The
AI in Lords of Midnight is actually very basic. This is not surprising
considering the machines that is was written for and the time. Things have
changed an awful lot in computers terms over the years and to consider
calling Doomdark's rules "AI" is probably stretching it a
little. However, as simple as they are, they do achieve their goal
extremely well and make Lords of Midnight a very playable game.
Route Nodes
Route nodes are in essence the small thing that makes LOM's AI different
than DDR's. In my opinion it is also the thing that makes LOM better.
There are about 112 specially marked locations that are designated route
nodes. 102 of these are the keeps and citadels, the remaining are;
Id
|
Coor
|
Location
|
102
|
(58,27)
|
The Ruin
Of Rorath
|
103
|
(12,42)
|
The
Cavern Of Grarg
|
104
|
( 4,18)
|
Weirdhenge
|
105
|
(22, 7)
|
A Lith
In The Domain Of Ogrim
|
106
|
(38, 6)
|
The Lith
Of Ashimar
|
107
|
(40, 2)
|
Lake
Ashimar
|
108
|
(48, 0)
|
The
Plains Of Torkren
|
109
|
(61,20)
|
The Ruin
Of Odrark
|
110
|
(25,62)
|
A Ruin
In The Domain Of Kumar
|
111
|
(45,29)
|
The Lith
Of Shimeril
|
See
Strategic Locations for full list.
>
Each
one of these route nodes points to two other route nodes. In general they
point down the map and culminate at the Citadel of Xajorkith. They
essentially allow Doomdark to walk down the map and make his attack on
Xajorkith in a controlled and interesting manor.
>
Regiments of the witchking
Doomdark has to his disposal, 128 roaming regiments. These armies are
given set goals to achieve and they can freely wander the map trying to
achieve these goals.
See
Doomdark's Regiments for full list.
Movements in the night
The regiment is given 6 turns in one night. Each action they take will
cost them various amounts on their turns. Warriors movement uses double
that of the riders. Moving into a location costs 1 turn. However moving
into a mountain or forest location uses 4 turns. ( Warriors 2 and 8
respectively )>
On a night by night basis the regiment will firstly consider the location
they are in. If there is something interesting about the location then
they will stay there and forgo all their remaining turns for the night.
They then consider all the surrounding adjacent locations, should
something be of interest in any of these they will attempt to move into
that location and forgo their remaining turns.
(The interesting flag is only set when one of the lords are there etc.)
Only
after nothing interesting is surrounding them do they consider their
goals.
Goals to achieve
The goal types are simply; goto, follow, wander and route.
GOTO
The regiment will go to a given route node only while something
interesting is there. As soon as the interesting flag is reset then the
regiment goes about its business as usual. This can affectively stop a
regiment in its tracks. Eg. A regiment is heading toward the Tower of the
Moon at the beginning of the game. As soon as all lords have left that
location then the regiment stops heading toward it. The regiment will then
stay at its current location unless something interesting occurs around
them. If a lord should enter the Tower of the Moon at a later stage, the
regiment will resume its goal of heading toward the tower.
FOLLOW
The regiment will follow and attack their given target lord. As soon as
this lord is dead they follow Luxor, if he is dead they go onto Morkin.
WANDER
The regiment wanders aimlessly. Each turn they pick a random direction and
as long as it is not frozen wastes they move into it. If the location is
frozen wastes they pick another random direction.
ROUTE
The regiment goes to the given route node. When they arrive at the node
they randomly pick which of the two optional route nodes this node points
to and make this their new target.
The Initial Campaign
In the beginning Doomdark's regiments have their goals split.
10
Regiments (10,000 riders) are set to follow Luxor.
3 Regiments ( 3,000 riders ) are set to follow Morkin.
21 Regiments ( 21,000 riders ) are set to follow other Lords.
The lords not being followed are;
Whispers, Lothoril, Korinel, Utarg,
Fawkrin, Lorgrim and Farflame.
All these regiments start at the Citadel of Ushgarak.
8 Regiments ( 9,600 riders ) start at Usgarak and route from there.
4 Regiments ( 4,800 warriors ) start at Vorgath and route from there.
4 Regiments ( 4,800 warriors ) start at Grarg and route from there.
22 Regiments ( 9,600 riders, 16,800 warriors ) start and route at Kor.
20 Regiments ( 4,800 riders, 19,200 warriors ) start and route at Korkith..
12 Regiments ( 6,000 riders, 6,000 warriors ) start with the wander
command – most of these are north except 1,000 warriors who start at the
Lith of Ashimar.
4 Regiments ( 4,800 warriors ) start at Ushgarak and goto Ushgarak –
affectively bringing them back there should they move away caused by
someone coming very close.
The rest are in the keeps and citadels around Ushgarak with goto commands
making them home back to Ushgarak or the other citadels should they be
attacked.
See Doomdark's Regiments for full list.>
The Battle Algorithm
Battle ensues as soon as Doomdark's army is at the same location as a
Lord of the free.
The
order is...
All characters armies are split into riders and warriors and added to the
battle separately.
1.
All the characters get first initiative.
Their strength is used as their number of hits and their energy ( +128 )
is used as success chance per attack. character and army Energies are in
the range of 0-127. Thus lords are given an advantage.
Skirmish
for every hit a random number between 0 and 255 is picked. If this is less
than their success then they have made a successful attack. A random army
is then picked from the list of foes. A random number between 0 and 255 is
picked, and if this is greater than the foes success then 5 soldiers are
killed. If the soldiers for this army reach 0 then it is removed from the
list.
2. All the Free armies get second initiative.
The total number of soldiers are divided by five and used as the number of
hits. Their strength is used as the success chance. The skirmish is then
the same as the character.
3. All Doomdark's armies get final initiative.
The calc is the same as for the free. Their success chance is based on the
ice fear and will be slightly higher for riders.
The higher the ice fear the better success chance they have. Doomdark's armies also get a benefit from battles at a citadel.
So their can never be a draw because of the order. The free would always
have the advantage of first blood with small number of soldiers in both
friend and foes.
Your country needs you! - Recruitment
Unlike DDR, recruitment in LOM is fixed and thus very simple.
Each Lord has a recruiting mask and a recruited mask. To see if a recruit
succeeds; for the Lord who is approaching , his recruiting mask is anded
over the other Lord's recruited mask. If any bits remain then recruiting
is successful.
>
Because
this is fixed, it can be displayed in a table. See Recruitment.
Lord of Death
Should a Lord lose a battle or fight against Dragons etc. First, there is
a 50/50 chance he will lose his horse. Then a random number is picked and
compared against his Base Life Status + ((current energy/2)-64)>
If
it is bigger then the Lord dies. During battle if the lord loses he is
randomly misplaced into another location near by.
Fighting Dragons,
Wolves, Giants and Skulkrin
Fighting any of these enemies is calculated to see if the lord dies. If
the Lord survives then the enemy is dead. Dragons are automatically slayed
by the sword dragonslayer and Wolves by the sword wolfslayer.
>
>
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