliaries placed in Athondir
                      Elves collect 40 PUs; end with 41 PUs
                      Units generate 6 Metal; Elves end with 10 Metal
                      Units generate 7 Food; Elves end with 25 Food
                      Units generate 9 Wood; Elves end with 10 Wood
                      Units generate -15 PUs; Elves end with 26 PUs
              

              Combat Hit Differential Summary :

              Gnolls : -0.38
              Elves : -2.00
              Pirates : -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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              • Black_ElkB Offline
                Black_Elk
                last edited by

                TripleA Turn Summary: Crowton round 9

                TripleA Turn Summary for game: Dragon War, version: 1.2.4

                Game History

                Round: 9
                
                    Combat Move - Crowton
                        1 Marines moved from Oldengard to Stormwood
                        1 Auxiliaries and 1 Hvy-Cavalry moved from Baldorian Crossing to Lost Mountains
                        1 Hvy-Cavalry moved from Baldor Castle to Lost Mountains
                        1 Small-Ship moved from Sea Zone 26 to Sea Zone 27
                              Crowton take Sea Zone 27 from Dwarves
                        1 Auxiliaries, 1 General, 1 Lgt-Infantry and 1 Spearmen moved from Baldor Castle to Sea Zone 26
                        1 Auxiliaries, 1 General, 3 Large-Ships, 1 Lgt-Infantry and 1 Spearmen moved from Sea Zone 26 to Sea Zone 22
                        1 Blue-Dragon moved from Sea Zone 26 to Sea Zone 22
                        1 Wizard moved from Stormwood to Sea Zone 22
                        1 Lgt-Cavalry moved from Stormwood to Sea Zone 22
                        1 Auxiliaries, 1 General, 3 Large-Ships, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard moved from Sea Zone 22 to Sea Zone 21
                              Crowton take Sea Zone 21 from Pirates
                        1 Blue-Dragon moved from Sea Zone 22 to Sea Zone 21
                        1 Auxiliaries, 1 General, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard moved from Sea Zone 21 to Trinity Coast
                
                    Combat - Crowton
                        Battle in Lost Mountains
                            Crowton attack with 1 Auxiliaries and 2 Hvy-Cavalrys
                            Murlocs defend with 1 Mine and 1 Murloc
                                Crowton roll dice for 1 Auxiliaries and 2 Hvy-Cavalrys in Lost Mountains, round 2 : 0/3 hits, 1.38 expected hits
                                Murlocs roll dice for 1 Murloc in Lost Mountains, round 2 : 1/1 hits, 0.25 expected hits
                                1 Auxiliaries owned by the Crowton lost in Lost Mountains
                                Crowton roll dice for 2 Hvy-Cavalrys in Lost Mountains, round 3 : 1/2 hits, 1.00 expected hits
                                Murlocs roll dice for 1 Murloc in Lost Mountains, round 3 : 0/1 hits, 0.25 expected hits
                                1 Murloc owned by the Murlocs lost in Lost Mountains
                            Crowton win, taking Lost Mountains from Murlocs with 2 Hvy-Cavalrys remaining. Battle score for attacker is 0
                            Casualties for Crowton: 1 Auxiliaries
                            Casualties for Murlocs: 1 Murloc
                        Battle in Trinity Coast
                            Crowton attack with 1 Auxiliaries, 1 General, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard
                            Murlocs defend with 1 Murloc and 1 Murloc-Village
                                Crowton roll dice for 1 Auxiliaries, 1 General, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard in Trinity Coast, round 2 : 3/6 hits, 4.13 expected hits
                                Murlocs roll dice for 1 Murloc in Trinity Coast, round 2 : 0/1 hits, 0.25 expected hits
                                1 Murloc owned by the Murlocs lost in Trinity Coast
                            Some non-combat units are destroyed: 
                            Crowton win, taking Trinity Coast from Murlocs with 1 Auxiliaries, 1 General, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard remaining. Battle score for attacker is 7
                            Casualties for Murlocs: 1 Murloc
                
                    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
                
                    Purchase Units - Crowton
                        Crowton buy 2 Bowmens; Remaining resources: 2 PUs; 2 Food; 5 Wood; 1 Metal; 
                
                    Place Units - Crowton
                        1 Bowmen placed in Baldor Castle
                        1 Bowmen placed in Stormwood
                
                    Turn Complete - Crowton
                        Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
                        Crowton collect 36 PUs; end with 38 PUs
                        Units generate 6 Food; Crowton end with 8 Food
                        Units generate 6 Wood; Crowton end with 11 Wood
                        Units generate 6 Metal; Crowton end with 7 Metal
                        Units generate -15 PUs; Crowton end with 23 PUs
                

                Combat Hit Differential Summary :

