"Total Game Report" Option - For Statistical Purpose
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So take a look at this... Excuse the WALL OF TEXT
A Lopsided G1 REPORT
Combat - Germans
British scrambles 1 units out of Scotland to defend against the attack in 111 Sea ZoneBattle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans roll dice for 3 armour, 2 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber in Yugoslavia, round 2 : 5/13 hits Neutral_Allies roll dice for 5 infantry in Yugoslavia, round 2 : 0/5 hits 5 infantry owned by the Neutral_Allies lost in Yugoslavia Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantryAxis HH +.3333
Allied HH -1.6667Battle in 111 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber British defend with 1 battleship, 1 cruiser, 1 destroyer and 1 fighter Germans roll dice for 1 submarine in 111 Sea Zone, round 2 : 0/1 hits Germans roll dice for 1 battleship, 1 bomber, 1 fighter and 1 tactical_bomber in 111 Sea Zone, round 2 : 4/4 hits British roll dice for 1 battleship, 1 cruiser, 1 destroyer and 1 fighter in 111 Sea Zone, round 2 : 0/4 hits 1 battleship owned by the British, 1 cruiser owned by the British and 1 destroyer owned by the British lost in 111 Sea Zone 1 battleship owned by the Germans and 1 submarine owned by the Germans retreated to 112 Sea Zone British win with 1 fighter remaining. Battle score for attacker is 40 Casualties for British: 1 battleship, 1 cruiser and 1 destroyerAxis HH +1.1667
Allied HH -1.5Battle in 110 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers French defend with 1 cruiser; British defend with 1 battleship and 1 cruiser Germans roll dice for 2 submarines in 110 Sea Zone, round 2 : 0/2 hits Germans roll dice for 1 bomber, 3 fighters and 3 tactical_bombers in 110 Sea Zone, round 2 : 4/7 hits British roll dice for 1 battleship and 2 cruisers in 110 Sea Zone, round 2 : 1/3 hits 1 battleship owned by the British, 1 submarine owned by the Germans, 1 cruiser owned by the British and 1 cruiser owned by the French lost in 110 Sea Zone Germans win with 1 bomber, 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 38 Casualties for French: 1 cruiser Casualties for Germans: 1 submarine Casualties for British: 1 battleship and 1 cruiserAxis HH +.83
Allied HH -.6667Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery and 1 infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans roll dice for 1 armour, 1 artillery and 1 infantry in Normandy Bordeaux, round 2 : 1/3 hits French roll dice for 1 artillery and 1 infantry in Normandy Bordeaux, round 2 : 1/2 hits 1 infantry owned by the French and 1 infantry owned by the Germans lost in Normandy Bordeaux Germans roll dice for 1 armour and 1 artillery in Normandy Bordeaux, round 3 : 2/2 hits French roll dice for 1 artillery in Normandy Bordeaux, round 3 : 0/1 hits 1 artillery owned by the French lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from French with 1 armour and 1 artillery remaining. Battle score for attacker is 4 Casualties for French: 1 artillery and 1 infantry Casualties for Germans: 1 infantryAxis HH -.167
Allied HH +.3333Battle in 106 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans roll dice for 2 submarines in 106 Sea Zone, round 2 : 0/2 hits British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 2 : 0/1 hits Germans roll dice for 2 submarines in 106 Sea Zone, round 3 : 1/2 hits British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 3 : 1/1 hits 1 submarine owned by the Germans and 1 destroyer owned by the British lost in 106 Sea Zone 1 transport owned by the British lost in 106 Sea Zone Germans roll dice for 1 submarine in 106 Sea Zone, round 4 : 0/1 hits Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 9 Casualties for Germans: 1 submarine Casualties for British: 1 destroyer and 1 transportAxis HH -.3333
Allied HH +.3333Battle in France Germans attack with 5 armour, 2 artilleries, 6 infantry and 4 mech_infantrys French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry; British defend with 1 armour and 1 artillery Germans roll dice for 5 armour, 2 artilleries, 6 infantry and 4 mech_infantrys in France, round 2 : 6/17 hits French roll dice for 1 aaGun, 2 armour, 2 artilleries, 1 fighter and 6 infantry in France, round 2 : 1/11 hits 1 aaGun owned by the French, 5 infantry owned by the French and 1 infantry owned by the Germans lost in France Germans roll dice for 5 armour, 2 artilleries, 5 infantry and 4 mech_infantrys in France, round 3 : 9/16 hits French roll dice for 2 armour, 2 artilleries, 1 fighter and 1 infantry in France, round 3 : 0/6 hits 1 fighter owned by the French, 1 armour owned by the British, 1 infantry owned by the French, 1 artillery owned by the British, 1 artillery owned by the French and 1 armour owned by the French lost in France Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour, 2 artilleries, 5 infantry and 4 mech_infantrys remaining. Battle score for attacker is 50 Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for Germans: 1 infantry Casualties for British: 1 armour and 1 artilleryAxis HH +4.8333333
Allied HH -6TOTAL AXIS HH = +6.663
TOTAL ALLD HH = -9.168That's the best G1 I've ever seen, happend that I was Germany against a new League opponent. Being down 15 statistical hits on the first turn of the game... brutal...
