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    Dragon War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • FrostionF Offline
      Frostion Admin @Cernel
      last edited by

      It’s a fantasy map, set in a fantasy ”world” rather than on a ”planet”. For the people who live there, the world is more like never-ending terrain and it is probably not viewed upon as round globe. I agree that a map does become more dynamic and adds options and opportunities for the players if the map wraps, but after testing it out in Dragon War with X-wrapping, it just feels wrong.

      I actually wrote some back-story for some of the nations as part of development, but it did not make it into the notes. So I guess it is up to the players what the history of this world is. But I wanted the Undead to be historically close to the red humans, and the evil blue Crowton humans are meant to be a long distance away from the good red Lionia humans that they fled from a long time ago because of a power struggle within their royal house.

      The Dragon War prolog talks about a “first age” where there were more dragons, and hints that this map starts out in a later age. If someone wants to make a new map based on another age, like with another geography or based on another map, with wrapping, new nation setup, new dice and rules, or whatever, I will be happy to join in the development and assist in the construction of the map. That could actually be a lot of fun.

      @Cernel – I guess you mean the thin island lines that show up during battle? They are drawn by the outlining of the polygon borders as I never got the “island mode” to work. During polygon grabbing the sea zone always seemed to overlap all islands in the sea zone, making the islands not selectable. Are you saying that if the sea zones are called “1 Sea Zone”, instead of “Sea Zone 1”, this problem in the map maker tools would not occur? That would be a big unnecessary limitation build into the tools. It should be enough that the phrase “sea zone” was in the territory name.

      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

      prastleP C 2 Replies Last reply Reply Quote 1
      • prastleP Offline
        prastle Moderators Admin @Frostion
        last edited by prastle

        @Frostion We were contemplating a specific sz that reached west east in 2 moves and the lowest sz fo elves having a south west passage to the inner sz through the ice. With a gate on either side possibly. Or maybe even sea gates? Only because it would be nice for balance to have elves be able to hurt the undead. Or for them to challenge the inner sz easier against the greenskins. It was just our thoughts. We also felt the first few dragons were not random enough in where they appear. Those were the only issues other than perhaps the 5 and 6 dragons a little to powerfull. Other than that we played it quite a bit. Another thought was dragon eggs that get raised from hatchlings or the existing dragons have have a food upkeep.

        If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

        prastleP 1 Reply Last reply Reply Quote 1
        • prastleP Offline
          prastle Moderators Admin @prastle
          last edited by prastle

          @prastle a copy of some of zods work on those ideas. I believe he lost interest since many did not want to play it in lobby. New is frightening ? 🙂

          0_1491441045272_dragonwar gz.tsvg

          Hopefully he glances in at this thread
          @General_Zod

          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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          • C Offline
            Cernel Moderators @Frostion
            last edited by

            @Frostion
            A world has to be a globe anyways, hasn't it?

            Territories with the name ending in "Sea Zone" are deproritised. This is how you handle islands in all properly made maps since World War II Classic, as long as one of the zones involved is not a territory, like the fake hole (lake) in Kazakh S.S.R..
            You misunderstood what the island mode is. That is just a visual aid while you work; it doesn't change the output and, no, territory definitions can't have holes in them.
            Maybe I should have told you this before, as I noticed all those island scars since a while, but sort of kept forgetting raising the argument. If you have still the originals, consider redrawing the territories surrounding islands, and the skin related elements, as per norm.
            Besides, in my mind, "01 Sea Zone" makes more sense and it is better than "Sea Zone 01" since, this way, all sea zones are, either, packed at start (not in the middle of the names starting with "S"), if numbered, or properly ordered, if named, and, anyways, the name of something (in this case, a number) should stay at start (in English, at least); you say "Mediterranean Sea", not "Sea Mediterranean", don't you? For example, in WWII Classic, you have "Central Mediterranean Sea Zone", which sounds better to me than "Sea Zone Central Mediterranean". Maybe, in your country, instead, you first say "Sea" and then "Mediterranean" (however it's called)?
            Also, I prefer having 01, if total 10 to 99; 001, if total 100 to 999; etc..