                Crowton : -2.50
                Murlocs : 0.25
                

                Savegame

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                • Black_ElkB Offline
                  Black_Elk
                  last edited by

                  TripleA Turn Summary: Greenskins round 9

                  TripleA Turn Summary for game: Dragon War, version: 1.2.4

                  Game History

                  Round: 9
                  
                      Combat Move - Greenskins
                          1 Rangers moved from Warg Caves to Sea Zone 69
                          1 Monoreme and 1 Rangers moved from Sea Zone 69 to Sea Zone 71
                          1 Rangers moved from Wetwood to Kallingholt
                          1 Rangers moved from Sea Zone 71 to Surigard
                          1 Knights moved from Ponticor to Surigard
                          1 Auxiliaries, 1 General and 1 Monster moved from Dathic Jungle to Dathic West
                                Greenskins take Dathic West from Murlocs
                          2 Lgt-Cavalrys moved from Orcengor to Dusty Heights
                          1 Auxiliaries moved from Wild Mire to Badlands
                          1 Auxiliaries moved from Old Slavenport to Slavebridge
                                Greenskins take Slavebridge from Gnolls
                          1 Rangers moved from Robach to Mebach
                                Greenskins take Mebach from Dwarves
                  
                      Combat - Greenskins
                          Battle in Kallingholt
                              Greenskins attack with 1 Rangers
                              Murlocs defend with 1 Murloc and 1 Sawmill
                                  Greenskins roll dice for 1 Rangers in Kallingholt, round 2 : 0/1 hits, 0.25 expected hits
                                  Murlocs roll dice for 1 Murloc in Kallingholt, round 2 : 0/1 hits, 0.25 expected hits
                                  Greenskins roll dice for 1 Rangers in Kallingholt, round 3 : 0/1 hits, 0.25 expected hits
                                  Murlocs roll dice for 1 Murloc in Kallingholt, round 3 : 1/1 hits, 0.25 expected hits
                                  1 Rangers owned by the Greenskins lost in Kallingholt
                              Murlocs win with 1 Murloc remaining. Battle score for attacker is -14
                              Casualties for Greenskins: 1 Rangers
                  
                      Non Combat Move - Greenskins
                  
                      Purchase Units - Greenskins
                          Greenskins buy 1 Bireme, 1 Bowmen and 1 Hvy-Infantry; Remaining resources: 3 PUs; 0 Food; 0 Wood; 1 Metal; 
                  
                      Place Units - Greenskins
                          1 Bireme placed in Sea Zone 71
                          1 Hvy-Infantry placed in Silverdeep
                          1 Bowmen placed in Orcengor
                  
                      Turn Complete - Greenskins
                          Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
                          Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
                          Greenskins collect 49 PUs; end with 52 PUs
                          Units generate 10 Food; Greenskins end with 10 Food
                          Units generate 6 Wood; Greenskins end with 6 Wood
                          Units generate 9 Metal; Greenskins end with 10 Metal
                          Units generate -15 PUs; Greenskins end with 37 PUs
                  

                  Combat Hit Differential Summary :

                  Greenskins : -0.50
                  Murlocs : 0.50
                  

                  Savegame

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                  • Black_ElkB Offline
                    Black_Elk
                    last edited by

                    TripleA Turn Summary: Undead round 9

                    TripleA Turn Summary for game: Dragon War, version: 1.2.4

                    Game History

                    Round: 9
                    
                        Combat Move - Undead
                            1 Hvy-Cavalry moved from Plagued Fields to Zool Twins
                            1 Zombies moved from The Hinderlands to Runedelf
                                  Undead take Runedelf from Kobolds
                            1 Giant-Bat moved from The Hinderlands to Zool Twins
                            1 Auxiliaries moved from Misty Slopes to Lakelot
                                  Undead take Lakelot from Gnolls
                            1 Bowmen, 1 Hvy-Infantry and 1 Spearmen moved from Misty Slopes to Zool Twins
                            1 Auxiliaries and 1 Zombies moved from Plagued Fields to The Hinderlands
                            1 Spearmen moved from Forsaken Mountains to Plagued Fields
                            1 Hvy-Cavalry moved from Necroloft to Plagued Fields
                            1 Auxiliaries and 1 Wizard moved from Necroloft to Forsaken Mountains
                    
                        Combat - Undead
                    
                        Non Combat Move - Undead
                    
                        Purchase Units - Undead
                            Undead buy 1 Giant-Bat and 1 Hvy-Cavalry; Remaining resources: 8 PUs; 0 Food; 15 Wood; 0 Metal; 
                    
                        Place Units - Undead
                            1 Giant-Bat and 1 Hvy-Cavalry placed in Necroloft
                    
                        Turn Complete - Undead
                            Undead collect 38 PUs; end with 46 PUs
                            Units generate 6 Wood; Undead end with 21 Wood
                            Units generate 5 Food; Undead end with 5 Food
                            Units generate 3 Metal; Undead end with 3 Metal
                            Units generate -15 PUs; Undead end with 31 PUs
                            Undead creates 1 Zombies in Plagued Fields
                    

                    Combat Hit Differential Summary :

                    Savegame

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                    • Black_ElkB Offline
                      Black_Elk
                      last edited by

                      Just realized the whole Cape Despair connection thing. I was wondering how all those dudes got up into my sector, guess it makes sense now lol. Probably should have put more effort into locking that down earlier, seems like we'll be getting rolled up now.

