Dragon War 1.2.5 redrum (Evil) vs Black_Elk (Good)
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Good luck!
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Testing Forum poster
Test summary from TripleA, engine version: 1.10.13958, time: 11:40:48 AM
Savegame -
Testing Forum poster
Test summary from TripleA, engine version: 1.10.13958, time: 11:44:35 AM
Savegame -
TripleA Turn Summary: Crowton round 1
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 1 Combat Move - Crowton Note to players Crowton, Dwarves, Elves, Greenskins, Lionia and Undead: Prologue: The dangerous dragons of war have been extinct since the first age. The forces of evil have been dormant for centuries. The free peoples, Elves, Dwarves and the humans of Lionia, h.... Trigger Crowton fishing in Sea Zone 22: Crowton has 1 Fish placed in Sea Zone 22 1 Lgt-Infantry moved from Glassville to Iceburn Crowton take Iceburn from Barbarians 1 Lgt-Cavalry moved from Oldengard to Maningscar Crowton take Maningscar from Barbarians 1 Lgt-Cavalry moved from Maningscar to Iceburn 1 Spearmen moved from Stormwood to Sea Zone 22 1 Spearmen moved from Sea Zone 22 to Northern Baldoria Crowton take Northern Baldoria from Barbarians 1 Hvy-Infantry and 1 Lgt-Infantry moved from Stormwood to Oldengard Combat - Crowton Non Combat Move - Crowton Turn Complete - Crowton Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood Crowton collect 18 PUs; end with 18 PUs Units generate 6 Wood; Crowton end with 6 Wood Units generate -15 PUs; Crowton end with 3 PUs Units generate 5 Food; Crowton end with 5 Food Units generate 3 Metal; Crowton end with 3 Metal
Combat Hit Differential Summary :
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TripleA Turn Summary: Greenskins round 1
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 1 Combat Move - Greenskins 1 Lgt-Cavalry moved from Kargol Keep to Bleak Borderlands Greenskins take Bleak Wall from Gnolls Greenskins take Bleak Borderlands from Gnolls 1 Monoreme moved from Sea Zone 72 to Sea Zone 68 Greenskins take Sea Zone 67 from Pirates Greenskins take Sea Zone 68 from Pirates 1 Lgt-Infantry moved from Rackelton to Sea Zone 68 1 Lgt-Infantry moved from Sea Zone 68 to East Winterpass 1 Spearmen moved from Orcengor to Godheim Pass 1 Lgt-Infantry moved from Orcengor to Godheim Pass 1 Hvy-Infantry moved from Orcengor to Dusty Mountains Greenskins take Dusty Mountains from Gnolls Combat - Greenskins Battle in East Winterpass Greenskins loses 0 PUs for violating East Winterpasss neutrality. Non Combat Move - Greenskins Turn Complete - Greenskins Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor Greenskins collect 19 PUs; end with 19 PUs Units generate -15 PUs; Greenskins end with 4 PUs Units generate 3 Food; Greenskins end with 3 Food Units generate 3 Metal; Greenskins end with 3 Metal Units generate 3 Wood; Greenskins end with 3 Wood
Combat Hit Differential Summary :
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TripleA Turn Summary: Undead round 1
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 1 Combat Move - Undead 1 Lgt-Cavalry moved from Forsaken Mountains to Hinderland Zone 9 Undead take Hinderland Zone 9 from Ogres 1 Lgt-Infantry moved from Blackwell to Decaying Soils 1 Spearmen moved from Necroloft to Forsaken Mountains 1 Hvy-Infantry moved from Necroloft to Sea Zone 51 1 Lgt-Infantry moved from Necroloft to Sea Zone 51 1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 51 to Sea Zone 48 Undead take Sea Zone 51 from Pirates Undead take Sea Zone 48 from Pirates 1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 48 to Bog of Eternal Stench 1 Zombie-Plague moved from Plagued Fields to The Hinderlands Combat - Undead Undead creates battle in territory The Hinderlands Battle in Bog of Eternal Stench Non Combat Move - Undead Turn Complete - Undead Undead collect 17 PUs; end with 17 PUs Units generate 6 Wood; Undead end with 6 Wood Units generate 3 Food; Undead end with 3 Food Units generate 3 Metal; Undead end with 3 Metal Units generate -15 PUs; Undead end with 2 PUs Undead creates 1 Zombies in The Hinderlands
Combat Hit Differential Summary :
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For some reason I'm having difficulty launching the save. I got 1.10.13985 installed and grabbed the latest dragon war, but when I got to load the save the play, view forum and test post buttons are all blanked out. Any ideas why its hanging up on me?
