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

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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

      1 Reply Last reply Reply Quote 0
      • 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

            1 Reply Last reply Reply Quote 0
            • 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

              1 Reply Last reply Reply Quote 0
              • 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

                1 Reply Last reply Reply Quote 0
                • 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

                  1 Reply Last reply Reply Quote 0
                  • 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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