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                      • redrumR Offline
                        redrum Admin
                        last edited by

                        TripleA Turn Summary: Lionia round 9

                        TripleA Turn Summary for game: Dragon War, version: 1.2.4

                        Game History

                        Round: 9
                        
                            Combat Move - Lionia
                                1 unit repaired.
                                1 Air-Balloon moved from Sea Zone 68 to Warg Caves
                                1 Auxiliaries, 1 Lgt-Infantry and 1 Marines moved from Rackelton to Warg Caves
                                1 Large-Ship moved from Sea Zone 68 to Sea Zone 72
                                      Lionia take Sea Zone 72 from Greenskins
                                1 Auxiliaries and 1 Wizard moved from Lionport to Sea Zone 59
                                1 Auxiliaries, 1 Small-Ship and 1 Wizard moved from Sea Zone 59 to Sea Zone 66
                                1 Auxiliaries and 1 Wizard moved from Sea Zone 66 to Wetshore
                                      Lionia take Wetshore from Murlocs
                                3 Auxiliariess and 1 Crusaders moved from Grand Peaks to Morassia Highlands
                                      Lionia take Morassia Highlands from Kobolds
                                1 General moved from Grand Peaks to Morassia Highlands
                                1 Hvy-Cavalry moved from Orangerock Mountains to Morassia Highlands
                                1 Hvy-Cavalry and 1 Knights moved from Scavendeep to Grand Peaks
                                1 Lgt-Infantry moved from Scavenberg to Scavendeep
                                1 Lgt-Cavalry moved from Samarkum to Old Slavenport
                                      Lionia take Old Slavenport from Greenskins
                                1 Lgt-Cavalry moved from Old Slavenport to Samarkum
                                1 Crusaders moved from South Witching Mountains to The Witching Mountains
                                      Lionia take The Witching Mountains from Undead
                                1 Hvy-Infantry moved from Hells Crossing to Hells Bayou
                                      Lionia take Hells Bayou from Murlocs
                                1 Auxiliaries moved from Bluebeard Island to Sea Zone 52
                                1 Auxiliaries moved from Sea Zone 52 to Deadrock
                                      Lionia take Deadrock from Pirates
                                2 Crusaderss moved from Hellbrook to Hells Crossing
                                1 Red-Dragon moved from Cape Despair to Grand Peaks
                                1 Crusaders moved from Cape Despair to Hells Crossing
                                1 Auxiliaries, 1 Crusaders and 1 Spearmen moved from Jade Mountains to Cape Despair
                                1 Lgt-Cavalry moved from Lionport to Orangerock Mountains
                        
                            Combat - Lionia
                                Battle in Warg Caves
                                    Lionia attack with 1 Air-Balloon, 1 Auxiliaries, 1 Lgt-Infantry and 1 Marines
                                    Greenskins defend with 1 Rangers
                                        Lionia roll dice for 1 Air-Balloon, 1 Auxiliaries, 1 Lgt-Infantry and 1 Marines in Warg Caves, round 2 : 0/4 hits, 1.13 expected hits
                                        Greenskins roll dice for 1 Rangers in Warg Caves, round 2 : 1/1 hits, 0.50 expected hits
                                    1 Air-Balloon owned by the Lionia lost in Warg Caves
                                        Lionia roll dice for 1 Auxiliaries, 1 Lgt-Infantry and 1 Marines in Warg Caves, round 3 : 1/3 hits, 1.00 expected hits
                                        Greenskins roll dice for 1 Rangers in Warg Caves, round 3 : 1/1 hits, 0.50 expected hits
                                        1 Auxiliaries owned by the Lionia and 1 Rangers owned by the Greenskins lost in Warg Caves
                                    Lionia win, taking Warg Caves from Greenskins with 1 Lgt-Infantry and 1 Marines remaining. Battle score for attacker is 0
                                    Casualties for Lionia: 1 Air-Balloon and 1 Auxiliaries
                                    Casualties for Greenskins: 1 Rangers
                        
                            Non Combat Move - Lionia
                        
                            Purchase Units - Lionia
                                Lionia buy 1 Air-Balloon, 1 Hvy-Cavalry, 1 Lgt-Infantry and 10 Woods; Remaining resources: 6 PUs; 0 Food; 1 Wood; 2 Metal; 
                        
