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    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • TheDogT Online
      TheDog
      last edited by TheDog

      @alkexr
      What you have done with armour/shield/charge/trample /terrain is clever and will make a great game for players to play and to min-max if they wish.

      Im suggesting to put to one side all the clever bits above (respect and admiration intended), these variables for now give them a straight 0 PU as its the norm, this is just for now, as their interaction with each other is too complicated without play testing. I will predict that different armies will have different values for similar stats, depending on their army composition, starting terrain and army objectives etc.

      But now I would like to try to point all the other variables that can be pointed.

      Can the Battle Calculator be trusted to give an accurate outcome compared to in game?
      If so, to what degree would you trust its outcome 80%-ish or more?

      The reason for asking is, I take the formula, Trolls (have no clever addons so have -1 PU) and 2 hits have a 15TUV x7=105 in the Battle Calculator fight their enemies with infantry and cavalry with 100TUV-ish on the plains, they perform in a balanced way.

      But add in enemy Wizards, Ents or other special units the Trolls tend to get slaughtered, so Im reasonably happy with the multiplier for now.

      So how do you calculate 2+ hit units?

      alkexr said “Then you can try buying the units your formula calculates as most cost-effective, and prove me wrong by stomping me into the ground with those units.”

      I don’t wish to prove a point, just to understand how best to baseline all Triplea units, but especially your units. Im a wargamer see here for my Middle Earth interest.
      [http://www.forum.specialist-arms.com/index.php?board=6.0](link url)

      https://forums.triplea-game.org/tags/thedog
      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

      alkexrA 1 Reply Last reply Reply Quote 0
      • alkexrA Offline
        alkexr @TheDog
        last edited by

        @thedog said in Large Middle Earth - official thread:

        Can the Battle Calculator be trusted to give an accurate outcome compared to in game?
        If so, to what degree would you trust its outcome 80%-ish or more?

        Depends. The percentage is likely accurate, and so is the average TUV swing. But the variance tends to be really high, especially compared to other TripleA maps. In some cases, when the opposing forces are closely matched (20% - 80%), and especially during sieges or if a duel is present, the outcome can vary from you having 20/25 units left to your opponent having 20/25 units left out of less than 20 attempts! (Probably an extreme case, but still.) I sometimes do go for small battles even below 80%, but for large or otherwise crucial battles, not a step below 95% (variance drops dramatically as you overwhelm your opponent).

        The reason for asking is, I take the formula, Trolls (have no clever addons so have -1 PU) and 2 hits have a 15TUV x7=105 in the Battle Calculator fight their enemies with infantry and cavalry with 100TUV-ish on the plains, they perform in a balanced way.

        Trolls counter infantry + cavalry, in some sense. They are not affected by armor, shield, charge, flank, etc.

        (have no clever addons so have -1 PU)

        You very seriously underestimate the significance of clever addons.

        But add in enemy Wizards, Ents or other special units the Trolls tend to get slaughtered

        And that's exactly why you don't send in 7 trolls into a battle without other units helping them out. In fact, trolls are cost-ineffective in battle, and so are all multiple-hit units to an extent. Their utility lies not in fighting well, but in generating free hits. (They still perform in a balanced way vs some infantry + cavalry compositions despite their cost-ineffectiveness, due to quasi-countering them as mentioned above.)

        So how do you calculate 2+ hit units?

        The heuristic I used is that being 2 hit adds roughly 8 PUs to the cost, meaning that (calculating with 4PU fodder) after 2 battles they start returning on investment, except that you missed out on the power of the potential fodder in those 2 battles. Also the opportunity cost is high (you're basically trading the short term for the long term).

        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

        1 Reply Last reply Reply Quote 0
        • TheDogT Online
          TheDog
          last edited by TheDog

          @alkexr
          Thanks for the replies and insights.

          Here is a list of 1 hit units with suggested PUs for you to review and consider.
          halforc 7
          uruk_pikeman 11
          ranger 10
          tower_guard 10
          warg_scout 10
          wainrider_chieftain11
          noldorin_warrior 10
          trollman 9
          dwarven_halberdier 10
          raven 9
          helming_warrior 8
          kings_company 13

          https://forums.triplea-game.org/tags/thedog
          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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

            @alkexr said in Large Middle Earth - official thread:

            Anyway... I tried to use similar heuristics, but it's just... not that simple. I think the costs will be fine-tuned during the balance playtesting period. Then you can try buying the units your formula calculates as most cost-effective, and prove me wrong by stomping me into the ground with those units.