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@Black_Elk You need to make sure to go into the engine preferences -> Play By Forum/Email tab and set your username/password for this forum.
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TripleA Turn Summary: Lionia round 1
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 1 Combat Move - Lionia 1 Lgt-Cavalry moved from Freegrass to Lion Heights Lionia take Lion Heights from Barbarians 1 Hvy-Infantry and 1 Spearmen moved from Lionport to Sea Zone 56 1 Hvy-Infantry, 1 Large-Ship and 1 Spearmen moved from Sea Zone 56 to Sea Zone 53 Lionia take Sea Zone 54 from Pirates Lionia take Sea Zone 53 from Pirates 1 Hvy-Infantry and 1 Spearmen moved from Sea Zone 53 to Farhaven 1 Lgt-Infantry moved from Millshire to Seatopian Hills Lionia take Seatopian Hills from Murlocs Combat - Lionia Battle in Farhaven Lionia attack with 1 Hvy-Infantry and 1 Spearmen Barbarians defend with 1 Barbarian, 1 Barbarian-Village and 1 Mine Lionia roll dice for 1 Hvy-Infantry and 1 Spearmen in Farhaven, round 2 : 1/2 hits, 0.88 expected hits Barbarians roll dice for 1 Barbarian in Farhaven, round 2 : 1/1 hits, 0.38 expected hits 1 Spearmen owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Farhaven Some non-combat units are destroyed: Lionia win, taking Farhaven from Barbarians with 1 Hvy-Infantry remaining. Battle score for attacker is 0 Casualties for Lionia: 1 Spearmen Casualties for Barbarians: 1 Barbarian Non Combat Move - Lionia Turn Complete - Lionia Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport Lionia collect 21 PUs; end with 21 PUs Units generate 6 Metal; Lionia end with 6 Metal Units generate 6 Food; Lionia end with 6 Food Units generate -15 PUs; Lionia end with 6 PUs Units generate 6 Wood; Lionia end with 6 Wood
Combat Hit Differential Summary :
Lionia regular : 0.13 Barbarians regular : 0.63
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TripleA Turn Summary: Dwarves round 1
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 1 Combat Move - Dwarves 1 Lgt-Cavalry moved from Dol Ulum to Adamant Mines Dwarves take Adamant Mines from Kobolds 1 Spearmen moved from Ironhorn to Greyhood Holdings Dwarves take Greyhood Holdings from Murlocs 1 Monoreme moved from Sea Zone 31 to Sea Zone 28 Dwarves take Sea Zone 28 from Pirates 1 Lgt-Infantry moved from Ironhorn to Sea Zone 28 1 Lgt-Infantry moved from Sea Zone 28 to Safe Haven 1 Hvy-Infantry moved from Ironhorn to East Parnesis Desert Dwarves take East Parnesis Desert from Kobolds Combat - Dwarves Battle in Safe Haven Non Combat Move - Dwarves 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 24 PUs; end with 24 PUs Units generate 5 Food; Dwarves end with 5 Food Units generate 6 Wood; Dwarves end with 6 Wood Units generate -15 PUs; Dwarves end with 9 PUs Units generate 6 Metal; Dwarves end with 6 Metal
Combat Hit Differential Summary :
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TripleA Turn Summary: Elves round 1
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 1 Combat Move - Elves 1 Hvy-Infantry and 1 Lgt-Infantry moved from Athondir to Sea Zone 8 1 Bireme, 1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 8 to Sea Zone 6 Elves take Sea Zone 7 from Pirates Elves take Sea Zone 6 from Pirates 1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 6 to Oorsik Forest 1 Lgt-Cavalry moved from Durlan Steppes to South Savanna Elves take West Savanna from Kobolds Elves take South Savanna from Kobolds 1 Lgt-Infantry and 1 Spearmen moved from Durlan North Coast to North Durlan Hills Combat - Elves Battle in Oorsik Forest Elves attack with 1 Hvy-Infantry and 1 Lgt-Infantry Kobolds defend with 1 Kobold and 1 Sawmill Elves roll dice for 1 Hvy-Infantry and 1 Lgt-Infantry in Oorsik Forest, round 2 : 0/2 hits, 0.88 expected hits Kobolds roll dice for 1 Kobold in Oorsik Forest, round 2 : 0/1 hits, 0.38 expected hits Elves roll dice for 1 Hvy-Infantry and 1 Lgt-Infantry in Oorsik Forest, round 3 : 0/2 hits, 0.88 expected hits Kobolds roll dice for 1 Kobold in Oorsik Forest, round 3 : 0/1 hits, 0.38 expected hits Elves roll dice for 1 Hvy-Infantry and 1 Lgt-Infantry in Oorsik