                            Place Units - Lionia
                                1 Lgt-Infantry placed in Rackelton
                                1 Air-Balloon and 1 Hvy-Cavalry placed in Lionport
                        
                            Turn Complete - Lionia
                                Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport
                                Trigger Crusaders in Jade Mountains: Lionia has 1 Crusaders placed in Jade Mountains
                                Lionia collect 68 PUs; end with 74 PUs
                                Units generate 12 Metal; Lionia end with 14 Metal
                                Units generate 11 Food; Lionia end with 11 Food
                                Units generate -15 PUs; Lionia end with 59 PUs
                                Units generate 3 Wood; Lionia end with 14 Wood
                        

                        Combat Hit Differential Summary :

                        Lionia : -1.13
                        Greenskins : 1.00
                        

                        Savegame

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

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                        • redrumR Offline
                          redrum Admin
                          last edited by

                          TripleA Turn Summary: Dwarves round 9

                          TripleA Turn Summary for game: Dragon War, version: 1.2.4

                          Game History

                          Round: 9
                          
                              Combat Move - Dwarves
                                  Trigger Dwarven fishing in Sea Zone 19: Dwarves has 1 Whales placed in Sea Zone 19
                                  1 Water-Dragon moved from Sea Zone 28 to Sea Zone 27
                                  1 General and 3 Mariness moved from East Parnesis Desert to Sea Zone 28
                                  1 Wizard moved from Ironhorn to Sea Zone 28
                                  1 General, 3 Mariness, 2 Small-Ships and 1 Wizard moved from Sea Zone 28 to Sea Zone 20
                                  1 General, 3 Mariness and 1 Wizard moved from Sea Zone 20 to Glassville
                                  1 Lgt-Cavalry moved from Dathiwatch to Drake Peninsula
                                        Dwarves take Drake Peninsula from Murlocs
                                  1 Gnomes moved from Dathic North to Dathiwatch
                                  1 Gnomes moved from Spectoria to Mount Chaos
                                        Dwarves take Mount Chaos from Murlocs
                                  1 Halflings moved from Bridge of No Return to Spectoria
                                  1 Halflings moved from Ironhorn to Sea Zone 28
                                  1 Auxiliaries moved from Ironhorn to Sea Zone 28
                                  1 Halflings and 1 Monoreme moved from Sea Zone 28 to Sea Zone 27
                                  1 Halflings moved from Sea Zone 27 to Lone Island
                                  1 Auxiliaries and 3 Monoremes moved from Sea Zone 28 to Sea Zone 27
                                  1 Hvy-Cavalry moved from Dol Ulum to Garwald
                                        Dwarves take Garwald from Crowton
                                  1 Auxiliaries moved from Mount Thoril to Dol Ulum
                                  1 Auxiliaries moved from Mithrildon to Mount Thoril
                                  1 Auxiliaries moved from West Parnesis Desert to Mithrildon
                                  2 Auxiliariess and 1 Halflings moved from East Parnesis Desert to Faranwall
                                  1 Gnomes moved from Gnomen Lowland to Dol Ulum
                                  1 Halflings moved from Halfling Meadows to Gnomen Lowland
                          
                              Combat - Dwarves
                                  Dwarves creates battle in territory Sea Zone 19
                                  Battle in Sea Zone 19
                                      Dwarves attack with 1 Monoreme and 1 Whales
                                      Crowton defend with 1 Small-Ship
                                          Dwarves roll dice for 1 Monoreme in Sea Zone 19, round 2 : 0/1 hits, 0.63 expected hits
                                          Crowton roll dice for 1 Small-Ship in Sea Zone 19, round 2 : 1/1 hits, 0.38 expected hits
                                          1 Monoreme owned by the Dwarves lost in Sea Zone 19
                                      Crowton win, taking Sea Zone 19 from Dwarves with 1 Small-Ship remaining. Battle score for attacker is -10
                                      Casualties for Dwarves: 1 Monoreme
                                  Battle in Sea Zone 27
                                      Dwarves attack with 1 Auxiliaries, 4 Monoremes and 1 Water-Dragon
                                      Crowton defend with 1 Small-Ship
                                          Dwarves roll dice for 4 Monoremes and 1 Water-Dragon in Sea Zone 27, round 2 : 5/5 hits, 3.00 expected hits
                                          Crowton roll dice for 1 Small-Ship in Sea Zone 27, round 2 : 0/1 hits, 0.25 expected hits
                                      1 Small-Ship owned by the Crowton lost in Sea Zone 27
                                      Dwarves win, taking Sea Zone 27 from Crowton with 4 Monoremes and 1 Water-Dragon remaining. Battle score for attacker is 9
                                      Casualties for Crowton: 1 Small-Ship
                                  Battle in Lone Island
                                  Battle in Glassville
                                      Dwarves attack with 1 General, 3 Mariness and 1 Wizard
                                      Crowton defend with 1 Marines and 1 Village
                                          Dwarves roll dice for 1 General, 3 Mariness and 1 Wizard in Glassville, round 2 : 3/5 hits, 3.25 expected hits
                                          Crowton roll dice for 1 Marines in Glassville, round 2 : 1/1 hits, 0.13 expected hits
                                          1 Marines owned by the Crowton and 1 Marines owned by the Dwarves lost in Glassville
                                      Dwarves win, taking Lone Island from Pirates, taking Glassville from Crowton with 1 General, 2 Mariness and 1 Wizard remaining. Battle score for attacker is 0
                                      Casualties for Dwarves: 1 Marines
                                      Casualties for Crowton: 1 Marines
                          
