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    Dragon War 1.2.5 redrum (Evil) vs Black_Elk (Good)

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    • Black_ElkB Offline
      Black_Elk
      last edited by

      Looks like the dwarves are pretty much dunzo hehe. Its amusing how the white dragon keeps skirting it to the hardest to reach spots, but the red and blue got me crushed. Nice one!

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      • redrumR Offline
        redrum Admin
        last edited by

        TripleA Turn Summary: Crowton round 8

        TripleA Turn Summary for game: Dragon War, version: 1.2.5

        Game History

        Round: 8
        
            Combat Move - Crowton
                1 unit repaired.
                1 Auxiliaries moved from Dathic Coast to Dathic Hollows
                      Crowton take Dathic Hollows from Murlocs
                1 Auxiliaries, 1 General and 1 Marines moved from Drake Peninsula to Dathiwatch
                2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Spearmen moved from Gnomen Lowland to Halfling Meadows
                1 Red-Dragon moved from Sea Zone 37 to Halfling Meadows
                1 Auxiliaries and 1 Hvy-Infantry moved from Safe Haven to Winterboar Hills
                      Crowton take Winterboar Hills from Kobolds
                1 Auxiliaries moved from Stormwood to Sea Zone 25
                1 Auxiliaries and 1 Transport-Ship moved from Sea Zone 25 to Sea Zone 21
                1 Auxiliaries moved from Sea Zone 21 to Southern Baldoria
                      Crowton take Southern Baldoria from Barbarians
                1 Marines moved from Whitebone Island to Sea Zone 29
                1 Marines and 1 Small-Ship moved from Sea Zone 29 to Sea Zone 27
                1 Marines moved from Sea Zone 27 to Lone Island
                      Crowton take Lone Island from Pirates
                1 Hvy-Infantry moved from Safe Haven to Sea Zone 31
                1 Hvy-Infantry and 1 Large-Ship moved from Sea Zone 31 to Sea Zone 26
                1 Hvy-Infantry moved from Sea Zone 26 to Longkey Island
                      Crowton take Longkey Island from Pirates
                1 Blue-Dragon moved from Sea Zone 37 to Dol Ulum
                1 Large-Ship and 2 Small-Ships moved from Sea Zone 37 to Sea Zone 31
                1 Transport-Ship moved from Sea Zone 31 to Sea Zone 25
        
            Combat - Crowton
                Battle in Halfling Meadows
                    Crowton attack with 2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Red-Dragon and 1 Spearmen
                    Dwarves defend with 1 Halflings and 1 Sheep
                        Crowton roll dice for 2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Red-Dragon and 1 Spearmen in Halfling Meadows, round 2 : 3/7 hits, 2.75 expected hits
                        Dwarves roll dice for 1 Halflings in Halfling Meadows, round 2 : 0/1 hits, 0.13 expected hits
                        1 Halflings owned by the Dwarves lost in Halfling Meadows
                    Crowton win, taking Halfling Meadows from Dwarves with 2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Red-Dragon and 1 Spearmen remaining. Battle score for attacker is 7
                    Casualties for Dwarves: 1 Halflings
                Battle in Dathiwatch
                    Crowton attack with 1 Auxiliaries, 1 General and 1 Marines
                    Murlocs defend with 1 Murloc, 1 Murloc-Village and 1 Sawmill
                        Crowton roll dice for 1 Auxiliaries, 1 General and 1 Marines in Dathiwatch, round 2 : 1/3 hits, 1.50 expected hits
                        Murlocs roll dice for 1 Murloc in Dathiwatch, round 2 : 0/1 hits, 0.25 expected hits
                        1 Murloc owned by the Murlocs lost in Dathiwatch
                    Crowton captures one of Murlocs capitals
                    Some non-combat units are destroyed: 
                    Crowton win, taking Dathiwatch from Murlocs with 1 Auxiliaries, 1 General and 1 Marines remaining. Battle score for attacker is 7
                    Casualties for Murlocs: 1 Murloc
        
            Non Combat Move - Crowton
        
            Purchase Units - Crowton
                Note to players Crowton: A Crowton Wizard stands ready in Stormwood.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying....
                Trigger Crowton acquires a Wizard: Crowton has 1 Wizard placed in Stormwood
                Crowton buy 2 Large-Ships and 1 Trebuchet; Remaining resources: 0 PUs; 11 Food; 19 Wood; 5 Metal; 
        
            Place Units - Crowton
                2 Large-Ships placed in Sea Zone 25
                1 Trebuchet placed in Stormwood
        
            Turn Complete - Crowton
                Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
                Crowton collect 58 PUs; end with 58 PUs
                Units generate 8 Food; Crowton end with 19 Food
                Units generate 18 Wood; Crowton end with 37 Wood
                Units generate 6 Metal; Crowton end with 11 Metal
                Units generate -15 PUs; Crowton end with 43 PUs
        

        Combat Hit Differential Summary :

        Crowton regular : -0.25
        Murlocs regular : -0.25
        Dwarves regular : -0.13
        