            In D&D, dragons eat not only food, but also metal and other stuff. And of course, hoarding gold and pretties.

            C 1 Reply Last reply Reply Quote -1
            • C Offline
              Cernel Moderators @Cernel
              last edited by

              But this thing of the island scars is really a minor thing. Probably most people will hardly notice, so don't get bogged down on it anyways; was just a suggestion, but very marginal. It is fine as it is and those little line can stay as they are. May be even not worth the effort to consider it. Very much of a side note.

              C 1 Reply Last reply Reply Quote 0
              • C Offline
                Cernel Moderators @Cernel
                last edited by

                Aside from the minor details and tweaks that may still be needed, the general concept itself is very interesting; hopefully more maps in TripleA will head the way this one is going.

                Cheers

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                • HeppsH Offline
                  Hepps Moderators @Frostion
                  last edited by

                  @Frostion It was just a thought. I kind of figured that due to the fact it was a fantasy map that this was only a portion of the world. The only reason it popped into my head was because there were such distinct polar regions at both the top and bottom of the map... so it feels like the known world is in fact... the entire world.

                  I get why you would not want to add it. It just seemed to me it would open up more options for game-play.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

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

                    Will all the forces of darkness, I have necro'd this thread!

                    Beating a dead dragon here, since this is what the AI was created to do. I figure its probably the best way to figure out what's what. I'm almost certain that I'm kicking ass, and about to work these dwarves...

                    0_1543571337486_elk evil vs hard AI good round 5.tsvg

                    1 Reply Last reply Reply Quote 2
                    • redrumR Offline
                      redrum Admin
                      last edited by

                      @Frostion So I opened up the map, read through the notes, and played around with things a bit. One thing that irks me is it seems there are multiple separate "AI" players (pirates, barbs, etc) but they are all the same color and often have multiple different locations. So its really hard to differentiate between them and understand their individual attack potential as they each have their own move/combat phases. I'm a little confused one why they each don't have their own color?

                      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 1
                      • Black_ElkB Offline
                        Black_Elk @redrum
                        last edited by Black_Elk

                        I got bum rushed by ogres hehe.

                        Having messed around for an hour or two, I think I could probably manage an actual game. Although I think for PBF play it may require a lot of back and forth. It's 6 exchanges per round, which is the same as Iron War, but with less going on in a given exchange and a fairly slow build-up in early rounds. I think this one would be better in the lobby, at least at the start.

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

                          I did a quick take on setting better player colors and changed the following:
                          color.Pirates=28310F
                          color.Barbarians=394514
                          color.Murlocs=49581A
                          color.Kobolds=596C20
                          color.Gnolls=698026
                          color.Ogres=79932C
                          color.Elves=BBBB12

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

                          HeppsH 1 Reply Last reply Reply Quote 0
                          • HeppsH Offline
                            Hepps Moderators @redrum
                            last edited by

                            @redrum What no colour previews? Slacker.

                            "A joyous heart sours with the burden of expectation"
                            Hepster

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

                              @Hepps Figure someone can do better. Just needed something to be able to tell them apart 🙂

                              @Frostion Also a technical improvement for end of turn triggers would be to move them earlier as when you post a PBF turn it is before the "after" end turn triggers fire so you don't see the triggered units: https://forums.triplea-game.org/topic/1118/dragon-war-1-2-3-redrum-evil-vs-black_elk-good/3

                              Current

                                      <attachment name="triggerAttachment_Auxiliaries_in_Stormwood" attachTo="Crowton" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachment_New_Auxiliaries_in_Stormwood"/>
                                          <option name="placement" value="Stormwood:Auxiliaries"/>
                                          <option name="when" value="after:CrowtonEndTurn"/>
                                      </attachment>
                              