                              Non Combat Move - Dwarves
                                  1 Auxiliaries moved from Sea Zone 27 to West Parnesis Desert
                          
                              Purchase Units - Dwarves
                                  Dwarves buy 2 Monoremes and 2 Monsters; Remaining resources: 3 PUs; 1 Food; 0 Wood; 1 Metal; 
                          
                              Place Units - Dwarves
                                  2 Monoremes placed in Sea Zone 28
                                  1 Monster placed in Glassville
                                  1 Monster placed in Dol Ulum
                          
                              Turn Complete - Dwarves
                                  Trigger Halflings in Halfling Meadows: Dwarves has 1 Halflings placed in Halfling Meadows
                                  Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
                                  Trigger Gnomes in Gnomen Lowland: Dwarves has 1 Gnomes placed in Gnomen Lowland
                                  Dwarves collect 62 PUs; end with 65 PUs
                                  Units generate 8 Food; Dwarves end with 9 Food
                                  Units generate 9 Metal; Dwarves end with 10 Metal
                                  Units generate 12 Wood; Dwarves end with 12 Wood
                                  Units generate -15 PUs; Dwarves end with 50 PUs
                          

                          Combat Hit Differential Summary :

                          Crowton : 1.25
                          Dwarves : 1.13
                          

                          Savegame

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

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                          • redrumR Offline
                            redrum Admin
                            last edited by

                            TripleA Turn Summary: Elves round 9

                            TripleA Turn Summary for game: Dragon War, version: 1.2.4

                            Game History

                            Round: 9
                            
                                Combat Move - Elves
                                    Trigger Elven fishing in Sea Zone 10: Elves has 1 Fish placed in Sea Zone 10
                                    1 Auxiliaries moved from Rimdell Backlands to White Slopes
                                          Elves take White Slopes from Murlocs
                                    1 Auxiliaries moved from Durlan South Coast to Sea Zone 9
                                    1 Auxiliaries and 1 Transport-Ship moved from Sea Zone 9 to Sea Zone 11
                                          Elves take Sea Zone 11 from Pirates
                                    1 Auxiliaries moved from Sea Zone 11 to Blood Island
                                    1 Transport-Ship moved from Sea Zone 10 to Sea Zone 9
                                    1 Bireme moved from Sea Zone 9 to Sea Zone 8
                                    1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
                                    1 Auxiliaries, 1 Hvy-Infantry, 1 Marines and 1 Wizard moved from Athondir to Sea Zone 8
                                    1 Hvy-Infantry, 1 Marines, 1 Transport-Ship and 1 Wizard moved from Sea Zone 8 to Sea Zone 9
                                    1 Auxiliaries, 1 Bireme and 1 Wood-Elves moved from Sea Zone 8 to Sea Zone 9
                                    1 Auxiliaries, 1 Hvy-Infantry, 1 Marines, 1 Wizard and 1 Wood-Elves moved from Sea Zone 9 to Durlan South Coast
                                    1 Auxiliaries and 1 Crossbowmen moved from The Outlands to Doomed Bridge
                                    1 Lgt-Infantry moved from Western Pontic Desert to Ponticor
                                          Elves take Ponticor from Greenskins
                                    1 Auxiliaries, 1 General, 1 Spearmen and 1 Wood-Elves moved from South Western Pontic Desert to Pontic Desert
                                          Elves take Pontic Desert from Gnolls
                                    1 Lgt-Infantry moved from Western Pontic Desert to Pontic Desert
                            
                                Combat - Elves
                                    Battle in Blood Island
                            
                                Non Combat Move - Elves
                            
                                Purchase Units - Elves
                                    Elves buy 1 Marines and 1 Trireme; Remaining resources: 2 PUs; 16 Food; 0 Wood; 5 Metal; 
                            
                                Place Units - Elves
                                    1 Trireme placed in Sea Zone 9
                                    1 Marines placed in Athondir
                            
