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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: 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

                1 Reply Last reply Reply Quote 1
                • 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

                      Black_ElkB 1 Reply Last reply Reply Quote 0
                      • 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

                        redrumR 2 Replies Last reply Reply Quote 0
                        • 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

                          1 Reply Last reply Reply Quote 1
                          • 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

                                1 Reply Last reply Reply Quote 0
                                • 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

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

                                    TripleA Turn Summary: Elves round 10

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

                                    Game History

                                    Round: 10
                                    
                                        Combat Move - Elves
                                            1 Auxiliaries moved from Blood Island to Sea Zone 11
                                            1 Auxiliaries and 1 Transport-Ship moved from Sea Zone 11 to Sea Zone 22
                                                  Elves take Sea Zone 21 from Crowton
                                            1 Auxiliaries moved from Sea Zone 22 to Northern Baldoria
                                                  Elves take Northern Baldoria from Crowton
                                            1 Marines, 1 Wizard and 5 Wood-Elvess moved from Durlan South Coast to Sea Zone 9
                                            2 Biremes, 1 Marines, 1 Trireme, 1 Wizard and 5 Wood-Elvess moved from Sea Zone 9 to Sea Zone 11
                                            1 Marines, 1 Wizard and 5 Wood-Elvess moved from Sea Zone 11 to Blood Hills
                                            1 Auxiliaries and 1 Crossbowmen moved from Doomed Bridge to Blood Hills
                                            3 Auxiliariess and 2 Hvy-Infantrys moved from Durlan South Coast to Sea Zone 9
                                            3 Auxiliariess, 2 Hvy-Infantrys and 2 Transport-Ships moved from Sea Zone 9 to Sea Zone 22
                                            3 Auxiliariess and 2 Hvy-Infantrys moved from Sea Zone 22 to Dolmarsh
                                                  Elves take Dolmarsh from Crowton
                                            1 Auxiliaries, 1 General, 1 Lgt-Infantry, 1 Spearmen and 1 Wood-Elves moved from Pontic Desert to Pontic Salt Desert
                                                  Elves take Pontic Salt Desert from Greenskins
                                            1 Lgt-Infantry moved from Ponticor to Pontic Salt Desert
                                    
                                        Combat - Elves
                                            Battle in Blood Hills
                                                Elves attack with 1 Auxiliaries, 1 Crossbowmen, 1 Marines, 1 Wizard and 5 Wood-Elvess
                                                Crowton defend with 1 Auxiliaries, 1 General, 2 Hvy-Cavalrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard
                                                    Elves roll dice for 1 Auxiliaries, 1 Crossbowmen, 1 Marines, 1 Wizard and 5 Wood-Elvess in Blood Hills, round 2 : 5/9 hits, 5.13 expected hits
                                                    Crowton roll dice for 1 Auxiliaries, 1 General, 2 Hvy-Cavalrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard in Blood Hills, round 2 : 2/8 hits, 4.00 expected hits
                                                    1 Auxiliaries owned by the Crowton, 1 Auxiliaries owned by the Elves, 1 Spearmen owned by the Crowton, 2 Hvy-Cavalrys owned by the Crowton, 1 Wizard owned by the Crowton and 1 Crossbowmen owned by the Elves lost in Blood Hills
                                                    Elves roll dice for 1 Marines, 1 Wizard and 5 Wood-Elvess in Blood Hills, round 3 : 3/7 hits, 4.50 expected hits
                                                    Crowton roll dice for 1 General, 1 Lgt-Cavalry and 1 Lgt-Infantry in Blood Hills, round 3 : 2/3 hits, 1.88 expected hits
                                                2 Wood-Elvess owned by the Elves, 1 General owned by the Crowton, 1 Lgt-Cavalry owned by the Crowton and 1 Lgt-Infantry owned by the Crowton lost in Blood Hills
                                                Elves win, taking Blood Hills from Crowton with 1 Marines, 1 Wizard and 3 Wood-Elvess remaining. Battle score for attacker is 60
                                                Casualties for Elves: 1 Auxiliaries, 1 Crossbowmen and 2 Wood-Elvess
                                                Casualties for Crowton: 1 Auxiliaries, 1 General, 2 Hvy-Cavalrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard
                                    
                                        Non Combat Move - Elves
                                            1 Wood-Elves moved from Oorsik Forest to Oorsik Tirith
                                            1 Auxiliaries and 1 Marines moved from Athondir to Durlan Steppes
                                    
                                        Purchase Units - Elves
                                            Elves buy 1 Hvy-Cavalry, 1 Rangers and 1 Transport-Ship; Remaining resources: 0 PUs; 13 Food; 0 Wood; 5 Metal; 
                                    
                                        Place Units - Elves
                                            1 Transport-Ship placed in Sea Zone 11
                                            1 Hvy-Cavalry and 1 Rangers 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 50 PUs; end with 50 PUs
                                            Units generate 10 Food; Elves end with 23 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 35 PUs
                                    

                                    Combat Hit Differential Summary :

                                    Elves : -1.63
                                    Crowton : -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 @Black_Elk
                                      last edited by

                                      @Black_Elk Starting to look a bit bleak for Evil. I think you were so focused on your navy that you ended up leaving a lot of land units exposed.

                                      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

                                        Wow, yeah, looks like a done deal to me. Guess I didn't have a great intuitive grasp of how much I really needed to hold the territories on defense. Good guys popping up all over the place that last round lol. I think we could probably call it

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                                        • Black_ElkB Offline
                                          Black_Elk
                                          last edited by

                                          I think overall I felt a little more comfortable with the map this time out, though sometimes I goofed like with that portal, or move 2 units getting stuck in mountains, the occasional river getting in the way. Definitely felt the pressure on the water though, and you're right that was probably Evils undoing.

                                          Not sure if its my unfamiliarity with D8 mental math on the fly, or maybe just difficulty managing some of the more complex units like Dragons/Generals and fitting them in with other guys, but I'll admit to still having some trouble getting my bearings. The calc works reasonably well for me when planning straight forward attacks, but less so when planning for a general defense. Maybe my impatience more than anything hehe.

                                          In terms of overall strategic purchasing, I think the trickiest thing for me is the departure from having a basic reliable fodder unit, where I can kind of build/measure everything against the stats of that hitpoint, to a situation where I'm sort of blindly rotating builds based on the available resources. I like how it encourages diversity in the unit buys on a given turn, but its different enough from the typical A&A type situation that it kind of upends my usual way of parsing the situation on the ground. So yeah, couple brain implosions and things can fall apart quickstyle heheh.

                                          Well played man

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                                          • redrumR Offline
                                            redrum Admin @Black_Elk
                                            last edited by

                                            @Black_Elk Alright GG. Its definitely quite a unique map in a number of ways. If you don't already, I highly recommend playing it with Map Details Off as its much easier to see what's going on then.

                                            There definitely is less of a true fodder unit and really the Auxillary units that are generated each round is kind of the bar for a fodder unit. Its almost more about using those plus any dragons to get some cheap HP and then have a combination of other units depending on if you want more movement for cavalry or lower transport cost for infantry. I haven't really figured out when/if to use any of the artillery type units as they tend to be too pricey and need too much wood for their value.

                                            I think naval units maybe need to have more defense then attack to avoid games always ending in a naval arms race. Or at least have more ship variety so that there is some feasible counter to your opponent massing as many ships as possible to eventually overwhelm you and then blockade your capital while landing amphibious assaults everywhere.

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

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