Forest, round 4 : 1/2 hits, 0.88 expected hits Kobolds roll dice for 1 Kobold in Oorsik Forest, round 4 : 0/1 hits, 0.38 expected hits 1 Kobold owned by the Kobolds lost in Oorsik Forest Elves win, taking Oorsik Forest from Kobolds with 1 Hvy-Infantry and 1 Lgt-Infantry remaining. Battle score for attacker is 9 Casualties for Kobolds: 1 Kobold Non Combat Move - Elves 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 20 PUs; end with 20 PUs Units generate 3 Metal; Elves end with 3 Metal Units generate 4 Food; Elves end with 4 Food Units generate 6 Wood; Elves end with 6 Wood Units generate -15 PUs; Elves end with 5 PUs
Combat Hit Differential Summary :
Kobolds regular : -1.13 Elves regular : -1.63
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Thanks man, appreciate the assist. Got it going now. Back to evil
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@Black_Elk Np, we still need to add a bit more hints to let players know the username/password have moved to engine preferences so thanks for being the guinea pig
I'm a little scared to open the save and see how the double AI turns per round go and if they end up attacking lots of places.
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@redrum If you have messed around with something that has to do with TUV of units and how AI reacts to it, then you could probably expect a big change in AI behaviour. I have given a lot of units tuv and first after this I found out that the AI perhaps did not react to tuv of all units.
Are you both playing with very latest pre-release?
edit: and does the AI act differently depending on which computer/TripleA build of yours has let the AI take its turns?
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@Frostion Yeah we are both playing with 1.10.13985 and different engine versions could have different AI improvements/fixes so it definitely matters. I'm fairly sure if you play a game with the current 1.9 stable vs the latest pre-release you'd get completely different AI behavior based on a lot of the fixes I've put in recently around TUV and isInfra type units.
The AI should see the TUV of at least all of the units that can be in combat. Non-combat units like resource generators, factories, etc, the TUV currently isn't taken into account. The AI essentially just sees 'factories' for isInfra units that can build units and gives the territories they are in more value to attack/defend but not based on their TUV (so a 200 TUV and a 1 TUV factory are worth the same in the AI's mind). This obviously isn't ideal but the non-combat isInfra type units logic hasn't been expanded to really handle anything beyond basic revised/v3 factories.
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You are welcome to propose specific TUV settings for the Dragons if you observe sub optimal behaviour in regards to them. Good luck in the War against the Good.
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TripleA Turn Summary: Crowton round 2
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 2 Combat Move - Crowton Trigger Crowton fishing in Sea Zone 22: Crowton has 1 Fish placed in Sea Zone 22 1 Lgt-Cavalry and 1 Lgt-Infantry moved from Iceburn to Glassville 1 Spearmen moved from Northern Baldoria to Baldor Castle Crowton take Baldor Castle from Barbarians 1 Auxiliaries moved from Stormwood to Oldengard Combat - Crowton Battle in Glassville Crowton attack with 1 Lgt-Cavalry and 1 Lgt-Infantry Pirates defend with 1 Pirate and 1 Village Crowton roll dice for 1 Lgt-Cavalry and 1 Lgt-Infantry in Glassville, round 2 : 1/2 hits, 0.63 expected hits Pirates roll dice for 1 Pirate in Glassville, round 2 : 1/1 hits, 0.13 expected hits 1 Pirate owned by the Pirates and 1 Lgt-Infantry owned by the Crowton lost in Glassville Crowton win, taking Glassville from Pirates with 1 Lgt-Cavalry remaining. Battle score for attacker is -1 Casualties for Crowton: 1 Lgt-Infantry Casualties for Pirates: 1 Pirate Non Combat Move - Crowton Turn Complete - Crowton Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood Crowton collect 21 PUs; end with 24 PUs Units generate 6 Wood; Crowton end with 12 Wood Units generate -15 PUs; Crowton end with 9 PUs Units generate 5 Food; Crowton end with 10 Food Units generate 3 Metal; Crowton end with 6 Metal
Combat Hit Differential Summary :
Crowton regular : 0.38 Pirates regular : 0.88
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TripleA Turn Summary: Greenskins round 2
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 2 Combat Move - Greenskins Some non-combat units are destroyed: 1 Lgt-Infantry and 1 Spearmen moved from Godheim Pass to Godheim 1 Lgt-Infantry moved from East Winterpass to Sea Zone 68 1 Lgt-Infantry moved from Sea Zone 68 to Buccan Refuge Greenskins take Buccan Refuge from Pirates 1 Auxiliaries moved from Orcengor to Kargol Keep Greenskins take Kargol Keep from Pirates 1 Lgt-Cavalry moved from Bleak Borderlands to Eastern Pontic Desert Greenskins take Eastern Pontic Desert from Gnolls 1 Lgt-Cavalry moved from Eastern Pontic Desert to Surigard Greenskins take Surigard from Barbarians 1 Hvy-Infantry moved from Dusty Mountains to Orcengor 1 Rangers moved from Warg Caves to Orcengor Combat - Greenskins Battle in Godheim Greenskins attack with 1 Lgt-Infantry and 1 Spearmen Ogres defend with 1 Mine and 1 Ogre Greenskins roll dice for 1 Lgt-Infantry and 1 Spearmen in Godheim, round 2 : 2/2 hits, 0.75 expected hits Ogres roll dice for 1 Ogre in Godheim, round 2 : 1/1 hits, 0.38 expected hits 1 Ogre owned by the Ogres and 1 Spearmen owned by the Greenskins lost in Godheim Greenskins win, taking Godheim from Ogres with 1 Lgt-Infantry remaining. Battle score for attacker is 1 Casualties for Greenskins: 1 Spearmen Casualties for Ogres: 1 Ogre Non Combat Move - Greenskins Turn Complete - Greenskins Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor Greenskins collect 27 PUs; end with 31 PUs Units generate -15 PUs; Greenskins end with 16 PUs Units generate 3 Food; Greenskins end with 6 Food Units generate 6 Metal; Greenskins end with 9 Metal Units generate 3 Wood; Greenskins end with 6 Wood
Combat Hit Differential Summary :
Ogres regular : 0.63 Greenskins regular : 1.25
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TripleA Turn Summary: Undead round 2
TripleA Turn Summary for game: Dragon War, version: 1.2.5
Game History
Round: 2 Combat Move - Undead 1 Hvy-Infantry and 1 Lgt-Infantry moved from Bog of Eternal Stench to East Witching Mountains Undead take East Witching Mountains from Gnolls 1 Lgt-Cavalry moved from Hinderland Zone 9 to North Hinderlands Undead take North Hinderlands from Ogres 1 Lgt-Cavalry moved from North Hinderlands to Hinderland Zone 8 Undead take Hinderland Zone 8 from Ogres 1 Lgt-Infantry moved from Decaying Soils to Hinderland Zone 7 Undead take Hinderland Zone 7 from Ogres 1 Zombies moved from The Hinderlands to Hinderland Zone 3 Undead take Hinderland Zone 3 from Ogres 1 Spearmen moved from Forsaken Mountains to Lifeless Barrens Undead take Lifeless Barrens from Barbarians Combat - Undead Non Combat Move - Undead Turn Complete - Undead Trigger Auxiliaries in Necroloft: Undead has 1 Auxiliaries placed in Necroloft Undead collect 24 PUs; end with 26 PUs Units generate 6 Wood; Undead end with 12 Wood Units generate 3 Food; Undead end with 6 Food Units generate 3 Metal; Undead end with 6 Metal Units generate -15 PUs; Undead end with 11 PUs Undead creates 1 Zombies in The Hinderlands
Combat Hit Differential Summary :
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@Frostion Well I think the double neutral turns are pretty rough given how it went round 1. In particular, the Pirates probably need adjusted so that their ships have less movement as having 3 move ship and moving twice in a round means they can reach a very long distance (see some of the neutral sniping Villages). Overall, not sure how I'm feeling about the neutral double turn as it really gives them a lot of movement. Also the Water Dragon spawn is pretty scary as it now has 3 other pirates ships with it. Luckily its TUV is so high (140) that the AI is afraid to do anything with it at least so far.
Dragon TUV probably should be cut in half otherwise it makes the AI too afraid to do anything with them. Somewhere around 50-100 is probably more reasonable.