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

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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.

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

                                          TripleA Turn Summary: Lionia round 10

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

                                          Game History

                                          Round: 10
                                          
                                              Combat Move - Lionia
                                                  1 unit repaired.
                                                  Trigger Lionian fishing in Sea Zone 66: Lionia has 1 Fish placed in Sea Zone 66
                                                  3 Auxiliariess, 1 Crusaders, 1 General and 1 Hvy-Cavalry moved from Morassia Highlands to Morassia
                                                  1 Auxiliaries and 1 Wizard moved from Wetshore to Sea Zone 66
                                                  1 Auxiliaries, 1 Small-Ship and 1 Wizard moved from Sea Zone 66 to Sea Zone 67
                                                  1 Auxiliaries and 1 Wizard moved from Sea Zone 67 to South Goronmok
                                                        Lionia take South Goronmok from Greenskins
                                                  1 Lgt-Infantry and 1 Marines moved from Warg Caves to South Goronmok
                                                  1 Lgt-Infantry moved from Rackelton to South Goronmok
                                                  1 Large-Ship moved from Sea Zone 72 to Sea Zone 67
                                                  1 Hvy-Cavalry and 1 Knights moved from Grand Peaks to Morassia
                                                  1 Knights and 1 Lgt-Cavalry moved from Samarkum to Old Slavenport
                                                  1 Red-Dragon moved from Grand Peaks to Old Slavenport
                                                  1 Crusaders moved from The Witching Mountains to East Witching Mountains
                                                        Lionia take East Witching Mountains from Undead
                                                  3 Crusaderss moved from Hells Crossing to Hells Bayou
                                                  1 Auxiliaries, 1 Crusaders and 1 Spearmen moved from Cape Despair to Hells Crossing
                                                  1 Crusaders moved from Jade Mountains to Cape Despair
                                                  1 Auxiliaries moved from Deadrock to Sea Zone 52
                                                  1 Auxiliaries and 1 Small-Ship moved from Sea Zone 52 to Sea Zone 48
                                                        Lionia take Sea Zone 47 from Undead
                                                        Lionia take Sea Zone 48 from Undead
                                                  1 Auxiliaries moved from Sea Zone 48 to Bog of Eternal Stench
                                          
