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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: 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

        1 Reply Last reply Reply Quote 0
        • 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

                        1 Reply Last reply Reply Quote 1
                        • 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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                            • 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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                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by

                                        For sure, its definitely a cool map. The learning curve is a little steep, since its sufficiently different from other maps I've played that I can't really do like a ready substitution from previous experience, but I dig it. Just loaded that last save with the map details off, and its interesting to see the difference. I think I should have also mulled over the notes a bit more, but it was fun diving in.

                                        Yeah I think you're right about using the spawns as the basic building blocks. Especially since the other cheap ground units often have one resource that is really expensive driving the cap.

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