                                Turn Complete - Elves
                                    Trigger Wood-Elves in Oorsik Forest: Elves has 1 Wood-Elves placed in Oorsik Forest
                                    Trigger Auxiliaries in Athondir: Elves has 1 Auxiliaries placed in Athondir
                                    Elves collect 46 PUs; end with 48 PUs
                                    Units generate 12 Food; Elves end with 28 Food
                                    Units generate 9 Metal; Elves end with 14 Metal
                                    Units generate 9 Wood; Elves end with 9 Wood
                                    Units generate -15 PUs; Elves end with 33 PUs
                            

                            Combat Hit Differential Summary :

                            Savegame

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

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                            • redrumR Offline
                              redrum Admin @Black_Elk
                              last edited by

                              @Black_Elk Yeah the little magic portal icon indicates the connection. Took me a bit to realize that as well. Undead definitely seem to be struggling though not getting a dragon is probably one of the reasons.

                              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: Crowton round 10

                                TripleA Turn Summary for game: Dragon War, version: 1.2.4

                                Game History

                                Round: 10
                                
                                    Combat Move - Crowton
                                        Trigger Crowton fishing in Sea Zone 19: Crowton has 1 Whales placed in Sea Zone 19
                                        1 Small-Ship moved from Sea Zone 19 to Sea Zone 14
                                              Crowton take Sea Zone 17 from Pirates
                                              Crowton take Sea Zone 16 from Pirates
                                              Crowton take Sea Zone 14 from Pirates
                                        1 Auxiliaries, 1 General, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard moved from Trinity Coast to Blood Hills
                                              Crowton take Blood Hills from Murlocs
                                        2 Hvy-Cavalrys moved from Lost Mountains to Blood Hills
                                        1 Blue-Dragon and 3 Large-Ships moved from Sea Zone 21 to Sea Zone 22
                                        5 Auxiliariess moved from Stormwood to Sea Zone 22
                                        5 Auxiliariess, 1 Blue-Dragon and 3 Large-Ships moved from Sea Zone 22 to Sea Zone 26
                                        1 Bowmen moved from Baldor Castle to Sea Zone 26
                                        5 Auxiliariess, 1 Blue-Dragon and 1 Bowmen moved from Sea Zone 26 to Garwald
                                
                                    Combat - Crowton
                                        Battle in Garwald
                                            Crowton attack with 5 Auxiliariess, 1 Blue-Dragon and 1 Bowmen
                                            Dwarves defend with 1 Hvy-Cavalry and 1 Sheep
                                                Crowton roll dice for 5 Auxiliariess, 1 Blue-Dragon and 1 Bowmen in Garwald, round 2 : 3/7 hits, 2.25 expected hits
                                                Dwarves roll dice for 1 Hvy-Cavalry in Garwald, round 2 : 0/1 hits, 0.25 expected hits
                                            1 Hvy-Cavalry owned by the Dwarves lost in Garwald
                                            Crowton win, taking Garwald from Dwarves with 5 Auxiliariess, 1 Blue-Dragon and 1 Bowmen remaining. Battle score for attacker is 10
                                            Casualties for Dwarves: 1 Hvy-Cavalry
                                
                                    Non Combat Move - Crowton
                                        1 Blue-Dragon moved from Garwald to Sea Zone 26
                                
                                    Purchase Units - Crowton
                                        Crowton buy 1 Monster and 1 Small-Ship; Remaining resources: 4 PUs; 0 Food; 4 Wood; 3 Metal; 
                                
                                    Place Units - Crowton
                                        1 Small-Ship placed in Sea Zone 26
                                        1 Monster placed in Stormwood
                                
                                    Turn Complete - Crowton
                                        Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
                                        Crowton collect 35 PUs; end with 39 PUs
                                        Units generate 12 Food; Crowton end with 12 Food
                                        Units generate 6 Wood; Crowton end with 10 Wood
                                        Units generate 6 Metal; Crowton end with 9 Metal
                                        Units generate -15 PUs; Crowton end with 24 PUs
                                

                                Combat Hit Differential Summary :

                                Crowton : 0.75
                                Dwarves : -0.25
                                

                                Savegame

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                                • Black_ElkB Offline
                                  Black_Elk
                                  last edited by

