It causes me some problems because the original is actually pretty haphazard where battles are concerned. So I’m going to talk about the battles in a little more depth, just so that you can get an understanding as to why certain things seem to be happening.
Firstly, night processing goes like this…
1. Reset all characters at dawn
2. Give all AI characters their turn
3. Process Battles
4. Place things on map
5. Move Mists
6. Remove things from map at location’s where characters are
7. Check if characters can recruit soldiers from strongholds
8. Re-spawn armies at strongholds
9. Check for important deaths
Secondly, the interesting point here is, characters are given a chance to move BEFORE battles take place. So, if you attack a character, there is a good chance he will move and thus a battle will not take place.
To understand that a little more, let’s look at the AI turn.
The AI character must decide what to do every night. Each character will react to a number of objectives.
1. Goto Liege
2. Goto Foe
3. Goto Object
4. Goto Home
5. Do nothing
If they have a liege, and that liege’s objectives are 1 or 2, then this characters objective also become 1 or 2.
Otherwise, we pick a new objective
When picking a new objective we pick a random number between 1 and 16. If we choose 1 to 5, then these are our objective. Otherwise we continue with our current objective.
So as you can see, there is a 68% chance that we will just continue on with what were we previously doing. Which means that unless you are at a characters stronghold, and his current objective is to go home, then the likelihood, he is moving away from you.
There is only a 6% chance that the character will stay at his current location.
Personally, I am very surprised at these stats, because it makes battles bloody difficult. Unlike The Lords of Midnight where a nearby army would drop everything to attack, or an attacked army would stay until the death, in Doomdark’s Revenge, everything apart from battle seems to be of more interest.