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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

      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

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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

                  1 Reply Last reply Reply Quote 2
                  • 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!

                    redrumR 1 Reply Last reply Reply Quote 0
                    • 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

                          redrumR 1 Reply Last reply Reply Quote 0
                          • 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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