[0.92][Extreme Pioneer Spam Prociponee]
Well, she's STILL doing it. That's TWO stacks of Pioneer armies you're looking at!!!

Well, she's STILL doing it. That's TWO stacks of Pioneer armies you're looking at!!!

If they didn't nerf the pioneers in the last patch those armies would be scary.
Well it's nice to know that someone still has the old pioneer spirit! And it's not as if Procipinee had any other way of creating Outposts... well apart from Arcane Monoliths that is.
Actually I'm thinking that that might be one of the reasons for all the pioneers: that every time the pioneer would normally create an outpost, the Arcane Monolith spell is used instead.
I'm thinking the solution should be to have a maximum number of pioneers that the AI can have at any one time, say 4.
That would be a nice hardcode to set in the game. If I have more than 3 pioneers, don't build anymore, for the expansionist up it to if I have more than 5.
That gives it a 4 pioneer, and a 6 pioneer soft max.
Since they want to support modding, it could be a variable in the XML. Then you could limit the number of any particular unit the AI trains. I can't see a use for it (outside of Pioneers) in the regular game, but modders might make use of it.
You could mod in a pioneer limit right? So you wouldn't want it hardcoded surely.
Are you sure that Procipinee is in your game? I don't see Pariden listed in your factions. I suspect its a custom sovereign with the expansionist trait that I removed from Procipinee.
Would an option for the player to set these traits be possible?
Also, and reported in a separate thread, the AI traits such as Expansive, etc. are resetting when loading a saved game.
Doh, you are right, it's my custom faction the Kingdom of Teddy. >_<
Either way, the AI in control of any faction needs to stop spamming pioneers in such numbers.
Once you create a custom sovereign, you can change these in the sovereign's .xml file. The traits refer to AITraitTypes.xml. You can looks at the definition of the traits, and set the ones you want in the sovereign's .xml file.
Thanks Davroana. I had assumed that would be possible, but prefer not to mod any files during beta. Barring another option, I will likely do so after release. Still, if they are resetting when reloading, not sure if that will be worth the effort.
Just loaded up my current game, after having recorded all of the AI traits before my last save. They are all different again, this schizo behavior can't be right.
Ah...but they are not set! Each custom sov starts with 4 possible traits, from which 2 are chosen every game. Here's the field from my custom sovereign's file:
<PossibleAITrait>MonsterHunter</PossibleAITrait>
<PossibleAITrait>Greedy</PossibleAITrait>
<PossibleAITrait>Diplomat</PossibleAITrait>
<PossibleAITrait>Expansionist</PossibleAITrait>
Only two are selected, but if you want them set, delete the ones you don't want and just leave two that you do.
Sweet! Guessing that I can overwrite them with a different trait as well?
So, if I'm understanding this correctly, it generates 4 for each custom sovereign, but isn't staying locked into the 2 initial picks unless you play the game in one sitting. Is this happening for stock AI as well, or are they locked into just two traits I wonder?
Stock AI has two set traits, I am pretty sure.
Not sure if the traits for custom sovereigns are supposed to change after the game starts...
But yes, you can overwrite the traits.
Aside from the found out issue: re wrong faction in the title of the thread, Queen P AI really does need to use Arcane Monolith for every single outpost that the AI wants to found. It'd make her far more dangerous as an opponent.
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