        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: Greenskins round 8

          TripleA Turn Summary for game: Dragon War, version: 1.2.5

          Game History

          Round: 8
          
              Combat Move - Greenskins
                  1 Hvy-Infantry moved from Low Mocrag to High Mocrag
                        Greenskins take High Mocrag from Ogres
                  1 Rangers moved from Robach to Misty Forest
                        Greenskins take Misty Forest from Ogres
                  1 Auxiliaries moved from Old Slavenport to Samarkum
                  1 Knights moved from Old Slavenport to Samarkum
                  1 General moved from Dusty Heights to Samarkum
                  1 Rangers moved from Dathic East to Wild Mire
                        Greenskins take Wild Mire from Murlocs
                  1 Rangers moved from Old Slavenport to Mid Samark
                        Greenskins take East Samark from Gnolls
                        Greenskins take Mid Samark from Gnolls
                  1 Rangers moved from Old Slavenport to Slavebridge
                        Greenskins take Slavebridge from Gnolls
                  1 Hvy-Cavalry moved from Dusty Heights to Slavebridge
                  1 Rangers moved from Old Slavenport to East Samark
                  1 Auxiliaries moved from Dusty Heights to Old Slavenport
                  1 Mortar moved from Badlands to Old Slavenport
                  1 Auxiliaries and 1 Monster moved from Dathic East to Badlands
                  1 Auxiliaries moved from Dusty Mountains to Dusty Heights
                  1 Crow-Swarm moved from Orcengor to Eastern Pontic Desert
                  1 Lgt-Cavalry and 1 Lgt-Infantry moved from Surigard to Eastern Pontic Desert
                  1 Rangers moved from Orcengor to Old Slavenport
                  1 Knights moved from Orcengor to Dusty Heights
                  1 Auxiliaries moved from Orcengor to Dusty Mountains
                  1 Rangers moved from Warg Caves to Orcengor
          
              Combat - Greenskins
                  Battle in Eastern Pontic Desert
                      Greenskins attack with 1 Crow-Swarm, 1 Lgt-Cavalry and 1 Lgt-Infantry
                      Gnolls defend with 1 Gnoll
                          Greenskins roll dice for 1 Crow-Swarm, 1 Lgt-Cavalry and 1 Lgt-Infantry in Eastern Pontic Desert, round 2 : 1/3 hits, 0.88 expected hits
                          Gnolls roll dice for 1 Gnoll in Eastern Pontic Desert, round 2 : 0/1 hits, 0.38 expected hits
                          1 Gnoll owned by the Gnolls lost in Eastern Pontic Desert
                      Greenskins win, taking Eastern Pontic Desert from Gnolls with 1 Crow-Swarm, 1 Lgt-Cavalry and 1 Lgt-Infantry remaining. Battle score for attacker is 9
                      Casualties for Gnolls: 1 Gnoll
                  Battle in Samarkum
                      Greenskins attack with 1 Auxiliaries, 1 General and 1 Knights
                      Gnolls defend with 1 Gnoll, 1 Gnoll-Village and 1 Windmill
                          Greenskins roll dice for 1 Auxiliaries, 1 General and 1 Knights in Samarkum, round 2 : 2/3 hits, 1.75 expected hits
                          Gnolls roll dice for 1 Gnoll in Samarkum, round 2 : 1/1 hits, 0.38 expected hits
                          1 Gnoll owned by the Gnolls and 1 Auxiliaries owned by the Greenskins lost in Samarkum
                      Some non-combat units are destroyed: 
                      Greenskins win, taking Samarkum from Gnolls with 1 General and 1 Knights remaining. Battle score for attacker is 2
                      Casualties for Greenskins: 1 Auxiliaries
                      Casualties for Gnolls: 1 Gnoll
          
              Non Combat Move - Greenskins
          
              Purchase Units - Greenskins
                  Note to players Greenskins: A Greenskin Wizard stands ready in Orcengor.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flyin....
                  Trigger Greenskins acquire a Wizard: Greenskins has 1 Wizard placed in Orcengor
                  Greenskins buy 1 Crow-Swarm and 5 Foods; Remaining resources: 3 PUs; 0 Food; 28 Wood; 10 Metal; 
          
              Place Units - Greenskins
                  1 Crow-Swarm placed in Orcengor
          
              Turn Complete - Greenskins
                  Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
                  Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
                  Greenskins collect 39 PUs (13 lost to blockades); end with 42 PUs
                  Units generate 10 Food; Greenskins end with 15 Food
                  Units generate 9 Wood; Greenskins end with 37 Wood
                  Units generate 9 Metal; Greenskins end with 19 Metal
                  Units generate -15 PUs; Greenskins end with 27 PUs
          

          Combat Hit Differential Summary :

          Gnolls regular : 0.25
          Greenskins regular : 0.38
          

          Savegame

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

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          • redrumR Offline
            redrum Admin
            last edited by

            TripleA Turn Summary: Undead round 8

            TripleA Turn Summary for game: Dragon War, version: 1.2.5

            Game History

            Round: 8
            
                Combat Move - Undead
                        Some non-combat units are destroyed: 
                    1 Giant-Bat moved from Misty Slopes to East Foothills
                    2 Zombiess moved from Sinfjord to East Foothills
                    1 Auxiliaries moved from Misty Slopes to West Witching Mountains
                    1 Lgt-Cavalry, 1 Lgt-Infantry and 2 Zombiess moved from Zool Twins to Bridge of No Return
                    1 Auxiliaries and 1 Mortar moved from Necroloft to Sea Zone 49
                    1 General, 1 Spearmen and 1 Zombies moved from Hexmire to West Witching Mountains
                    1 Auxiliaries, 1 Large-Ship and 1 Mortar moved from Sea Zone 49 to Sea Zone 52
                    1 Auxiliaries and 1 Mortar moved from Sea Zone 52 to Bluebeard Island
                          Undead take Bluebeard Island from Pirates
                    1 Large-Ship moved from Sea Zone 46 to Sea Zone 52
                    1 Zombie-Plague moved from Greenshore to The Witching Mountains
            
