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    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • alkexrA Offline
      alkexr @Cernel
      last edited by

      @cernel What's the status of the map right now? I was under the impression that triplea_maps.yaml wasn't needed anymore since version 2.5-ish. Or at least I remember reading something to that effect on the forum a few years ago.

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

      S 1 Reply Last reply Reply Quote 0
      • S Offline
        Shorogyth @alkexr
        last edited by

        @alkexr Thanks for the update and the dev diary in particular. Map looks great!

        You might be thinking of this thread concerning the new requirements for the maps:
        https://forums.triplea-game.org/topic/4177/2-7-system-updates-support-server-nginx-obsoletes-triplea_maps-yml-and-lobby_server-yaml/10

        1 Reply Last reply Reply Quote 0
        • M Offline
          mortetvie Moderators @alkexr
          last edited by

          @alkexr

          If the intent is for each unit to have a certain set of "terrain preferences" apply, and the "tactics" section is to describe how good a unit is in a certain terrain, perhaps the term "proficiency" or "terrain proficiency" would be better suited since that table reflects the proficiency of a particular unit in any type of terrain?

          Just my thoughts.

          1 Reply Last reply Reply Quote 0
          • S Offline
            Shorogyth @alkexr
            last edited by Shorogyth

            @alkexr

            Some thoughts on your "Tactics" table. It is a good approach but I have some simplifications for your math that do not change anything about the balance but make it a lot more digestible/transparent.

            First the most important aspect: the table should not have 1 as the standard entry. It absolutely needs to be 0. The value of the unit itself (seen when you purchase it) should be roughly correct and the table should be at 0 instead of 1 for most entries. So all units get +1 for their corresponding baseline stat instead. Then river modifiers change to -1 and the others change to +1 for individual rows.

            Almost as important: "Excellent" units get +2 almost everywhere. So their baseline stat(s) should just be increased by +1 and their "Tactics" bonuses reduced by -1 (in comparison to their current state) to +1 and 0 for rivers instead. Which would bring an additional advantage: "Excellent" units would be exactly in line with "Poor" units, eliminating them from the table!

            Almost as important as well (because it has the same advantages): "Primitive" is identical with "Good" just shifted down by one. I would reduce the values for "Primitive" units by 1 for their corresponding baseline stat(s) (same reasoning as with excellent). This brings them in line with "good" units, gives them more appropriate baseline stats and eliminates the (most complex) category as well!

            These simplifications leave you with three very simple categories: The only modifiers left are:

            • Specialized units (formerly "Poor" and "Excellent) get -1 for Rivers
            • Average units get +1 for Caves
            • Versatile units (formerly "Primitive" and "Good") get +1 for Caves, Plains and Settlements
              This is MUCH easier to digest and creates much better/more appropriate baseline stats for the units. Calling it "specialized" (or "focused" or something like that) and "versatile" eliminates the intuition that "better" units should be the one getting the bonuses.

            If I understand correctly, the "tactics" table and the the "terrain preference" table are the same thing just differentiated between common modifiers and uncommon (individual) modifiers. That is fine, of course, but maybe "Tactics (shared modifiers)" would be a clearer headline (this is highly subjective...). The text could reference that there a individual modifiers as well.

            Is open fields the better terrain for good and excellent units on purpose? As good as a settlement?

            IF you are not going with the simplifications layed out above (you should at least try and to tests with it...)

            • The original thought is/was "cheaper units should not be scaling as good as expensive units" and that led to the creation of shared modifiers/tactics. I would argue that the name of the table should reflect this logic. A troll does not employ clever "tactics" but it might bring "Versatility" because of its raw strength/power. So "Versatility" or "Versatility (shared modifiers)" would be clearer. Maybe even straight up something like "Units Power Levels".
            • The wording is quite good (easy for all the non-native speakers). I do think "primitive" is a bit of an outlier. It does not work with "versatility" at all and it does wrong for "tactics". Primitive tactics are not necesarily wrong, they could potentially be the very best tactic possible. Overpowering an enemy by attacking all-out is often the best course of action (as is running away). Poor tactics are bad and poorly chosen. I would like this scale more: Poor - Simple - Average - Good - Excellent. It takes out the unclear meaning of primitive.
            • The order in the tactics table is a bit broken.
            • -> Rivers should be first (or last but then everything else would need to switch order as well).
            • -> Caves should be last.
            • -> Forests and Marshes should be part of the Mountains-and-Hills column.
            • -> Open Fields and Settlements should be the same box/column.
            Paolo CarreraP 1 Reply Last reply Reply Quote 1
            • Paolo CarreraP Offline
              Paolo Carrera @Shorogyth
              last edited by

              @shorogyth
              Hi all!
              I'm playing two nations (Dwarves and Northern) against IA (mixed easy and fast). First 10 turns: could someone tell me why Wood Elves and Harad AI neither purchase nor move any unit?

              Tnx.
              p.

              TheDogT 1 Reply Last reply Reply Quote 1
              • TheDogT Offline
                TheDog @Paolo Carrera
                last edited by

                @paolo-carrera
                I have never used/tried EasyAI but that might your issue?
                In short dont use it use Hard or Fast.

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

                Paolo CarreraP 2 Replies Last reply Reply Quote 1
                • Paolo CarreraP Offline
                  Paolo Carrera @TheDog
                  last edited by Paolo Carrera

                  @thedog
                  Thanks. I supposed so

                  [EDIT]:
                  just confirmed. I have set Fast IA for all, WoodElves and Harad started to play. Other powers set on Easy IA played properly til now.

                  1 Reply Last reply Reply Quote 1
                  • Paolo CarreraP Offline
                    Paolo Carrera @TheDog
                    last edited by Paolo Carrera

                    @thedog
                    [EDIT]: I don't know if this is the right 3d to post this.
                    I'm playing with all powers on FastIA and it seems Harad totally disregard a sea invasion of Gondor from south hitting Tolfalas and Belfalas for example. That could weaken the significant land forces superiority (imho) of Gondor over Mordor and rebalance that area.
                    They keep instead from the start of the game the entire fleet at bay without moving or loading units.
                    There is a in-game specific reason for that? It's only a matter to set an HardIA?
                    p.s. I'm new of TripleA, I've played in solo only few maps before Battle of Arda, but in my opinion this is a great map (detailed and done by a passionate of JRRT) and scenario of Middle Earth.
                    Tnx.

                    TheDogT 1 Reply Last reply Reply Quote 0
                    • TheDogT Offline
                      TheDog @Paolo Carrera
                      last edited by

                      @paolo-carrera
                      Yes this the correct place to post, map specific issues.

                      This is not my map so this could be misleading, check you have not changed the map options, its default should be as below
                      ca6e682d-9710-4953-b447-19a7658cfa45-image.png

                      Note the Sea Units ticked.

                      Having said the above, sometimes the AI decides not to use ships much, this could be one of those occasions.

                      HardAI does play better than FastAI, but at a cost of a slower turn.

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

                      Paolo CarreraP 1 Reply Last reply Reply Quote 1
                      • Paolo CarreraP Offline
                        Paolo Carrera @TheDog
                        last edited by Paolo Carrera

                        @thedog
                        Ok. Yes, Sea Unit option was already checked.
                        So it seems only a strategical choice of IA.
                        I've forced Harad sea attack manually for a couple of turns against the Good (me) :beaming_face_with_smiling_eyes:

                        1 Reply Last reply Reply Quote 1

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