                              Should Be

                                      <attachment name="triggerAttachment_Auxiliaries_in_Stormwood" attachTo="Crowton" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachment_New_Auxiliaries_in_Stormwood"/>
                                          <option name="placement" value="Stormwood:Auxiliaries"/>
                                          <option name="when" value="before:CrowtonEndTurn"/>
                                      </attachment>
                              

                              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
                              • FrostionF Offline
                                Frostion Admin
                                last edited by Frostion

                                The AI faction colors are all the same they are really small participants, not really supposed to beat the players, not be dangerous but only a nuisance (cant imagine how @Black_Elk got bum rushed by ogres!? 😁). So when they are all green it is really to not confuse the player's while they are land grabbing, expanding their territories and closing in on each other.

                                I can change the placements to before instead of after end turn.

                                When I made Dragon War, I did not really think about the backside of having a turn order as evil, good, evil, good, evil, good. Yes that is 6 turns. I could make it evil, evil, evil, good, good, good. That would fit better when playing PBF. But at the same time I feel it would be more fitting when playing live/lobby to have the 6 turn evil good order?

                                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 prastleP 2 Replies Last reply Reply Quote 0
                                • redrumR Offline
                                  redrum Admin @Frostion
                                  last edited by redrum

                                  @Frostion Especially for the Pirates, having a separate color is important to be able to more quickly see where their land units are that could then potentially be transported. Given the high movement of ships and the low number of starting units sniping territories is a very real threat.

                                  I think switching it to 3xevil then 3xgood would be better since turns are pretty short and its meant to last a lot of rounds. That would probably be better for both live and PBF/PBEM.

                                  I think dragons are probably not balanced very well but I think we'll see that pretty quickly during the game we started. I also think a lot of land units are too similar, for example light vs heavy inf are pretty much the same.

                                  I like a lot of the concepts and ideas in the map but I think balance and polish probably could use some improvement.

                                  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
                                  • prastleP Offline
                                    prastle Moderators Admin @Frostion
                                    last edited by

                                    @Frostion Ya I think we talked a while ago about the random dragon placements being a bit more random :). Another thought about the dragons was to make eggs that were capturable and had to be hand raised for a few turns. I seem to recall @General_Zod adding an upkeep to the dragons in one mod we made of it. I still enjoy the map 🙂

                                    If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                                    • redrumR Offline
                                      redrum Admin
                                      last edited by redrum

                                      @Frostion Here is a quick write up of feedback:

                                      The Good

                                      • Really cool map from both a visual standpoint and unique land forms with territory effects.
                                      • Love the multiple resources.
                                      • Like the concept of competing to capture powerful dragons and then trying to defeat the opposing side.
                                      • I like the limited battle rounds.
                                      • Having purchase/place together at the end makes turn order smoother.
                                      • Categories of unit types (inf, cav, art, etc) is nice.
                                      • National advantages give some nice flavor and uniqueness to each nation.