                Combat - Undead
                    Undead creates battle in territory The Witching Mountains
                    Battle in East Foothills
                        Undead attack with 1 Giant-Bat and 2 Zombiess
                        Kobolds defend with 1 Kobold and 1 Mine
                            Undead roll dice for 1 Giant-Bat and 2 Zombiess in East Foothills, round 2 : 1/3 hits, 0.75 expected hits
                            Kobolds roll dice for 1 Kobold in East Foothills, round 2 : 1/1 hits, 0.38 expected hits
                            1 Zombies owned by the Undead and 1 Kobold owned by the Kobolds lost in East Foothills
                        Undead win, taking East Foothills from Kobolds with 1 Giant-Bat and 1 Zombies remaining. Battle score for attacker is 2
                        Casualties for Undead: 1 Zombies
                        Casualties for Kobolds: 1 Kobold
                    Battle in Bridge of No Return
                        Undead attack with 1 Lgt-Cavalry, 1 Lgt-Infantry and 2 Zombiess
                        Barbarians defend with 2 Barbarians and 1 Mine
                            Undead roll dice for 1 Lgt-Cavalry, 1 Lgt-Infantry and 2 Zombiess in Bridge of No Return, round 2 : 1/4 hits, 1.38 expected hits
                            Barbarians roll dice for 2 Barbarians in Bridge of No Return, round 2 : 1/2 hits, 0.75 expected hits
                            1 Zombies owned by the Undead and 1 Barbarian owned by the Barbarians lost in Bridge of No Return
                            Undead roll dice for 1 Lgt-Cavalry, 1 Lgt-Infantry and 1 Zombies in Bridge of No Return, round 3 : 1/3 hits, 1.13 expected hits
                            Barbarians roll dice for 1 Barbarian in Bridge of No Return, round 3 : 1/1 hits, 0.38 expected hits
                            1 Zombies owned by the Undead and 1 Barbarian owned by the Barbarians lost in Bridge of No Return
                        Undead win, taking Bridge of No Return from Barbarians with 1 Lgt-Cavalry and 1 Lgt-Infantry remaining. Battle score for attacker is 4
                        Casualties for Undead: 2 Zombiess
                        Casualties for Barbarians: 2 Barbarians
                    Battle in West Witching Mountains
                        Undead attack with 1 Auxiliaries, 1 General, 1 Spearmen and 1 Zombies
                        Gnolls defend with 1 Gnoll
                            Undead roll dice for 1 Auxiliaries, 1 General, 1 Spearmen and 1 Zombies in West Witching Mountains, round 2 : 1/4 hits, 1.88 expected hits
                            Gnolls roll dice for 1 Gnoll in West Witching Mountains, round 2 : 0/1 hits, 0.50 expected hits
                            1 Gnoll owned by the Gnolls lost in West Witching Mountains
                        Undead win, taking West Witching Mountains from Gnolls with 1 Auxiliaries, 1 General, 1 Spearmen and 1 Zombies remaining. Battle score for attacker is 9
                        Casualties for Gnolls: 1 Gnoll
            
                Non Combat Move - Undead
            
                Purchase Units - Undead
                    Note to players Undead: An Undead Wizard stands ready in Necroloft.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying....
                    Trigger Undead acquires a Wizard: Undead has 1 Wizard placed in Necroloft
                    Undead buy 5 Foods and 2 Large-Ships; Remaining resources: 1 PUs; 1 Food; 3 Wood; 0 Metal; 
            
                Place Units - Undead
                    2 Large-Ships placed in Sea Zone 49
            
                Turn Complete - Undead
                    Trigger Auxiliaries in Necroloft: Undead has 1 Auxiliaries placed in Necroloft
                    Undead collect 47 PUs; end with 48 PUs
                    Units generate 6 Food; Undead end with 12 Food
                    Units generate 15 Wood; Undead end with 18 Wood
                    Units generate 9 Metal; Undead end with 9 Metal
                    Units generate -15 PUs; Undead end with 33 PUs
                    Undead creates 1 Zombies in The Witching Mountains
            

            Combat Hit Differential Summary :

            Gnolls regular : -0.50
            Kobolds regular : 0.63
            Barbarians regular : 0.88
            Undead regular : -1.13
            

            Savegame

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

            Black_ElkB 1 Reply Last reply Reply Quote 0
            • Black_ElkB Offline
              Black_Elk @redrum
              last edited by

              waiting on the wifi over here. Not sure what comcast has going on, but its been down since last night. hella annoying

              Catch you in a few

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              • Black_ElkB Offline
                Black_Elk
                last edited by