            Genenally, I don't think that the trial by combat is reliable, since there are so many other more important factors in play, the one with the better understanding of units' values would hardly get the upper hand. Nor do I believe that being better at evaluating units theorically traduces into being a better player, but for a small part of it.

            I very much doubt that units balance can be fine-tuned with playtesting. Still just talking in general; I know this one is much more complex than what I've experience with, but I think this is just going to make experience even less insightful.

            TheDogT 1 Reply Last reply Reply Quote 0
            • alkexrA Offline
              alkexr @TheDog
              last edited by

              @thedog said in Large Middle Earth - official thread:

              wainrider_chieftain11
              helming_warrior 8

              Dude! Try sending in 8 wainrider chieftains (88 PUs) against 22 helming warriors (2x 88PUs)! And then you are not even using the 8 leadership of the wainrider chieftains!

              Wainrider chieftains have

              • 6 attack
              • 3 defense
              • 10 charge
              • 2 armor
              • 8 leadership

              This amounts to a total potential combat effect of 29, of which only 9 is the raw attack / defense! The rest you're ignoring!


              But ok, then, here is roughly my line of reasoning. I don't remember the exact formula, but it was something very similar.

              First, we calculate the normalized combat effect. This is the sum of

              • 50% of the attack power (halved because attack-only)
              • 50% of the defense power (halved because defense-only)
              • 50% of the charge (halved because attack only; it only fires in the first battle round and it can't always be used, but targets are common enough that it is counterbalanced by being a first strike)
              • 70% of the flank (not 100% because targets are not common)
              • 80% of the leadership (not 100% because you only get the total effect in large armies)
              • 90% of the terror (similar to leadership, but malus to enemy is better than equivalent bonus to you)
              • 120% of the armor (again, malus is better than bonus)
              • 80% of the shield (ranged units are much rarer than melee)
              • 10% of formation (soo very situational)
              • 20% of antiair (targets are rare, but they are an effective deterrent)
              • X% of the abilities I missed

              Then we add

              • 40% of the normalized combat effect we calculated above
              • +4 per siege roll
              • +8 for 2 hit, +16 for 3 hit
              • +3 just for existing and having a hitpoint
              • +1 for having a favourable terrain preference category

              We further modify this by

              • +15% if unit has 3 movement
              • +25% if unit has 4 movement
              • +10% if unit is mountaineer

              Aaand then you get a value that seems very reasonable with the battle calculator but is quite off when you start to actually play.


              So here is how the balancing is going to go. If there are units that people are abusing the hell out of (and winning), then those will be nerfed. If there are units which no one is buying, then those will be given some love. We simply have no hope of actually finding a balance - but we don't have to. So long as players, playing to the best of their knowledge, see interesting strategic choices, we can call it balanced.

              "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

              1 Reply Last reply Reply Quote 1
              • TheDogT Online
                TheDog @Cernel
                last edited by

                @cernel
                I have been testing using the FastAI for all players, is it the most appropriate AI for repetitive testing?

                My first objective for many reiterations has been no major capital to fall before turn 10, again is this a suitable objective?

                https://forums.triplea-game.org/tags/thedog
                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                HeppsH redrumR alkexrA 3 Replies Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Moderators @TheDog
                  last edited by

                  @thedog Not really sure that testing with the AI would produce any usable results. Given that many of the things going on within this map would be incomprehensible to the AI.

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

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

                    @thedog The Fast AI will perform very poorly on this map because of all the complex units (targeted attacks and support). You really need to use Hard AI to probably get anything within reason even. But player vs player testing will be key either way. And some of the small nations can probably lose their capital before turn 10.

                    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
                    • alkexrA Offline
                      alkexr @TheDog
                      last edited by

                      @thedog said in Large Middle Earth - official thread:

                      I have been testing using the FastAI for all players, is it the most appropriate AI for repetitive testing?
                      My first objective for many reiterations has been no major capital to fall before turn 10, again is this a suitable objective?

                      I have already ran many hands-off AI games, and they slowly but steadily revealed how irrelevant they were with respect to balance.

                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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

                        @alkexr I believe the AI should handle most of the features in this map. Balancing large & complex maps to any reasonable degree will always need player vs player games though. If you notice particularly poor AI behaviors, let me know.

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

                        alkexrA 1 Reply Last reply Reply Quote 0
                        • alkexrA Offline
                          alkexr @redrum
                          last edited by

                          @redrum said in Large Middle Earth - official thread:

                          I believe the AI should handle most of the features in this map.

                          There are ways in which a player can abuse the AI's lack of understanding, e.g. countering its units without the AI realizing, or that the AI only uses siege accidentally, so building walls on places you want to defend for longer periods is a no-brainer. But it's tactically competent and does pull off some impressive operations sometimes.