                                      Things to Improve

                                      • Need to have less randomness in dragon placement and ensure they are relatively balanced in placement for good vs evil.
                                      • Dragons are a bit too strong as it becomes whoever gets the most dragons essentially wins and this also makes it very snowbally where you get one dragon then chain that into getting the next one. Probably need to make them a bit weaker and have less movement.
                                      • Ships are very strong with high movement that threaten amphib across a large area and combined with the fact they are about the same price as a land unit, means mostly its best to buy ships and win the naval war.
                                      • Air units are very strong since they all are "isKamikaze" so can use all movement and can land on water.
                                      • Capital territory ownership penalty is too harsh and other territories that generate free units are worth a lot more: https://forums.triplea-game.org/topic/1118/dragon-war-1-2-3-redrum-evil-vs-black_elk-good/72
                                      • AI is very passive because of high PU cost of units making TUV of battles uneven for them vs good/evil units. Setting TUV on units should help make the AI play more aggressively and intelligently. The downside of doing this is then the neutrals are fairly strong early game especially the pirates and the game could turn into who can manipulate the AI the most wins.
                                      • Unit costs are very uniform and always require some of all resources. Would probably be better if most units only require 2-3 resources rather than all of them.
                                      • Many units are very similar in cost and attributes. Would be better to have a smaller, more diverse unit set. Example is there is almost no difference between light inf, heavy inf, and spearmen.
                                      • Would be good to have slightly different colors for each of the neutrals so the player can more easily tell which territories/factories are owned by each neutral type.
                                      • After the first few rounds, most nations seem to lack enough resources vs PUs for buying units. I think non-PU resource cost probably needs to be turned down a bit otherwise players end up having to spend a lot of PU buying resources. Could also just have more non-PU resource income across the map.
                                      • Visually the map looks cool but its hard to tell all the different neutrals and player owned territories apart. I usually play with "Map Details" off which makes me a bit sad and makes bridges hard to see: https://forums.triplea-game.org/topic/74/dragon-war-official-thread/17
                                      • Territory effects are interesting though feels like mountains should have some sort of defensive bonus not just blitz block.
                                      • The snow territories along the top and bottom of the map seem visually kind of out of place and don't really seem to add anything to the game.
                                      • Forts/castles/siege don't really seem to matter much as they don't have enough impact.
                                      • Would be good to order all the nations on the same side turns together to speed the game up as it seems that its meant to last 20-30 rounds and each player turn is pretty quick.
                                      • Should move free unit generation triggers to before instead of after end turn: https://forums.triplea-game.org/topic/74/dragon-war-official-thread/19
                                      • More uniqueness for each nation. Maybe each having more of their own unit types and less generic unit types that they all can build.

                                      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 1
                                      • FrostionF Offline
                                        Frostion Admin
                                        last edited by

                                        Here is a new version of Dragon War with some needed adjustments.

                                        Dragons are now a bit less powerful, but they are still important and strong units that a player should try to obtain. The on map harassing AI players now act more aggressively, so players might have to expand their domain with more caution. But both AI and Humans should however still easily be able to kick the minor AI nations’ behinds and wipe them of the map. The small nations are still much weaker than the primary six nations.

                                        v1.2.3 to v1.2.4:
                                        • Player order changed so Evil now has 3 turns followed by 3 Good turns.
                                        • Many units have had their TUV changed in the XML, so now the AI should act less defensively.
                                        • Air units lowered in move and power.
                                        • Sea units lowered in move.
                                        • Dragons lowered in move and power.
                                        • General now supports 5 allied units attack and defense, not 10.
                                        • Wizard and Priestess now properly support 10 allied units. They do no longer suppress 10 enemies as this was never intended.
                                        • Some other minor changes.

                                        0_1545507343019_UnitList.png

                                        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 1
                                        • redrumR Offline
                                          redrum Admin @Frostion
                                          last edited by

                                          @Frostion seems like some good updates. Any other planned changes at this point?

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

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                                          • FrostionF Offline
                                            Frostion Admin
                                            last edited by Frostion

                                            @redrum Right now I think this is it. I would like to return to working on the WoW map again, as it has been on involuntary hold for too long. I am starting to forget how far along on the WoW map I am and what tasks I was in the middle of before the holdup 🙄 It will probably first be just before new year that I have time for more map work.

                                            By the way, it is not written in the update change log but the triggers placing auxiliaries have been moved to before end of turn instead of after end of turn. So now the info should show during a forum game.

                                            The issue with players accumulating, after a few rounds, more PUs than other resources is deliberate. There is much more PUs on the map than other resources. It is then the idea that players need to purchase resources, feel drawn to capture specific resource generator spots or perhaps purchase according to what the player has in the bank/controls the most of. Perhaps even chose a tactic/purchase standard that is supported by the resources most available to the specific player. At least when I play I purchase according to my available resources and get the most out of my PUs so that I have to exchange as little as possible. Actually I think all players will have to purchase resources at some point when playing.

                                            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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