                TripleA Turn Summary: Lionia round 8

                TripleA Turn Summary for game: Dragon War, version: 1.2.5

                Game History

                Round: 8
                
                    Combat Move - Lionia
                        1 General moved from Freegrass to Greenshore
                              Lionia take Greenshore from Undead
                        1 Hvy-Cavalry and 1 Knights moved from Freegrass to Greenshore
                        1 Auxiliaries moved from Wilderpoint to Greenshore
                        1 Crusaders moved from South Witching Mountains to Cape Despair
                        1 Crusaders moved from Jade Rivers to Gate of Illyria
                              Lionia take Gate of Illyria from Barbarians
                        1 Lgt-Infantry moved from Avalonia to Fanebrow
                              Lionia take Fanebrow from Murlocs
                        2 Auxiliariess moved from Freegrass to Lionport
                
                    Combat - Lionia
                        Battle in Cape Despair
                            Lionia attack with 1 Crusaders
                            Murlocs defend with 1 Murloc
                                Lionia roll dice for 1 Crusaders in Cape Despair, round 2 : 0/1 hits, 0.50 expected hits
                                Murlocs roll dice for 1 Murloc in Cape Despair, round 2 : 1/1 hits, 0.25 expected hits
                                1 Crusaders owned by the Lionia lost in Cape Despair
                            Murlocs win with 1 Murloc remaining. Battle score for attacker is -9
                            Casualties for Lionia: 1 Crusaders
                
                    Non Combat Move - Lionia
                
                    Purchase Units - Lionia
                        Note to players Lionia: A Lionian Wizard stands ready in Lionport.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying ....
                        Trigger Lionia acquires a Wizard: Lionia has 1 Wizard placed in Lionport
                        Lionia buy 2 Lgt-Infantrys; Remaining resources: 3 PUs; 19 Food; 32 Wood; 9 Metal; 
                
                    Place Units - Lionia
                        2 Lgt-Infantrys placed in Lionport
                
                    Turn Complete - Lionia
                        Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport
                        Trigger Crusaders in Jade Mountains: Lionia has 1 Crusaders placed in Jade Mountains
                        Lionia collect 34 PUs (3 lost to blockades); end with 37 PUs
                        Units generate 9 Metal; Lionia end with 18 Metal
                        Units generate 9 Wood; Lionia end with 41 Wood
                        Units generate 6 Food; Lionia end with 25 Food
                        Units generate -15 PUs; Lionia end with 22 PUs
                

                Combat Hit Differential Summary :

                Murlocs regular : 0.75
                Lionia regular : -0.50
                

                Savegame

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                • Black_ElkB Offline
                  Black_Elk
                  last edited by

                  TripleA Turn Summary: Dwarves round 8

                  TripleA Turn Summary for game: Dragon War, version: 1.2.5

                  Game History

                  Round: 8
                  
                      Combat Move - Dwarves
                              Some non-combat units are destroyed: 
                  
                      Combat - Dwarves
                  
                      Non Combat Move - Dwarves
                  
                      Purchase Units - Dwarves
                          Note to players Dwarves: A Dwarven Wizard stands ready in Ironhorn.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying ....
                          Trigger Dwarves acquires a Wizard: Dwarves has 1 Wizard placed in Ironhorn
                  
                      Turn Complete - Dwarves
                          Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
                          Dwarves collect 11 PUs (7 lost to blockades); end with 13 PUs
                          Units generate 4 Food; Dwarves end with 28 Food
                          Units generate 3 Wood; Dwarves end with 39 Wood
                          Units generate -13 PUs; Dwarves end with 0 PUs
                  

                  Combat Hit Differential Summary :

                  Savegame

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                  • Black_ElkB Offline
                    Black_Elk
                    last edited by

                    TripleA Turn Summary: Elves round 8

                    TripleA Turn Summary for game: Dragon War, version: 1.2.5

                    Game History

                    Round: 8
                    
                        Combat Move - Elves
                            1 Wood-Elves moved from Oorsik Forest to Sea Zone 8
                            1 Hvy-Infantry and 3 Wood-Elvess moved from Deldrach to Sea Zone 8
                            3 Biremes, 1 Hvy-Infantry and 4 Wood-Elvess moved from Sea Zone 8 to Sea Zone 11
                            1 Hvy-Infantry and 4 Wood-Elvess moved from Sea Zone 11 to Blood Hills
                            2 Auxiliariess moved from The Outlands to Doomed Bridge
                            1 Auxiliaries moved from Athondir to Durlan Steppes
                    
                        Combat - Elves
                            Battle in Doomed Bridge
                                Elves attack with 2 Auxiliariess
                                Murlocs defend with 1 Murloc
                                    Elves roll dice for 2 Auxiliariess in Doomed Bridge, round 2 : 0/2 hits, 0.50 expected hits
                                    Murlocs roll dice for 1 Murloc in Doomed Bridge, round 2 : 0/1 hits, 0.25 expected hits
                                    Elves roll dice for 2 Auxiliariess in Doomed Bridge, round 3 : 1/2 hits, 0.50 expected hits
                                    Murlocs roll dice for 1 Murloc in Doomed Bridge, round 3 : 0/1 hits, 0.25 expected hits
                                    1 Murloc owned by the Murlocs lost in Doomed Bridge
                                Elves win, taking Doomed Bridge from Murlocs with 2 Auxiliariess remaining. Battle score for attacker is 7
                                Casualties for Murlocs: 1 Murloc
                    
