[MOD] NPCs Gain XP

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oliverjanda
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[MOD] NPCs Gain XP

Post by oliverjanda » Sat, 7. Mar 15, 13:02

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.
Last edited by oliverjanda on Thu, 12. Mar 15, 19:49, edited 4 times in total.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sat, 7. Mar 15, 13:38

Sounds great, and the 4* cap is a nice touch. Particularly for someone like me that doesn't fancy the 5* Mod.

Thanks!

w.evans
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Post by w.evans » Sat, 7. Mar 15, 14:01

It's out! Cool! Thanks!

w.evans
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Re: [MOD] NpcsGainXp

Post by w.evans » Sat, 7. Mar 15, 14:07

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?

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Tamina
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Post by Tamina » Sat, 7. Mar 15, 15:20

When every employee starts with 0 stars, then it needs 28hours to max (4*) everything?
Can I lower this value somehow?

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sat, 7. Mar 15, 16:23

Each hour there is a chance of a level-up so duration will be scaled up by the chance.

oliverjanda
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Re: [MOD] NpcsGainXp

Post by oliverjanda » Sat, 7. Mar 15, 17:04

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.
Last edited by oliverjanda on Sat, 7. Mar 15, 17:12, edited 2 times in total.

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YorrickVander
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Post by YorrickVander » Sat, 7. Mar 15, 17:05

Good job mate :)
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w.evans
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Re: [MOD] NpcsGainXp

Post by w.evans » Sat, 7. Mar 15, 18:29

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.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sat, 7. Mar 15, 19:19

Thanks for the duration clarification.

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werewolves?
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Post by werewolves? » Sat, 7. Mar 15, 21:53

This is cool, it doesn't seem like a cheat either.

D.O.S.
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Post by D.O.S. » Sun, 8. Mar 15, 22:39

werewolves? wrote:This is cool, it doesn't seem like a cheat either.
Same here :lol:
Thanks oliverjanda for this mod
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oliverjanda
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Post by oliverjanda » Mon, 9. Mar 15, 16:01

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

Rubini
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Post by Rubini » Mon, 9. Mar 15, 17:11

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!

oliverjanda
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Joined: Sun, 14. Feb 10, 18:47

Post by oliverjanda » Mon, 9. Mar 15, 17:29

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%.

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