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[MOD] NPCs Gain XP

Posted: Sat, 7. Mar 15, 12:02
by oliverjanda
Employees slowly gain experience.

Details:
Each hour all your employees have the chance to improve one random skill by 1 star.
The maximum reachable skill level is 4.
You have to earn the fifth star vanilla style (virtual seminar).

Steam link: http://steamcommunity.com/sharedfiles/f ... earchtext=

Thanks to:
*w.evans
*UniTrader
*lubatomy
*YorrickVander
*wysiwyg

Version:
*0.9

Known issues:
*None.

Mod Incompatibilities:
*None.

X:RB Version
*working for 3.2, 3.5
*should work with all other versions of the game as well

Savegame compatible:
*Yes

Future work:
*Balancing.
*I might change the mod so that employees have to actually do something to imrpove their skills.
E.g. enigneers would have to repair a certain amount of components/hull points to gain the next level.


Feedback and bugreports are welcome.

Posted: Sat, 7. Mar 15, 12:38
by Sparky Sparkycorp
Sounds great, and the 4* cap is a nice touch. Particularly for someone like me that doesn't fancy the 5* Mod.

Thanks!

Posted: Sat, 7. Mar 15, 13:01
by w.evans
It's out! Cool! Thanks!

Re: [MOD] NpcsGainXp

Posted: Sat, 7. Mar 15, 13:07
by w.evans
oliverjanda wrote:Each hour all your employees have the chance to improve one random skill by 1 star.
Just to clarify: completely random? So a fighter pilot can, for example, gain a skill point in Science?

Posted: Sat, 7. Mar 15, 14:20
by Tamina
When every employee starts with 0 stars, then it needs 28hours to max (4*) everything?
Can I lower this value somehow?

Posted: Sat, 7. Mar 15, 15:23
by Sparky Sparkycorp
Each hour there is a chance of a level-up so duration will be scaled up by the chance.

Re: [MOD] NpcsGainXp

Posted: Sat, 7. Mar 15, 16:04
by oliverjanda
w.evans wrote:
oliverjanda wrote:Each hour all your employees have the chance to improve one random skill by 1 star.
Just to clarify: completely random? So a fighter pilot can, for example, gain a skill point in Science?
Yes, I wanted to keep the first version as simple and generic as possible.

Tamina wrote:When every employee starts with 0 stars, then it needs 28hours to max (4*) everything?
Can I lower this value somehow?
It will actually take longer.
You can loger this value: checkinterval="1h"

Sparky Sparkycorp wrote:Each hour there is a chance of a level-up so duration will be scaled up by the chance.
Indirectly, yes. As I choose the skill randomly, there is a chance I choose one that's already at 4 or 5 stars and then nothing happens. The more 4s and 5s a character has the higher the chance that nothing happens is.

Posted: Sat, 7. Mar 15, 16:05
by YorrickVander
Good job mate :)

Re: [MOD] NpcsGainXp

Posted: Sat, 7. Mar 15, 17:29
by w.evans
oliverjanda wrote:
w.evans wrote:
oliverjanda wrote:Each hour all your employees have the chance to improve one random skill by 1 star.
Just to clarify: completely random? So a fighter pilot can, for example, gain a skill point in Science?
Yes, I wanted to keep the first version as simple and generic as possible.
Cool! Now that there's a way to increase non-primary skills, we can use them for stuff. Been wanting to play around with captains' and defence officers' combat skill.

Posted: Sat, 7. Mar 15, 18:19
by Sparky Sparkycorp
Thanks for the duration clarification.

Posted: Sat, 7. Mar 15, 20:53
by werewolves?
This is cool, it doesn't seem like a cheat either.