                        Non Combat Move - Elves
                    
                        Purchase Units - Elves
                            Note to players Elves: An Elven Wizard stands ready in Athondir.Wizards are capable of supporting up to 10 military units in battle. These 10 units will receive attack bonuses. Wizards are also capable of flying o....
                            Trigger Elves acquire a Wizard: Elves has 1 Wizard placed in Athondir
                            Elves buy 3 Mariness; Remaining resources: 5 PUs; 8 Food; 11 Wood; 0 Metal; 
                    
                        Place Units - Elves
                            3 Mariness 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 29 PUs; end with 34 PUs
                            Units generate 3 Metal; Elves end with 3 Metal
                            Units generate 4 Food; Elves end with 12 Food
                            Units generate 9 Wood; Elves end with 20 Wood
                            Units generate -15 PUs; Elves end with 19 PUs
                    

                    Combat Hit Differential Summary :

                    Murlocs regular : -0.50
                    Elves regular : 0.00
                    

                    Savegame

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                    • Black_ElkB Offline
                      Black_Elk
                      last edited by

                      Its an Ironhorn turtle up hehe. The dwarves are digging in for a bloodbath

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

                        TripleA Turn Summary: Crowton round 9

                        TripleA Turn Summary for game: Dragon War, version: 1.2.5

                        Game History

                        Round: 9
                        
                            Combat Move - Crowton
                                1 unit repaired.
                                Trigger Crowton fishing in Sea Zone 27: Crowton has 1 Whales placed in Sea Zone 27
                                2 Auxiliariess, 1 Hvy-Infantry, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Red-Dragon and 1 Spearmen moved from Halfling Meadows to Ironhorn
                                1 Blue-Dragon moved from Dol Ulum to Ironhorn
                                1 Hvy-Infantry moved from Longkey Island to Sea Zone 26
                                1 Auxiliaries moved from Mithrildon to Sea Zone 26
                                1 Auxiliaries, 1 Hvy-Infantry and 1 Large-Ship moved from Sea Zone 26 to Sea Zone 28
                                1 Marines, 1 Monster and 1 Trebuchet moved from Stormwood to Sea Zone 25
                                1 Marines, 1 Monster, 1 Transport-Ship and 1 Trebuchet moved from Sea Zone 25 to Sea Zone 28
                                1 Auxiliaries and 1 Wizard moved from Stormwood to Sea Zone 25
                                1 Marines moved from Lone Island to Sea Zone 25
                                1 Auxiliaries, 1 Large-Ship, 1 Marines and 1 Wizard moved from Sea Zone 25 to Sea Zone 28
                                1 Auxiliaries moved from Southern Baldoria to Sea Zone 21
                                1 Auxiliaries moved from Sea Zone 21 to Questos
                                      Crowton take Questos from Pirates
                                2 Auxiliariess, 1 Hvy-Infantry, 2 Mariness, 1 Monster, 1 Trebuchet and 1 Wizard moved from Sea Zone 28 to Ironhorn
                                1 Auxiliaries moved from Winterboar Hills to Troglodyte Coast
                                      Crowton take Troglodyte Coast from Dwarves
                                1 Hvy-Infantry moved from Winterboar Hills to West Dolmor
                                      Crowton take West Dolmor from Dwarves
                                1 Auxiliaries moved from Dathic Hollows to Mebach
                                      Crowton take Mebach from Ogres
                                1 General moved from Dathiwatch to Westerfoss
                                      Crowton take Westerfoss from Ogres
                                1 Auxiliaries moved from Dathiwatch to Dathic North
                                      Crowton take Dathic North from Murlocs
                                2 Small-Ships moved from Sea Zone 31 to Sea Zone 37
                                1 Marines moved from Dathiwatch to Drake Peninsula
                        
                            Combat - Crowton
                                Battle in Ironhorn
                                    Crowton attack with 4 Auxiliariess, 1 Blue-Dragon, 2 Hvy-Infantrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 2 Mariness, 1 Monster, 1 Red-Dragon, 1 Spearmen, 1 Trebuchet and 1 Wizard
                                    Dwarves defend with 5 Auxiliariess, 1 Capital-City, 1 Castle, 1 Crossbowmen, 1 Gnomes, 4 Halflingss, 1 Hvy-Cavalry, 1 Knights and 1 Wizard
                                        Crowton roll dice for 4 Auxiliariess, 1 Blue-Dragon, 2 Hvy-Infantrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 2 Mariness, 1 Monster, 1 Red-Dragon, 1 Spearmen, 1 Trebuchet and 1 Wizard in Ironhorn, round 2 : 9/16 hits, 8.63 expected hits
                                        Dwarves roll dice for 5 Auxiliariess, 1 Castle, 1 Crossbowmen, 1 Gnomes, 4 Halflingss, 1 Hvy-Cavalry, 1 Knights and 1 Wizard in Ironhorn, round 2 : 5/14 hits, 5.63 expected hits
                                    Units damaged: 1 Blue-Dragon owned by the Crowton and 1 Red-Dragon owned by the Crowton
                                        3 Auxiliariess owned by the Dwarves, 1 Knights owned by the Dwarves, 4 Halflingss owned by the Dwarves and 1 Gnomes owned by the Dwarves lost in Ironhorn
                                        Crowton roll dice for 4 Auxiliariess, 1 Blue-Dragon, 2 Hvy-Infantrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 2 Mariness, 1 Monster, 1 Red-Dragon, 1 Spearmen, 1 Trebuchet and 1 Wizard in Ironhorn, round 3 : 8/16 hits, 8.63 expected hits
                                        Dwarves roll dice for 2 Auxiliariess, 1 Castle, 1 Crossbowmen, 1 Hvy-Cavalry and 1 Wizard in Ironhorn, round 3 : 1/5 hits, 1.88 expected hits
                                    Units damaged: 1 Blue-Dragon owned by the Crowton
                                        1 Crossbowmen owned by the Dwarves, 1 Wizard owned by the Dwarves, 2 Auxiliariess owned by the Dwarves and 1 Hvy-Cavalry owned by the Dwarves lost in Ironhorn
                                    Crowton captures one of Dwarves capitals
                                    Crowton win, taking Ironhorn from Dwarves with 4 Auxiliariess, 1 Blue-Dragon, 2 Hvy-Infantrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 2 Mariness, 1 Monster, 1 Red-Dragon, 1 Spearmen, 1 Trebuchet and 1 Wizard remaining. Battle score for attacker is 115
                                    Casualties for Dwarves: 5 Auxiliariess, 1 Crossbowmen, 1 Gnomes, 4 Halflingss, 1 Hvy-Cavalry, 1 Knights and 1 Wizard
                        