                                              Combat - Lionia
                                                  Lionia has abandoned Sea Zone 68 to Greenskins
                                                  Battle in Bog of Eternal Stench
                                                  Battle in Old Slavenport
                                                      Lionia attack with 1 Knights, 1 Lgt-Cavalry and 1 Red-Dragon
                                                      Greenskins defend with 2 Auxiliariess and 2 Lgt-Cavalrys
                                                          Lionia roll dice for 1 Knights, 1 Lgt-Cavalry and 1 Red-Dragon in Old Slavenport, round 2 : 2/3 hits, 1.50 expected hits
                                                          Greenskins roll dice for 2 Auxiliariess and 2 Lgt-Cavalrys in Old Slavenport, round 2 : 1/4 hits, 1.00 expected hits
                                                      Units damaged: 1 Red-Dragon owned by the Lionia
                                                          2 Auxiliariess owned by the Greenskins lost in Old Slavenport
                                                          Lionia roll dice for 1 Knights, 1 Lgt-Cavalry and 1 Red-Dragon in Old Slavenport, round 3 : 1/3 hits, 1.50 expected hits
                                                          Greenskins roll dice for 2 Lgt-Cavalrys in Old Slavenport, round 3 : 0/2 hits, 0.75 expected hits
                                                      1 Lgt-Cavalry owned by the Greenskins lost in Old Slavenport
                                                          Lionia roll dice for 1 Knights, 1 Lgt-Cavalry and 1 Red-Dragon in Old Slavenport, round 4 : 0/3 hits, 1.50 expected hits
                                                          Greenskins roll dice for 1 Lgt-Cavalry in Old Slavenport, round 4 : 0/1 hits, 0.38 expected hits
                                                          Lionia roll dice for 1 Knights, 1 Lgt-Cavalry and 1 Red-Dragon in Old Slavenport, round 5 : 0/3 hits, 1.50 expected hits
                                                          Greenskins roll dice for 1 Lgt-Cavalry in Old Slavenport, round 5 : 0/1 hits, 0.38 expected hits
                                                          Lionia roll dice for 1 Knights, 1 Lgt-Cavalry and 1 Red-Dragon in Old Slavenport, round 6 : 1/3 hits, 1.50 expected hits
                                                          Greenskins roll dice for 1 Lgt-Cavalry in Old Slavenport, round 6 : 0/1 hits, 0.38 expected hits
                                                      1 Lgt-Cavalry owned by the Greenskins lost in Old Slavenport
                                                      Lionia win, taking Sea Zone 68 from Lionia, taking Bog of Eternal Stench from Undead, taking Old Slavenport from Greenskins with 1 Knights, 1 Lgt-Cavalry and 1 Red-Dragon remaining. Battle score for attacker is 34
                                                      Casualties for Greenskins: 2 Auxiliariess and 2 Lgt-Cavalrys
                                                  Battle in Morassia
                                                      Lionia attack with 3 Auxiliariess, 1 Crusaders, 1 General, 2 Hvy-Cavalrys and 1 Knights
                                                      Murlocs defend with 6 Murlocs, 1 Murloc-Village, 1 Sawmill and 1 Young-Green-Dragon
                                                          Lionia roll dice for 3 Auxiliariess, 1 Crusaders, 1 General, 2 Hvy-Cavalrys and 1 Knights in Morassia, round 2 : 6/8 hits, 4.00 expected hits
                                                          Murlocs roll dice for 6 Murlocs and 1 Young-Green-Dragon in Morassia, round 2 : 0/7 hits, 1.88 expected hits
                                                          6 Murlocs owned by the Murlocs lost in Morassia
                                                      Some non-combat units are destroyed: 
                                                      Lionia converts Young-Green-Dragon into different units
                                                      Lionia win, taking Morassia from Murlocs with 3 Auxiliariess, 1 Crusaders, 1 General, 2 Hvy-Cavalrys and 1 Knights remaining. Battle score for attacker is 42
                                                      Casualties for Murlocs: 6 Murlocs
                                          
                                              Non Combat Move - Lionia
                                                  1 Lgt-Cavalry moved from Orangerock Mountains to Samarkum
                                                  1 Hvy-Cavalry moved from Lionport to Orangerock Mountains
                                                  1 Auxiliaries moved from Lionport to Lionian Outback
                                                  1 Air-Balloon moved from Lionport to Sea Zone 65
                                          
                                              Purchase Units - Lionia
                                                  Lionia buy 1 Large-Ship, 1 Small-Ship, 1 Town and 10 Woods; Remaining resources: 9 PUs; 1 Food; 0 Wood; 8 Metal; 
                                          
                                              Place Units - Lionia
                                                  1 Large-Ship placed in Sea Zone 67
                                                  Units in Rackelton being upgraded or consumed: 1 Village
                                                  1 Town placed in Rackelton
                                                  1 Small-Ship placed in Sea Zone 59
                                          
                                              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 73 PUs; end with 82 PUs
                                                  Units generate 12 Metal; Lionia end with 20 Metal
                                                  Units generate 13 Food; Lionia end with 14 Food
                                                  Units generate -15 PUs; Lionia end with 67 PUs
                                                  Units generate 6 Wood; Lionia end with 16 Wood
                                          

                                          Combat Hit Differential Summary :

                                          Lionia : -1.50
                                          Greenskins : -1.88
                                          Murlocs : -1.88
                                          

                                          Savegame

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

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                                          • redrumR Offline
                                            redrum Admin
                                            last edited by

