your very original formula did a 500 run loop of adding factored xps (60 * rate). Thats what i was referring to when i said sim1 and sim2 don't seem to be adding xps (everytime a new xp is calculated (at least for sim1), it's only the rounded down version of the next level (i.e. based on the array). I was trying to figure out where I could include an option to add accrued xp (you mentioned that my modded sim1 formula starts with an interpolated level, but afterwards, all the levels are rounded down (xp wise)), I was trying to remedy that, but your sim formulas r doing geometric "shortcuts"
gn0rt0n: is referring to the labor optimizer (my latest and greatest contribution to dt, of course Splinterz recoded it optimally
, I've been going on for months about it on this thread using a over complicated spreadsheet, but finally had the balls to sit down and hard code it in).
And the ability of the labor optimizer to exclude dwarfs assigned to squads vs just active militia (something I was bringing up to Splinterz attention when he was originally coding it, but since I knew the filter script to filter by active squads, it was a non issue for me, but it seems to be an issue for those who don't know how to do the scripting).
Here's my exported labor plan (note, a priority merely factors a dwarf's raw fit % down vs other roles)
New Plan,20,100,50,0,0,0,0
Engraver,12,0.6438,1
Stone Crafter,53,0.613,0.75
Lyemaker,62,0.6438,0.75
Trapper,25,0.5333,0.75
Fisherdwarf,41,0.3851,1.25
Miller,34,0.5171,0.75
Miner,0,0.9771,2.5
Armorsmith,47,0.7929,1
Carpenter,11,0.826,1.25
Potash Maker,61,0.1676,0.75
Soaper,31,0.2131,0.75
Siege Operator,58,0.8461,1.25
Leatherworker,27,0.9134,1.25
Bone Carver,54,0.613,0.75
Milker,37,0.0243,0.75
Mechanic,60,0.7433,1.25
Wound Dresser,21,0.7433,0.75
Cook,38,0.5495,1.25
Clothier,33,0.1379,1.25
Bowyer,59,0.7067,1
Siege Engineer,57,0.3078,1.25
Tanner,28,0.3078,1
Cheesemaker,36,0.1379,0.75
Animal Caretaker,16,0.0243,1
Farmer,39,0.9343,2
Shearer,66,0.0243,0.75
Animal Trainer,15,0.265,1
Weaver,32,0.2011,1.25
Wood Burner,64,0.0243,1.5
Woodcutter,10,0.4506,1.5
Plant Gatherer,40,0.5495,2.5
Bone Doctor,19,0.7433,0.75
Weaponsmith,46,0.7929,1
Hunter,44,0.6438,1
Suturer,20,0.7433,0.75
Gem Cutter,50,0.8461,1
Surgeon,18,0.7433,0.75
Mason,13,0.826,1.25
Wood Crafter,52,0.613,0.75
Fish Cleaner,42,0.3228,1.25
Brewer,29,0.9108,1
Chief Medical,17,0.826,1
Dyer,63,0.1081,1.25
Butcher,24,0.265,1.25
Thresher,35,0.7433,1
Spinner,67,0.3078,1.25
Furnace Operator,45,0.0243,1.25
arghhh... not sure, because then the level is still reset in the following statement
ah, nm. I have no idea what to mess with to try to get sim1 to be more like sim2, but using actual increases in xp vs the geometric methods... I'm not really sure what some of these different xp values are supposed to represent.
I guess sim_xp is supposed to be the distance from 29k? But is updated using only the gp gap to next level?
okay. i see ur code on using splinterz formula.
its doing one iteration per level until it hits 20. that should help me figure things out.