                                  TripleA Turn Summary: Greenskins round 10

                                  TripleA Turn Summary for game: Dragon War, version: 1.2.4

                                  Game History

                                  Round: 10
                                  
                                      Combat Move - Greenskins
                                          1 Auxiliaries moved from Slavebridge to Old Slavenport
                                                Greenskins take Old Slavenport from Lionia
                                          2 Lgt-Cavalrys moved from Dusty Heights to Old Slavenport
                                          1 Auxiliaries moved from Badlands to Old Slavenport
                                          1 Rangers moved from Mebach to Dathic Hollows
                                                Greenskins take Dathic Hollows from Dwarves
                                          1 Hvy-Infantry moved from Silverdeep to Robach
                                          1 Rangers moved from Robach to Westerfoss
                                                Greenskins take Westerfoss from Dwarves
                                          1 Bowmen moved from Robach to Misty Forest
                                                Greenskins take Misty Forest from Ogres
                                          1 Auxiliaries and 1 General moved from Dathic West to Silverdeep
                                          1 Monster moved from Dathic West to Silverdeep
                                          1 Rangers moved from Dathic Hollows to Dathiwatch
                                          1 Brown-Dragon moved from Robach to Dathiwatch
                                          1 Rangers moved from Westerfoss to Dathic North
                                                Greenskins take Dathic North from Dwarves
                                          1 White-Dragon moved from Robach to Sea Zone 26
                                  
                                      Combat - Greenskins
                                          Battle in Dathiwatch
                                              Greenskins attack with 1 Brown-Dragon and 1 Rangers
                                              Dwarves defend with 1 Gnomes and 1 Sawmill
                                                  Greenskins roll dice for 1 Brown-Dragon and 1 Rangers in Dathiwatch, round 2 : 1/2 hits, 0.63 expected hits
                                                  Dwarves roll dice for 1 Gnomes in Dathiwatch, round 2 : 0/1 hits, 0.13 expected hits
                                                  1 Gnomes owned by the Dwarves lost in Dathiwatch
                                              Greenskins win, taking Dathiwatch from Dwarves with 1 Brown-Dragon and 1 Rangers remaining. Battle score for attacker is 7
                                              Casualties for Dwarves: 1 Gnomes
                                  
                                      Non Combat Move - Greenskins
                                          1 Bireme and 1 Monoreme moved from Sea Zone 71 to Sea Zone 68
                                          1 Bowmen moved from Orcengor to Kargol Keep
                                  
                                      Purchase Units - Greenskins
                                          Greenskins buy 1 Bowmen, 5 Foods, 1 Hvy-Infantry and 1 Lgt-Infantry; Remaining resources: 1 PUs; 0 Food; 0 Wood; 0 Metal; 
                                  
                                      Place Units - Greenskins
                                          1 Lgt-Infantry placed in Surigard
                                          1 Bowmen placed in Silverdeep
                                          1 Hvy-Infantry placed in Orcengor
                                  
                                      Turn Complete - Greenskins
                                          Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
                                          Greenskins collect 46 PUs (3 lost to blockades); end with 47 PUs
                                          Units generate 7 Food; Greenskins end with 12 Food
                                          Units generate 9 Wood; Greenskins end with 9 Wood
                                          Units generate 9 Metal; Greenskins end with 9 Metal
                                          Units generate -15 PUs; Greenskins end with 32 PUs
                                  

                                  Combat Hit Differential Summary :

                                  Dwarves : -0.13
                                  Greenskins : 0.38
                                  

                                  Savegame

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                                  • Black_ElkB Offline
                                    Black_Elk
                                    last edited by

                                    TripleA Turn Summary: Undead round 10

                                    TripleA Turn Summary for game: Dragon War, version: 1.2.4

                                    Game History

                                    Round: 10
                                    
                                        Combat Move - Undead
                                            1 Hvy-Cavalry moved from Zool Twins to Bridge of No Return
                                                  Undead take Bridge of No Return from Dwarves
                                            1 Bowmen moved from Zool Twins to Bridge of No Return
                                            1 Spearmen moved from Zool Twins to Bridge of No Return
                                            1 Hvy-Infantry moved from Zool Twins to Bridge of No Return
                                            1 Zombies moved from Zool Twins to Bridge of No Return
                                            1 Giant-Bat moved from Zool Twins to Bridge of No Return
                                            1 Auxiliaries moved from Lakelot to Zool Twins
                                            1 Zombies moved from Runedelf to Zool Twins
                                            1 Spearmen and 1 Zombies moved from Plagued Fields to Dreadpass
                                            1 Hvy-Cavalry moved from Plagued Fields to Zool Twins
                                            1 Auxiliaries and 1 Zombies moved from The Hinderlands to Plagued Fields
                                            1 Auxiliaries moved from Forsaken Mountains to Plagued Fields
                                            1 Wizard moved from Forsaken Mountains to Plagued Fields
                                            1 Giant-Bat moved from Necroloft to Zool Twins
                                            1 Hvy-Cavalry moved from Necroloft to Lifeless Barrens
                                    
                                        Combat - Undead
                                    
                                        Non Combat Move - Undead
                                    
                                        Purchase Units - Undead
                                            Undead buy 1 Bowmen, 5 Foods and 1 Trebuchet; Remaining resources: 1 PUs; 0 Food; 9 Wood; 0 Metal; 
                                    