Posted: Sun, 8. Mar 15, 21:39
by D.O.S.
werewolves? wrote:This is cool, it doesn't seem like a cheat either.
Same here :lol:
Thanks oliverjanda for this mod

Posted: Mon, 9. Mar 15, 15:01
by oliverjanda
D.O.S. wrote:
werewolves? wrote:This is cool, it doesn't seem like a cheat either.
Same here :lol:
Thanks oliverjanda for this mod
Thanks for testing my mod in 3.5b3

@all thanks

Posted: Mon, 9. Mar 15, 16:11
by Rubini
Hi oliverjanda,

As a suggestion, some random addition to the code will make it yet better. Something like this:

Code: Select all

<set_value name="$chance" min="1" max="3"/>
<do_if value="$npc.skill.{$chosenSkill} lt 4 and $chance == 2">
This way each npc will have an individual chance of 33% per 1h cycle.
Cheers!

Posted: Mon, 9. Mar 15, 16:29
by oliverjanda
Rubini wrote:Hi oliverjanda,

As a suggestion, some random addition to the code will make it yet better. Something like this:

Code: Select all

<set_value name="$chance" min="1" max="3"/>
<do_if value="$npc.skill.{$chosenSkill} lt 4 and $chance == 2">
This way each npc will have an individual chance of 33% per 1h cycle.
Cheers!
Hi,
thanks for your suggestion. I'm considering it when I have finished my other 2 mod ideas.
There is already some randomness in choosing the skill.
If the chosen skill is already at 4, there will be no improvement.
Thus, gaining the last star is much more difficult than the first one.
A character without 4 star abilities has a 100% chance of leveling up at the next cylce. A character that has only 5 star abilities but one 3 star ability has a chance of about 15%.

Posted: Tue, 17. Mar 15, 06:00
by wwdragon
I like the idea of training my guys skills automatically. 8)

I don't like that it's limited to 4 stars; maybe make it changable in your config?
I dislike the training non-primary skills; they'd really just be doing their jobs on my ship, not the rest of it. :roll:

Posted: Tue, 17. Mar 15, 09:21
by oliverjanda
wwdragon wrote:I like the idea of training my guys skills automatically. 8)

I don't like that it's limited to 4 stars; maybe make it changable in your config?
I dislike the training non-primary skills; they'd really just be doing their jobs on my ship, not the rest of it. :roll:
Thanks for your feedback!
I did it this way because it was the easiest way to do it.
I may change it to gaining only the primary skills and/or to actually have to earn the skills someday.

I do not intend to let them increase to 5 stars as that would make things too easy. If you want your employees trained to 5 stars you can take a look a my virtual seminar craftig mod:
http://forum.egosoft.com/viewtopic.php?t=378237

Posted: Tue, 17. Mar 15, 16:43
by wwdragon
oliverjanda wrote:
wwdragon wrote:I like the idea of training my guys skills automatically. 8)

I don't like that it's limited to 4 stars; maybe make it changable in your config?
I dislike the training non-primary skills; they'd really just be doing their jobs on my ship, not the rest of it. :roll:
Thanks for your feedback!
I did it this way because it was the easiest way to do it.
I may change it to gaining only the primary skills and/or to actually have to earn the skills someday.

I do not intend to let them increase to 5 stars as that would make things too easy. If you want your employees trained to 5 stars you can take a look a my virtual seminar craftig mod:
http://forum.egosoft.com/viewtopic.php?t=378237
Interesting. I'll have to remember that one for later.
Pitty I havn't been able to win a single skill book the entire time I've been playing though. :roll:

Posted: Tue, 17. Mar 15, 18:01
by Scoob
Maybe have it so they earn appropriate, skills doing their jobs but the player has to pay to "promote" them - though an option for automatic promotions would be needed when you have 100's of staff like many of us have late-game :)

Also, Captains actively flying around, Defence Officers shooting stuff and Engineers repairing should, ideally, see them gain experience faster. Just sitting idly in a spare ship parked up somewhere should really contribute to their level - obviously a much more challenging coding task of course!

Great idea though, and I think something ES originally intended (or at least spoke about) in the dim and distant past before release.

Scoob.

Posted: Wed, 25. Mar 15, 10:21
by oliverjanda
added a message how many npc gained skills