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@redrum Awesome! Thanks! I thought the info had to be there somewhere!
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@redrum said in "Total Game Report" Option - For Statistical Purpose:
We could look to add your parser logic into TripleA so that the information is available in game rather than having to export and use a separate parser.
My Parser is broken at the moment, but that's exaclty the feature I would like if possible. IT would end alot of complaints and disputes! and would be a fun trend to review.
What can I donate to see this coded into the game?

@redrum said in "Total Game Report" Option - For Statistical Purpose:
We could look to add your parser logic into TripleA so that the information is available in game rather than having to export and use a separate parser.
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@gargantua So decided to spend a little time seeing what it would take to add this. I added an expected hits per dice roll line and then a summary of the turn per nation at the end. Here is an example of what I have so far:
Combat - Russians Battle in Ukraine S.S.R. Russians attack with 3 armour, 1 artillery, 2 fighters and 3 infantry Germans defend with 1 armour, 1 artillery, 1 fighter and 3 infantry Russians roll dice for 3 armour, 1 artillery, 2 fighters and 3 infantry in Ukraine S.S.R., round 2 : 4/9 hits, expectedHits=3.50 Germans roll dice for 1 armour, 1 artillery, 1 fighter and 3 infantry in Ukraine S.S.R., round 2 : 4/6 hits, expectedHits=2.50 3 infantry owned by the Russians, 1 artillery owned by the Germans, 1 artillery owned by the Russians and 3 infantry owned by the Germans lost in Ukraine S.S.R. Russians roll dice for 3 armour and 2 fighters in Ukraine S.S.R., round 3 : 3/5 hits, expectedHits=2.50 Germans roll dice for 1 armour and 1 fighter in Ukraine S.S.R., round 3 : 2/2 hits, expectedHits=1.17 2 armour owned by the Russians, 1 fighter owned by the Germans and 1 armour owned by the Germans lost in Ukraine S.S.R. Russians win, taking Ukraine S.S.R. from Germans with 1 armour and 2 fighters remaining. Battle score for attacker is 5 Casualties for Germans: 1 armour, 1 artillery, 1 fighter and 3 infantry Casualties for Russians: 2 armour, 1 artillery and 3 infantry Battle in West Russia Russians attack with 1 armour, 1 artillery and 8 infantry Germans defend with 1 armour, 1 artillery and 3 infantry Russians roll dice for 1 armour, 1 artillery and 8 infantry in West Russia, round 2 : 2/10 hits, expectedHits=2.33 Germans roll dice for 1 armour, 1 artillery and 3 infantry in West Russia, round 2 : 2/5 hits, expectedHits=1.83 2 infantry owned by the Russians and 2 infantry owned by the Germans lost in West Russia Russians roll dice for 1 armour, 1 artillery and 6 infantry in West Russia, round 3 : 1/8 hits, expectedHits=2.00 Germans roll dice for 1 armour, 1 artillery and 1 infantry in West Russia, round 3 : 1/3 hits, expectedHits=1.17 1 infantry owned by the Russians and 1 infantry owned by the Germans lost in West Russia Russians roll dice for 1 armour, 1 artillery and 5 infantry in West Russia, round 4 : 4/7 hits, expectedHits=1.83 Germans roll dice for 1 armour and 1 artillery in West Russia, round 4 : 1/2 hits, expectedHits=0.83 1 infantry owned by the Russians, 1 artillery owned by the Germans and 1 armour owned by the Germans lost in West Russia Russians win, taking West Russia from Germans with 1 armour, 1 artillery and 4 infantry remaining. Battle score for attacker is 6 Casualties for Germans: 1 armour, 1 artillery and 3 infantry Casualties for Russians: 4 infantry Non Combat Move - Russians 2 infantry moved from Novosibirsk to Russia 2 infantry moved from Evenki National Okrug to Russia 2 infantry moved from Kazakh S.S.R. to Caucasus 2 fighters moved from Ukraine S.S.R. to Caucasus 1 infantry moved from Buryatia S.S.R. to Yakut S.S.R. 2 infantry moved from Soviet Far East to Yakut S.S.R. 2 infantry moved from Yakut S.S.R. to Novosibirsk 1 submarine moved from 4 Sea Zone to 2 Sea Zone Place Units - Russians 1 infantry placed in Caucasus 1 infantry placed in Caucasus 1 artillery placed in Caucasus 1 infantry placed in Caucasus 1 artillery placed in Russia 1 infantry placed in Russia 1 artillery placed in Russia Turn Complete - Russians Russians collect 29 PUs; end with 29 PUs Research Technology - Germans Combat Hit Differential Summary : Germans : 2.50 Russians : 1.83In this revised example, you can see both Russia and Germany had slightly above average luck turn 1 with Germany having a very slight edge.