                            Non Combat Move - Crowton
                                Trigger Small-Ship in Glassville: Crowton has 1 Small-Ship placed in Sea Zone 19
                                Trigger Small-Ship in Glassville: Crowton has 1 Marines placed in Glassville
                                1 Small-Ship moved from Sea Zone 27 to Sea Zone 22
                                1 Large-Ship moved from Sea Zone 25 to Sea Zone 27
                                1 Large-Ship moved from Sea Zone 31 to Sea Zone 28
                        
                            Purchase Units - Crowton
                                Crowton buy 1 Bowmen, 1 Large-Ship, 1 Monster and 1 Trebuchet; Remaining resources: 2 PUs; 5 Food; 17 Wood; 4 Metal; 
                        
                            Place Units - Crowton
                                1 Bowmen, 1 Monster and 1 Trebuchet placed in Stormwood
                                1 Large-Ship placed in Sea Zone 28
                        
                            Turn Complete - Crowton
                                Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
                                Crowton collect 70 PUs; end with 72 PUs
                                Units generate 12 Food; Crowton end with 17 Food
                                Units generate 18 Wood; Crowton end with 35 Wood
                                Units generate -30 PUs; Crowton end with 42 PUs
                                Units generate 6 Metal; Crowton end with 10 Metal
                        

                        Combat Hit Differential Summary :

                        Crowton regular : -0.25
                        Dwarves regular : -1.50
                        

                        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: Greenskins round 9

                          TripleA Turn Summary for game: Dragon War, version: 1.2.5

                          Game History

                          Round: 9
                          
                              Combat Move - Greenskins
                                      Some non-combat units are destroyed: 
                                      Greenskins converts Young-White-Dragon into different units
                                      Greenskins converts Young-Brown-Dragon into different units
                                  1 Hvy-Infantry moved from High Mocrag to Ogreville
                                        Greenskins take Ogreville from Ogres
                                  1 Rangers moved from Misty Forest to Dathic West
                                  1 Hvy-Cavalry moved from Slavebridge to South Samark
                                        Greenskins take South Samark from Gnolls
                                  1 Rangers moved from Slavebridge to Stormcrag
                                        Greenskins take Stormcrag from Kobolds
                                  1 Rangers moved from Mid Samark to Scavenberg
                                        Greenskins take Scavenberg from Kobolds
                                  1 Rangers moved from East Samark to Crystal Strand
                                  1 General and 1 Knights moved from Samarkum to Crystal Strand
                                  1 Rangers moved from Old Slavenport to Crystal Strand
                                  1 Auxiliaries moved from Old Slavenport to East Samark
                                  1 Mortar moved from Old Slavenport to Samarkum
                                  1 Knights moved from Dusty Heights to Samarkum
                                  1 Auxiliaries and 1 Monster moved from Badlands to Old Slavenport
                                  1 Auxiliaries moved from Dusty Heights to Old Slavenport
                                  1 Auxiliaries moved from Dusty Mountains to Dusty Heights
                                  1 Rangers moved from Wild Mire to Samarkum
                                  1 Crow-Swarm moved from Orcengor to Samarkum
                                  1 Wizard moved from Orcengor to Dusty Heights
                                  1 Rangers moved from Orcengor to Old Slavenport
                                  1 Auxiliaries moved from Orcengor to Dusty Mountains
                                  1 Rangers moved from Warg Caves to Orcengor
                                  1 Lgt-Cavalry and 1 Lgt-Infantry moved from Eastern Pontic Desert to Surigard
                                  1 Crow-Swarm moved from Eastern Pontic Desert to Orcengor
                          