                                        Place Units - Undead
                                            1 Bowmen and 1 Trebuchet placed in Necroloft
                                    
                                        Turn Complete - Undead
                                            Trigger Auxiliaries in Necroloft: Undead has 1 Auxiliaries placed in Necroloft
                                            Undead collect 37 PUs; end with 38 PUs
                                            Units generate 6 Wood; Undead end with 15 Wood
                                            Units generate 5 Food; Undead end with 10 Food
                                            Units generate 6 Metal; Undead end with 6 Metal
                                            Units generate -15 PUs; Undead end with 23 PUs
                                            Undead creates 1 Zombies in Plagued Fields
                                    

                                    Combat Hit Differential Summary :

                                    Savegame

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                                    • Black_ElkB Offline
                                      Black_Elk @Black_Elk
                                      last edited by Black_Elk

                                      I think Evil is floundering a bit. Probably too many rounds spent stuck trying to decide whether to attack into the periphery or stack at the core hehe.

                                      Its enjoyable, though I do struggle a bit with resource management. Its tough trying to find the right combination of resources to produce that second or third hitpoint in a given round, even when trading in some gold for the other stuff. Other than ships I find my purchases on the ground being pretty random. The naval standoff I got myself into with the dwarves here is a definite headache, since I felt like I had to put the Blue dragon in the water to keep the naval option on the table, but still can't quite cover the Crow capital with the fleet alone. The village purchase down south might have been ill advised. Probably should have tried to just get out with the ships a bit sooner, but we're kind of in a corner now.

                                      At one point I had a plan to use the Greenskin dragons for an end around type play, but then realized too late that a river was blocking the flight path, so kinda screwed myseld there on the double dragons for a couple rounds lol.

                                      Anyhow, back to Good

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                                      • redrumR Offline
                                        redrum Admin @Black_Elk
                                        last edited by

                                        @Black_Elk Yeah, resources are tough but I think @Frostion intends that for the map. I particularly never seem to have enough wood no matter what I do and how much I try to prioritize capturing them. I do think there are just too many similar land units though that have almost an identical cost and stats which makes purchases feel kind of random. I tend to think a lot about air vs naval vs land purchases but once I decided to buy a land unit then its mostly just 1-move or 2-move the rest are just small resource/stat variations.

                                        Yeah, I think your biggest issue is not fully utilizing your dragons. The blue dragon and water dragon have kind of just countered each other which is ok but the 2 Greenskin dragons haven't done much except help clear a few neutrals. Where as my Red dragon has harassed and wiped out the Undead fleet and now is poised to help me capture the last dragon. I think you probably just need to be more active/creative with the dragons.

                                        I do kind of wish rivers were a bit wider as they are often hard to see/follow.

                                        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

                                          In regards to the teleport that you did not see, I think the Lionia notes say: "Volunteer "Crusaders" will rally at the teleporting gate in the "Jade Mountains" as long as Lionia secures this mountain area." There is not really an explanation on where the teleport goes to, but I thought it was obvious 😊

                                          I would actually like to have all air units be able to fly over rivers. At the time when I made Dragon War, I did not know how. I actually still don't know how, but I assume it has something to do with canals? If at some point a +/- move territory effect is made, connections or territories, this could maybe help make airways across rivers.

                                          In regards to who goes after the AI play. I am thinking that maybe I should double the AI unit purchase price and give AI players 2 turns during 1 round, so that they move before good and before evil.

                                          You game is fun to watch. I think I see a lot of 1 unit on 1 unit ship combat. You must be desperate 😁 Also I have noticed some 50% / 50% battles. Are those "surprise attacks", as in both of you did not really see that coming? I have always assumed that TripleA moves had to be at least 75% win chance to risk them.

                                          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

                                            @Frostion Yeah, you'd have to use canal attachments similar to how RSOC does for trains to only allow air units to use certain connections.

                                            Double AI turns is an interesting idea as I hadn't thought of that. Either way poor dragon placement is the big problem and that may help a little bit but it would still come down to which AI turn they end up getting placed and where. I still think either hard coded dragon positions or giving units to guard the dragons would make a big difference. I can try to take a look at the AI triggered units placement code and see if I can make them a bit less retarded if you still feel strongly about the AI placing them instead of hard coding or manually randomizing locations. You should probably also increase the young dragon TUV a bit more so the AI is a bit more careful with them (probably should be about equal to the TUV of non-young dragon since that is what the player gains when capturing).

                                            The map is still won/lost on the seas primarily so even a small advantage or using ships to block is critical. Also sometimes trying to pick off 1 or 2 units that are the only units that the opposing player or AI can transport is worth the risk as then you don't need to worry about defending a lot of coast.

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

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