                                            TripleA Turn Summary: Dwarves round 10

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

                                            Game History

                                            Round: 10
                                            
                                                Combat Move - Dwarves
                                                    Trigger Dwarven fishing in Sea Zone 27: Dwarves has 1 Whales placed in Sea Zone 27
                                                    Trigger Dwarven fishing in Sea Zone 20: Dwarves has 1 Fish placed in Sea Zone 20
                                                    1 Auxiliaries moved from West Parnesis Desert to Sea Zone 27
                                                    1 Auxiliaries and 1 Monoreme moved from Sea Zone 27 to Sea Zone 22
                                                          Dwarves take Sea Zone 25 from Crowton
                                                          Dwarves take Sea Zone 22 from Crowton
                                                    1 Auxiliaries moved from Sea Zone 22 to Winterash
                                                    1 Halflings moved from Lone Island to Sea Zone 27
                                                    1 Halflings, 3 Monoremes and 1 Water-Dragon moved from Sea Zone 27 to Sea Zone 22
                                                    1 Halflings moved from Sea Zone 22 to Oldengard
                                                    1 Small-Ship moved from Sea Zone 20 to Sea Zone 27
                                                    1 Monster moved from Glassville to Iceburn
                                                          Dwarves take Iceburn from Crowton
                                                    1 Marines moved from Glassville to Strongnin
                                                          Dwarves take Strongnin from Crowton
                                                    1 Marines moved from Glassville to Sea Zone 20
                                                    1 Marines and 1 Small-Ship moved from Sea Zone 20 to Sea Zone 16
                                                          Dwarves take Sea Zone 19 from Crowton
                                                          Dwarves take Sea Zone 17 from Crowton
                                                          Dwarves take Sea Zone 16 from Crowton
                                                    1 Marines moved from Sea Zone 16 to Barrenbor
                                                    1 Halflings moved from Spectoria to Hells Bayou
                                                    1 Gnomes moved from Mount Chaos to Hells Bayou
                                                    1 Lgt-Cavalry moved from Drake Peninsula to Badlands
                                                          Dwarves take Wild Mire from Greenskins
                                                          Dwarves take Badlands from Greenskins
                                                    1 Wizard moved from Glassville to Faraway
                                                          Dwarves take Faraway from Crowton
                                                    1 General moved from Glassville to Maningscar
                                                          Dwarves take Maningscar from Crowton
                                                    1 Hvy-Infantry, 1 Lgt-Infantry and 1 Spearmen moved from Faranwall to East Parnesis Desert
                                                    1 Auxiliaries moved from Ironhorn to East Parnesis Desert
                                                    1 Auxiliaries moved from Mithrildon to Mount Thoril
                                                    1 Halflings moved from Faranwall to Mithrildon
                                                    1 Hvy-Cavalry moved from Faranwall to Mount Thoril
                                                    1 Knights moved from Dol Ulum to Mount Thoril
                                                    1 Auxiliaries, 5 Gnomess and 2 Monsters moved from Dol Ulum to Mount Thoril
                                                    1 Gnomes and 1 Halflings moved from Gnomen Lowland to Dol Ulum
                                                    1 Halflings moved from Halfling Meadows to Ironhorn
                                            
                                                Combat - Dwarves
                                                    Battle in Winterash
                                                    Battle in Barrenbor
                                                    Battle in Oldengard
                                            
                                                Non Combat Move - Dwarves
                                            
                                                Purchase Units - Dwarves
                                                    Dwarves buy 1 Lgt-Cavalry, 2 Small-Ships and 10 Woods; Remaining resources: 2 PUs; 0 Food; 1 Wood; 2 Metal; 
                                            
                                                Place Units - Dwarves
                                                    1 Lgt-Cavalry placed in Glassville
                                                    2 Small-Ships 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 65 PUs; end with 67 PUs
                                                    Units generate 17 Food; Dwarves end with 17 Food
                                                    Units generate 12 Wood; Dwarves end with 23 Wood
                                                    Units generate -15 PUs; Dwarves end with 52 PUs
                                                    Units generate 9 Metal; Dwarves end with 11 Metal
                                            

                                            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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