                              Combat - Greenskins
                                  Battle in Crystal Strand
                                      Greenskins attack with 1 General, 1 Knights and 2 Rangerss
                                      Kobolds defend with 1 Cattle and 1 Kobold
                                          Greenskins roll dice for 1 General, 1 Knights and 2 Rangerss in Crystal Strand, round 2 : 4/4 hits, 2.00 expected hits
                                          Kobolds roll dice for 1 Kobold in Crystal Strand, round 2 : 0/1 hits, 0.25 expected hits
                                          1 Kobold owned by the Kobolds lost in Crystal Strand
                                      Greenskins win, taking Crystal Strand from Kobolds with 1 General, 1 Knights and 2 Rangerss remaining. Battle score for attacker is 9
                                      Casualties for Kobolds: 1 Kobold
                          
                              Non Combat Move - Greenskins
                          
                              Purchase Units - Greenskins
                                  Greenskins buy 1 Crow-Swarm, 1 Hvy-Cavalry and 1 Village; Remaining resources: 0 PUs; 2 Food; 30 Wood; 12 Metal; 
                          
                              Place Units - Greenskins
                                  1 Village placed in Crystal Strand
                                  1 Crow-Swarm and 1 Hvy-Cavalry placed in Orcengor
                          
                              Turn Complete - Greenskins
                                  Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
                                  Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
                                  Greenskins collect 48 PUs (13 lost to blockades); end with 48 PUs
                                  Units generate 13 Food; Greenskins end with 15 Food
                                  Units generate 9 Wood; Greenskins end with 39 Wood
                                  Units generate 9 Metal; Greenskins end with 21 Metal
                                  Units generate -15 PUs; Greenskins end with 33 PUs
                          

                          Combat Hit Differential Summary :

                          Kobolds regular : -0.25
                          Greenskins regular : 2.00
                          

                          Savegame

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

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                          • redrumR Offline
                            redrum Admin
                            last edited by

                            TripleA Turn Summary: Undead round 9

                            TripleA Turn Summary for game: Dragon War, version: 1.2.5

                            Game History

                            Round: 9
                            
                                Combat Move - Undead
                                    2 Large-Ships moved from Sea Zone 52 to Sea Zone 45
                                    1 Giant-Bat moved from East Foothills to Troll Mountains
                                    1 Lgt-Cavalry and 1 Lgt-Infantry moved from Bridge of No Return to Troll Mountains
                                    1 General moved from West Witching Mountains to East Witching Mountains
                                    1 Zombies moved from West Witching Mountains to Great Combe
                                          Undead take Great Combe from Gnolls
                                    1 Auxiliaries and 1 Spearmen moved from West Witching Mountains to Hexmire
                                    1 Auxiliaries and 1 Wizard moved from Necroloft to Sea Zone 49
                                    1 Auxiliaries, 1 Large-Ship and 1 Wizard moved from Sea Zone 49 to Sea Zone 46
                                    1 Auxiliaries and 1 Wizard moved from Sea Zone 46 to South Witching Mountains
                                    1 Large-Ship moved from Sea Zone 49 to Sea Zone 47
                                    1 Auxiliaries and 1 Mortar moved from Bluebeard Island to Sea Zone 47
                                    1 Auxiliaries, 1 Large-Ship and 1 Mortar moved from Sea Zone 47 to Sea Zone 46
                                    1 Auxiliaries and 1 Mortar moved from Sea Zone 46 to South Witching Mountains
                                    1 Zombies moved from The Witching Mountains to Mount Chaos
                                          Undead take Mount Chaos from Murlocs
                            
                                Combat - Undead
                                    Battle in Troll Mountains
                                        Undead attack with 1 Giant-Bat, 1 Lgt-Cavalry and 1 Lgt-Infantry
                                        Dwarves defend with 1 Auxiliaries
                                            Undead roll dice for 1 Giant-Bat, 1 Lgt-Cavalry and 1 Lgt-Infantry in Troll Mountains, round 2 : 1/3 hits, 1.13 expected hits
                                            Dwarves roll dice for 1 Auxiliaries in Troll Mountains, round 2 : 0/1 hits, 0.25 expected hits
                                            1 Auxiliaries owned by the Dwarves lost in Troll Mountains
                                        Undead win, taking Troll Mountains from Dwarves with 1 Giant-Bat, 1 Lgt-Cavalry and 1 Lgt-Infantry remaining. Battle score for attacker is 7
                                        Casualties for Dwarves: 1 Auxiliaries
                                    Battle in South Witching Mountains
                                        Undead attack with 2 Auxiliariess, 1 Mortar and 1 Wizard
                                        Murlocs defend with 1 Mine and 1 Murloc
                                            Undead roll dice for 2 Auxiliariess, 1 Mortar and 1 Wizard in South Witching Mountains, round 2 : 2/4 hits, 2.50 expected hits
                                            Murlocs roll dice for 1 Murloc in South Witching Mountains, round 2 : 0/1 hits, 0.25 expected hits
                                            1 Murloc owned by the Murlocs lost in South Witching Mountains
                                        Undead win, taking South Witching Mountains from Murlocs with 2 Auxiliariess, 1 Mortar and 1 Wizard remaining. Battle score for attacker is 7
                                        Casualties for Murlocs: 1 Murloc
                                    Battle in Sea Zone 45
                                        Undead attack with 2 Large-Ships
                                        Dwarves defend with 1 Small-Ship
                                            Undead roll dice for 2 Large-Ships in Sea Zone 45, round 2 : 2/2 hits, 1.00 expected hits
                                            Dwarves roll dice for 1 Small-Ship in Sea Zone 45, round 2 : 0/1 hits, 0.38 expected hits
                                        1 Small-Ship owned by the Dwarves lost in Sea Zone 45
                                        Undead win, taking Sea Zone 45 from Lionia with 2 Large-Ships remaining. Battle score for attacker is 9
                                        Casualties for Dwarves: 1 Small-Ship
                            
