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View Full Version : does the AI use puppet/type 4 gov?



a completely inoffensive name
08-12-2008, 04:51
Title says it all.

Megas Methuselah
08-12-2008, 05:51
If you destroy a government in your own settlement, with which you then gift it to an AI faction, the AI will be forced to build a new government eventually due to the fact that no government is automatically built for them in a situation like this. So far, in my own personal experience, the AI always goes for the cheapest government: type 4.

But I don't think they get puppet rulers... :dizzy2:

a completely inoffensive name
08-12-2008, 05:57
If you destroy a government in your own settlement, with which you then gift it to an AI faction, the AI will be forced to build a new government eventually due to the fact that no government is automatically built for them in a situation like this. So far, in my own personal experience, the AI always goes for the cheapest government: type 4.

But I don't think they get puppet rulers... :dizzy2:

I never gift any settlement to the AI I always just let it get taken, or I let it rebel. Besides the situation you just stated does the AI use type 4 government, because I really wish to take it out of the script to make the turns go by faster, as I never use type 4.

LorDBulA
08-12-2008, 06:45
No AI doesn't use them.
You can safely remove this part of script but if you are using newest version of script dont expect to gain more then 2-4 seconds ( unless you have really slow computer ).

Megas Methuselah
08-12-2008, 06:58
Taking that out of the script will disable the spawning of Client Rulers, but it doesn't have much else to do with Type 4 gov'ts. You can still easily build Type 4's if you take that out of the script, the only difference is that no client rulers will spawn. However, family members will still receive the "interloper" if staying in a type 4 territory, which can be fixed by doing a small editing of some trait file, of which I forget.

Besides this, you can still recruit generals, so it isn't all that bad...
:2thumbsup:

EDIT: Don't forget though, if you have the newest version of the script, as LorDBulA previously stated, taking out the client ruler portion of the script won't change the amount of time the AI turns take too much.

a completely inoffensive name
08-12-2008, 08:17
I am using only the supported one with sweboz reform marker fix, not the unsupported one with the optimized client ruler script as well, as I was having some difficulty with it and I decided I never really needed the client ruler script in the first place.

QuintusSertorius
08-12-2008, 09:51
Taking it out won't make the game (much) faster; but it will make it more stable.

LorDBulA
08-12-2008, 10:41
Taking it out .... will make it more stable.

COUGH! bullshit

Sorry man I couldn't resist.

QuintusSertorius
08-12-2008, 14:36
COUGH! bullshit

Sorry man I couldn't resist.

Let me see...two games killed by bugs with various guises of optimised script. One game still running perfectly fine with the entire client ruler section cut out. No clones to date, either.

||Lz3||
08-12-2008, 18:00
well I know people who have played several campaigns past 100bc... with the optimized scrip so... It could still be bad luck ...

Mediolanicus
08-12-2008, 20:17
No AI doesn't use them.
You can safely remove this part of script but if you are using newest version of script dont expect to gain more then 2-4 seconds ( unless you have really slow computer ).


How come I saw a Lucius Amicus Populi Romani walking around then?
And early in my current campaign a Getai client ruler near Kallatis.

I shall take a screeny next time I see one.

LorDBulA
08-12-2008, 22:37
By client ruler i mean character spawned by script not character that has "Client ruler" trait.
If you check out EBBS you will see that there is condition that makes sure client rulers are spawned only for player faction.

Anyway no need to beat the dead horse. Script implementation of client ruler feature will be removed in next patch.

a completely inoffensive name
08-13-2008, 03:33
By client ruler i mean character spawned by script not character that has "Client ruler" trait.
If you check out EBBS you will see that there is condition that makes sure client rulers are spawned only for player faction.

Anyway no need to beat the dead horse. Script implementation of client ruler feature will be removed in next patch.

Wait so there is a 1.2 coming out?

||Lz3||
08-13-2008, 03:56
Wait so there is a 1.2 coming out?

yes... but no one knows when <.<

Megas Methuselah
08-13-2008, 05:47
yes... but no one knows when <.<

Tellos Athenaios told me it should be coming out early next week.
:yes:

||Lz3||
08-13-2008, 06:09
Tellos Athenaios told me it should be coming out early next week.
:yes:

you mean the freakin week when I enter school again? :shifty:

damn... >.>

still I doubt it... the EB team is known for not EVER saying when they're going to release the next patch ...

Megas Methuselah
08-13-2008, 06:11
Yeah, I know. I was joking around with you.
:clown:

Anyways, due to a variety of reasons, I'm locking this thread.

:dancinglock:

||Lz3||
08-13-2008, 06:17
especially cause you're a moderator isn't it? xD :smash: