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

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    • FrostionF Offline
      Frostion Admin
      last edited by

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

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

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

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

      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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

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

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

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

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

        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

          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

              1 Reply Last reply Reply Quote 0
              • 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

                1 Reply Last reply Reply Quote 1
                • 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

                  1 Reply Last reply Reply Quote 0
                  • 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

                    redrumR 1 Reply Last reply Reply Quote 0
                    • 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

                      1 Reply Last reply Reply Quote 1
                      • 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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