hi socks!, i have a question, is there a way to modify individual attributes with different growth rates? or does it mess up with general pilot star calculation?
In the mod description, it refers to the time interval for a chance to level up being 20 minutes. But in the config file, it refers to this time as being 1 hour. I verified in game that it's every 20 minutes. Just to be sure.
I have a suggestion! Could you make an option in the config that lets point gain be limited to Morale + whatever skill the crewmember is currently assigned to? So for marines, they would only gain experience in morale and boarding, not engineering. For crew assigned as service, they'd get engineering and morale, but not boarding. That would make it feel more realistic as service crew are probably not doing anything on the job that would improve their boarding skills.
I had a bunch of novice marines in my ship that i never sent to board. after doing missions and messing about fighting (but not boarding), for some hours, now they are all veterans. I didnt like that they gained all that experience doing nothing. Although im a noob. Not sure if this is normal behavior even without the mod?
The creator, forgotmysocks, made it easy for us to tweak this. Inside learningallthethings.xml, you can go to lines 33 and 40 to edit how quickly you want your crew to level up. I lowered it for mine and really like the slow pace.
I've been using it with 6.0 and it appears to work fine so far, no idea if there's anything being broken under the hood but crew seem to be gaining experience as quickly as usual with this mod installed.
I use this excellent mod since 4.0! It is an extra script (just one), which does its work besides all other Egosoft scripts, runs every 20 minutes just once and changes absolutely nothing in Egosofts original installation. Since it is a mod, it makes your saves 'modified', but AFAIK you can without penalty deactivate it, the saves will remain 'modified', but I see no reason why something should not work afterwards. So the mod is very 'save friendly', as far as I understand it - never had any problems with it. One remark: You really should edit it (according to the instructions!) to fit it to your needs. Some people complain, that it is 'overpowered' and 'cheats'. If you turn up all the values, it does. But you can tone it down in several ways, so that it still will take days to gain 5 star personnel with it. So I recommend to read the script file (there is only one) and the instructions and to experiment a bit. This mod is not without reasons one of the most endorsed mods here...
I just have to post a comment since I've relied on this and some of your other mods since they were first available. These are core mods for me since there is no in-game editor. I don't want to bother with leveling pilots or crew. I've done it already in XR and X4 and it's annoying. I like to change up playstyles so I burn through saves sometimes till bored. Thanks for making this mod as with sector sat which gets rid of these annoying features.
I don't like using a captain on my personal fighter, and I've noticed that my crew on that ship only seem to level up if I have a captain assigned, it doesn't seem to count myself as the captain. Even when leaving the ship undocked and SETA-ing for a while to test. All other crew on other ships level up fine, so I know the mod is definitely working, just my personal ship doesn't unless I have a captain for it. Is this intended behaviour, or a minor oversight?
Works fine here, and looking at how it's written it's not the sort of thing that would break. It's not replacing/extending any data - this is entirely scripting.
You may limit it to morale only - the rate morale drops again may be enhanced too as a counterpart. But than we'll need a change to most automation commands, that the ship just waits till morale is enough to carry out the order. Than you can introduce that this will only happen on stations with the corresponding drug for your crew member. Making smuggling necessary, not lucrative. Cause atm I rather avoid having trouble with the empires I defend against the Xenons. As morale have a high impact on all crew members abilities, you can park your combat fleets at bases to get 5 morale, but they should need a lot longer to undock (assembling the crew and get them in working condition) or face a (temporary or slowly recovering) -2 star morale malus for a quick start. Don't know if the way automation works is moddable or if you can add the quick start button I described. But I think this would turn a more-or-less cheating mod (I feel exactly the same like you, at least the level-ups are working since 3.0 IIRC) into sth that brings some more immersion to it.
I've been digging through your script for a while trying to find where you skip over non-managers on stations because I wish to remove this limitation in my game. When I saw this in the description, I had assumed it also excluded pilots, hence my quest to tweak this behavior.
I want to make sure I understand what I'm seeing. Pilots are *also* excluded from this check? It seems that you handle them and managers, then check if the property is a station (terminating the loop iteration if true). Then you handle service crew and marines.
Does this seem right? If so, I'm thinking I can just comment out line 149 to accomplish this (if I don't comment the whole do_if, 148-150).
Did you test it before posting that comment? Go to the config file, set $chanceToImprove to 100, set $amountToImprove to 15, start the game, wait up to 20 minutes, notice all your crew are 5 stars, come back and tell us about it.
112 comments
But in the config file, it refers to this time as being 1 hour.
I verified in game that it's every 20 minutes. Just to be sure.
I have a suggestion!
Could you make an option in the config that lets point gain be limited to Morale + whatever skill the crewmember is currently assigned to?
So for marines, they would only gain experience in morale and boarding, not engineering.
For crew assigned as service, they'd get engineering and morale, but not boarding.
That would make it feel more realistic as service crew are probably not doing anything on the job that would improve their boarding skills.
Thanks.
Since it is a mod, it makes your saves 'modified', but AFAIK you can without penalty deactivate it, the saves will remain 'modified', but I see no reason why something should not work afterwards. So the mod is very 'save friendly', as far as I understand it - never had any problems with it.
One remark: You really should edit it (according to the instructions!) to fit it to your needs. Some people complain, that it is 'overpowered' and 'cheats'. If you turn up all the values, it does. But you can tone it down in several ways, so that it still will take days to gain 5 star personnel with it. So I recommend to read the script file (there is only one) and the instructions and to experiment a bit.
This mod is not without reasons one of the most endorsed mods here...
You may limit it to morale only - the rate morale drops again may be enhanced too as a counterpart. But than we'll need a change to most automation commands, that the ship just waits till morale is enough to carry out the order.
Than you can introduce that this will only happen on stations with the corresponding drug for your crew member. Making smuggling necessary, not lucrative. Cause atm I rather avoid having trouble with the empires I defend against the Xenons.
As morale have a high impact on all crew members abilities, you can park your combat fleets at bases to get 5 morale, but they should need a lot longer to undock (assembling the crew and get them in working condition) or face a (temporary or slowly recovering) -2 star morale malus for a quick start.
Don't know if the way automation works is moddable or if you can add the quick start button I described.
But I think this would turn a more-or-less cheating mod (I feel exactly the same like you, at least the level-ups are working since 3.0 IIRC) into sth that brings some more immersion to it.
I want to make sure I understand what I'm seeing. Pilots are *also* excluded from this check? It seems that you handle them and managers, then check if the property is a station (terminating the loop iteration if true). Then you handle service crew and marines.
Does this seem right? If so, I'm thinking I can just comment out line 149 to accomplish this (if I don't comment the whole do_if, 148-150).