[MOD] NPCs Gain XP
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[MOD] NPCs Gain XP
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.
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.
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- Moderator (English)
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Re: [MOD] NpcsGainXp
Just to clarify: completely random? So a fighter pilot can, for example, gain a skill point in Science?oliverjanda wrote:Each hour all your employees have the chance to improve one random skill by 1 star.
When every employee starts with 0 stars, then it needs 28hours to max (4*) everything?
Can I lower this value somehow?
Can I lower this value somehow?
Code: Select all
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Re: [MOD] NpcsGainXp
Yes, I wanted to keep the first version as simple and generic as possible.w.evans wrote:Just to clarify: completely random? So a fighter pilot can, for example, gain a skill point in Science?oliverjanda wrote:Each hour all your employees have the chance to improve one random skill by 1 star.
It will actually take longer.Tamina wrote:When every employee starts with 0 stars, then it needs 28hours to max (4*) everything?
Can I lower this value somehow?
You can loger this value: checkinterval="1h"
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.Sparky Sparkycorp wrote:Each hour there is a chance of a level-up so duration will be scaled up by the chance.
Last edited by oliverjanda on Sat, 7. Mar 15, 17:12, edited 2 times in total.
- YorrickVander
- Posts: 2672
- Joined: Tue, 29. Oct 13, 22:59
Re: [MOD] NpcsGainXp
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.oliverjanda wrote:Yes, I wanted to keep the first version as simple and generic as possible.w.evans wrote:Just to clarify: completely random? So a fighter pilot can, for example, gain a skill point in Science?oliverjanda wrote:Each hour all your employees have the chance to improve one random skill by 1 star.
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- werewolves?
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Same herewerewolves? wrote:This is cool, it doesn't seem like a cheat either.

Thanks oliverjanda for this mod
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Hi oliverjanda,
As a suggestion, some random addition to the code will make it yet better. Something like this:
This way each npc will have an individual chance of 33% per 1h cycle.
Cheers!
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 $chance == 2">
Cheers!
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Hi,Rubini wrote:Hi oliverjanda,
As a suggestion, some random addition to the code will make it yet better. Something like this:
This way each npc will have an individual chance of 33% per 1h cycle.Code: Select all
<set_value name="$chance" min="1" max="3"/> <do_if value="$npc.skill.{$chosenSkill} lt 4 and $chance == 2">
Cheers!
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%.