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WOW! That's exactly what I was hoping for! Nicely done! Any chance we could get this formally added to the game? and could the tabulation be continual over the entire game duration? not reset after each post?
Having it split by nation would be awesome too... looks like you've already done that. The truth about crappy Italian performance will finally be revealed!
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@gargantua Red is Zeus!
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@gargantua Yeah, they are divided by nation. A total for the game could be added as well but most likely would be added somewhere else not in the individual turn summary as it is focused on just that particular turn. There is a menu option "Game" -> "Show Dice Stats" which shows total dice stats for the player's current session (not across save/load). I'd like to eventually change that to be the entire game (across save/load) and include more statistics like Hit Differential. It would also be nice to eventually have some graphs and such that show statistics for nations across turns (production, TUV, etc).
Edit: The changes I showed above displaying expected hits per turn will become part of the next release unless any issues are found with them.
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Yes!!! All of that sounds perfect. Let me know what I can do to help!
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The initial changes to add hit differential to each dice roll line and as a turn summary per nation will be included in this PR: https://github.com/triplea-game/triplea/pull/2807
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@Gargantua You can check out the initial changes that add the hit differential info per turn in the latest pre-release here: https://github.com/triplea-game/triplea/releases
I've added the remaining portions of this request for a total game statistics to the feature request list as well: https://forums.triplea-game.org/topic/182/guidelines-and-feature-request-list
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So I just tested this out on the pre-release; somethings not right.
It lists every battle as expected hits 0.00?
Maybe it's because I loaded an old save game and I can only tabulate once I have a new game going forward?
I would attach the save file but I don't have priviledges yet. it's game 41042 at Axisandallies.org
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@gargantua Ah, I forgot to mention that it will only work for new games as old save games don't have all the data fields in the proper places for the calculations.
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Understood Commander Murder.
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@redrum
It would be awesome to have the "Combat Hit Differential Summary: " displayed with the "Battle casualty summary:" for each battle in the history tab (on right). Currently it displays TUV change and casualties only.This would be instant validation of how a battle really went and would alleviate the mostly false complaining about rolls.
And then from there one can go look at the detailed summary in actual detailed history display (on left) if they want see exactly what caused the differentials.
A bonus feature could be to have a link button at the bottom of "Battle casualty summary:" (on right) to take player to the exact location of the detailed history (on left).
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@general_zod So far I've added it to each dice roll battle line and in the end of turn summary. Could consider adding it per battle as well but figure I'll let people test it out first to see what they think.
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@redrum the version I downloaded doesn't have the Expected Hits or Hit Differential summary...do I need to uninstall and re-download?
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@stucar The latest download version from the website should have this feature: http://triplea-game.org/download/
If you aren't seeing it then please post your TripleA version.
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@redrum that worked, thank you!
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@Gargantua fyi its interesting that this feature you wanted is very similar to something I suggested for the AI I was calling a "Learning AI" or a file I called "TotalWinnersCapturedTerritoriesTally" that was a saved file for after a match completed that tallies the Winners (1 file for the Axis and 1 file for the Allies ... or whatever Nations/Factions the map uses) top captured Territories after every game and would then be drawn upon and used at the start of the next game for the AI to possibly follow and repeat its path to victory that it did the previous wins!
Make sense? I know the AI devs have a huge list of things to do first but I wanted to throw my idea at yous and mention it again and perhaps there is potentially another layer of improvement to eventually add to the AI?
All fun!
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@redrum has anyone also considered a statistic for the differential between the expected outcome of a battle compared to the actual result? I have found the Hit Differential additions that you made to be very helpful, but I feel like it doesn't tell the whole story. Is there an easy way to do the same calculation that would be written into the Battle Calculator and then compare the expected units remaining (for each side) to what actually happened in the battle?
For example, if I am attacking Ukraine and I get zero hits when I should have gotten 6, then six of my opponents infantry (let's assume it's a large battle) will continue to roll and get hits for a couple more rounds than they should have. They might score another three or four hits against me even if they were rolling at average, but the Hit Differential that is currently being used will only reflect the -6 from the first round of dice. I may end up trying to hold Ukraine with only 3 infantry instead of 8 or 9 (just making numbers up) that I should have finished with, but the Hit Differential for my opponent might be 0 because they rolled at average the whole time.
I think this would be a great way to link dice statistics with their true impact on the game (unit attrition) and could really help players who are trying to get better. It would be easier to 'connect the dots' and, combined with the Battle Score calculation, to see how to properly build forces and assess risk. It could just be one line under each battle in the Turn Summary Report and it could be called the Battle Variance or whatever.

Something like that...
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