                          If you notice particularly poor AI behaviors, let me know.

                          Well I did notice for example (not map-specific) that Hard AI is more likely to take a territory if it's defended than if it's not. I understand how this behaviour can be effective in cases, but on this map it really hurts the mobility of the AI (with armies moving 2+, controlling territories of whatever little value can extend the range of threat/pressure of a main force, or simply limit the options of the enemy). Because on this map advantage in mobility is worth more than one cheap unit. (Of course, on maps with small stacks this might not be the case.)

                          This is especially weird in cases like Age of Tribes, where sometimes the AI decides to stay in their capital and not conquer anything ever.

                          "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                          1 Reply Last reply Reply Quote 0
                          • alkexrA Offline
                            alkexr
                            last edited by alkexr

                            Release draws near...

                            Planned name: Middle Earth: The Battle For Arda
                            Endorsed acronym: TBFA

                            I also plan to create a new repo for it, since

                            • it requires relatively recent prerelease, and as such people updating the old map could get stuck with an incompatible version
                            • it's been massively changed since old LME
                            • large_middle_earth being the folder name would make no sense anymore
                            • then we can keep the old version as a deterrent

                            Planned repo (and folder) name simply: the_battle_for_arda
                            Release date: whithin a week

                            Will likely not contain

                            • placements hand-picked for every single territory (it will happen eventually)
                            • PU placement
                            • awesome unit charts by @Hepps (the "unit help" menu and the auto-generated tooltips are reasonably good, so don't worry)
                            • finalized game notes (it will come with adequate game notes, I hope)
                            • balance

                            Waiting for feedback on all the points above and people willing to play games against me.

                            Rules:

                            • PBF (never played PBF, might need some help setting it up)
                            • I accept at most 6 games at a time
                            • If I already have 4 games with the same side, I insist on choosing the other side. Otherwise, you choose side.
                            • Low Luck and Low Luck for AA ON (edited, as LL is apparently working)
                            • Free For All OFF, obviously
                            • Mountains restrict movement ON (It's an entirely different game without this, and not one that is relevant to balance)
                            • Fortification protects against targeted attacks ON (even more so)
                            • Units repair hits start/end turn (one or the other; not neither, not both); All units Blitz; Unlimited unique units; Buildable fortress; Sea units: you choose
                            • I answer any questions regarding game mechanics to the best of my knowledge.

                            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                            redrumR C 3 Replies Last reply Reply Quote 3
                            • redrumR Offline
                              redrum Admin @alkexr
                              last edited by

                              @alkexr Sign me up. Can help you setup PBF if needed.

                              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
                              • redrumR Offline
                                redrum Admin @alkexr
                                last edited by

                                @alkexr The rules look good though the one thing you might want to consider is "LL on" as when initially balancing a map, I think that helps reduce the variability.

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

                                alkexrA 1 Reply Last reply Reply Quote 0
                                • alkexrA Offline
                                  alkexr @redrum
                                  last edited by

                                  @redrum Wow! Low Luck AA got fixed? POS2 xml threatened me with errors if something doesn't divide into something else. Now I tested and everything seems to be working fine.
                                  Okay, then, I think LL is reasonable.

                                  "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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

                                    @alkexr Yeah, I put in what I believe was the fix for LL AA. Though it hasn't been tested that much so this would probably be a good opportunity to test it out 🙂

                                    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
                                    • alkexrA Offline
                                      alkexr
                                      last edited by

                                      Download version 2.0.4 here
                                      Map has been moved to here
                                      This is going to be the version released in-game initially (except for potential bugfixes)
                                      You can also watch a trailer I made
                                      Shouldn't we rename this thread to reflect name change?

                                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                      redrumR C 3 Replies Last reply Reply Quote 3
                                      • redrumR Offline
                                        redrum Admin @alkexr
                                        last edited by

                                        @alkexr Renamed. I think you have the first map ever with a trailer!

                                        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
                                        • C Offline
                                          Cernel Moderators @alkexr
                                          last edited by

                                          @alkexr said in Middle Earth: The Battle For Arda - official thread:

                                          Shouldn't we rename this thread to reflect name change?

                                          Are regular users unable to rename their own thread?

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

                                            @alkexr Cool trailer but I would have it full HD quality (it says its 480p max), remove the "Stunning visual design" comment, as I'd let the images speak for themselves, and "tactical" should be changed to "strategic", because tactics are like in those games where you command your units on the battlefield and decide what to engage (instead of rolling dice and picking casualties, like in TA).

                                            alkexrA 1 Reply Last reply Reply Quote 0

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