                                Non Combat Move - Undead
                                    1 Zombie-Plague moved from The Witching Mountains to East Witching Mountains
                            
                                Purchase Units - Undead
                                    Undead buy 2 Large-Ships and 1 Marines; Remaining resources: 3 PUs; 0 Food; 5 Wood; 4 Metal; 
                            
                                Place Units - Undead
                                    2 Large-Ships placed in Sea Zone 49
                                    1 Marines placed in Necroloft
                            
                                Turn Complete - Undead
                                    Undead collect 50 PUs; end with 53 PUs
                                    Units generate 6 Food; Undead end with 6 Food
                                    Units generate 12 Wood; Undead end with 17 Wood
                                    Units generate 12 Metal; Undead end with 16 Metal
                                    Units generate -15 PUs; Undead end with 38 PUs
                                    Undead creates 1 Zombies in East Witching Mountains
                            

                            Combat Hit Differential Summary :

                            Murlocs regular : -0.25
                            Dwarves regular : -0.63
                            Undead regular : 0.38
                            

                            Savegame

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

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                            • redrumR Offline
                              redrum Admin @Black_Elk
                              last edited by

                              @Black_Elk Don't worry, I didn't waste any time putting them out of their misery 🙂

                              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

                                Haha yeah looks like that wizard mopped up. Evil converging on land and dominating the high seas. I'd say good is finished. Nice one!

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                                • redrumR Offline
                                  redrum Admin @Black_Elk
                                  last edited by

                                  @Black_Elk Yeah, GG. After I got both red and blue dragons, it was more or less over. I still feel that they are too easy to capture and too random on spawn locations.

                                  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

                                    Yeah I don't know, I think it would be cool if each side had like 1 dragon to start, maybe randomized between the 3 factions on each team, so you don't know if its going to the dwarves or elves or humans etc, but know you'll have at least one. You could still compete for the remaining neutral dragons, but given how potent they are esp vs fleets, it'd be nice if the red and blue were always paired off against each other on opposing sides.

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                                    • FrostionF Offline
                                      Frostion Admin
                                      last edited by Frostion

                                      @redrum @Black_Elk The TUV of the dragon will surely be lowered, but lowering too much would would just make them more stationary and mindless like before. I don't think the only problem with the dragons is that they are easy to capture, I think there is a good deal of luck involved. But the AI also sucks at using the dragons on offens against the players. I have not seen the AI manage the capturable dragons in a way a human a human would. It seems to be either run away (high tuv) or mindless easy-capture usage of the dragons (low tuv). @redrum Should it just be a matter of adjusting their tuv to a precise point where the AI would also consider using them on offens and thereby actually picking of player single units?

                                      The sea pirate sea dragon seems to work (think) a bit better than the land counterparts. Is this your impression also?

                                      Also, could you give a little thought to the actual value of the dragons compared to ordinary build units, because when I see you play, it seems that there is a lot of sacrificing and losing units via low probability wins (losses) vs AI, and a lot of marching towards dragons instead of playing safe, expanding, holding captured land and profit from that. I don't know if I am wrong and underestimating the value of dragons, but I think that there is a limit to how many landgrab opportunities and units a player should risk in the effort to capture a dragon, especially the lower level dragons.

                                      I am also considering nerfing the dragons a bit more in the effort to let them fit into the game.

                                      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

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                                      • redrumR Offline
                                        redrum Admin @Frostion
                                        last edited by redrum

                                        @Frostion I think after the AI fixes I made last time around, you should be able to lower young dragon TUV considerably compared to what its at now. I'd say start with about halving it and see how that plays. It shouldn't need to be too precise just enough value that they don't sacrifice them.

                                        I think the sea dragon spawning system is definitely better as you have more control over the location and can specify some what fair locations between good and evil as well as have it spawn with some defenders. Leaving dragon placement to the AI will always be kind of questionable and probably too random given their value.

                                        Well I think Mr @Black_Elk probably was a bit overly dragon crazed this past game 🙂 As when you take poor odds on capturing the dragon then you are not only losing units, you are also usually giving the opponent a better shot at it (this is essentially what happened with the blue dragon).

                                        Dragons are very strong, mostly because of the high HP as well as range/flexibility. It allows you to often fight battles and lose no units while then killing multiple enemy units. It is also very strong in sea battles since you don't have many starting ships so it quickly swings naval superiority. Its mostly the white/blue/red dragons that are really strong as the other ones don't really have enough HP to matter as much. I'd say the red dragon is probably worth something around 100 TUV so about 10 standard units. Given that since you only generate/build like 1-3 units/turn early rounds that is a pretty big swing.

                                        As the game sits now, its not as much about land grab as its still about naval superiority as there is a lot of water on the map and the sea zones are pretty large. You need to get enough land to have income to build some ships but dragons tend to be pretty key. Also the capital blockade sea zones are really strong and you could argue almost better to just sit and blockade then take the enemy capital.

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

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