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Author Topic: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>  (Read 2616 times)

Askot Bokbondeler

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v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« on: November 12, 2010, 07:55:36 pm »

      NATURAL_SKILL:<skill token>:<amount>      skill starts here and cannot rust below here
      SKILL_LEARN_RATES:<percentage>
      SKILL_RUST_RATES:<3 rust tags from SKILL_RATES>
      SKILL_RATE:<skill token>:<4 tags from SKILL_RATES>
      SKILL_LEARN_RATE:<skill token>:<percentage>
      SKILL_RUST_RATE:<skill token>:<3 rust tags from SKILL_RATES

castes have been made a ton more interesting.

HermitDwarf

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #1 on: November 12, 2010, 08:00:16 pm »

Has anyone done !!SCIENCE!! on these to see if they actually work?
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Askot Bokbondeler

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #2 on: November 12, 2010, 08:09:36 pm »

eh, i'm moding in valkires to be exceptional nurses and speardwarfettes

Seraph

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #3 on: November 12, 2010, 11:17:20 pm »

Has anyone done !!SCIENCE!! on these to see if they actually work?
I've tried. The NATURAL_SKILL token works great. SKILL_RUST_RATES, SKILL_RATE, SKILL_RUST_RATE don't seem to work at all, at least as far as rust is concerned.
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Askot Bokbondeler

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #4 on: November 13, 2010, 06:20:36 pm »

hm, the !!SCIENTIFIC!! experiment could be something like creating a custom workshop with two custom reactions that train two diferent skills, then having two no eat, no sleep dwarves, one of them training their innate vocation and the other training any another skill. off to the lab

Deon

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #5 on: November 13, 2010, 06:29:20 pm »

Make sure to tell us the results. If it works, the castes in genesis are going to be so much more awesome (and the dwarven customization will reach another height).
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Knight Otu

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #6 on: November 13, 2010, 06:43:59 pm »

I've tested skill learn rate and natural skill in adventure mode. The learn rate tag did not appear to work - I had set it to one weapon with 1000 percentage, and wielded that weapon along with a secondary weapon, alternating as well as possible. Both weapon skills increased at the same rate. (I still added some to my civ creatures for when it works.)

Natural skill works mostly fine, unless you put points in that skill - it'll start with the points that you assigned rather than the natural ones.

I strongly expect both to hold for fortress mode.
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Askot Bokbondeler

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #7 on: November 13, 2010, 07:11:03 pm »

my [SKILL_LEARN_RATE:SPEAR:200] hit novice while the [SKILL_LEARN_RATE:AXE:50] and the [SKILL_LEARN_RATE:SWORD:100] are still dabbling

edit: the spear(200) is now adequate and the sword(100) is now novice, axe(50) is still dabbling

edit2:this concludes the study, i'm satisfied with the results


edit3:the speardwarf just went legendary while i uploaded this
« Last Edit: November 13, 2010, 07:32:14 pm by Askot Bokbondeler »
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Inspiration

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #8 on: November 17, 2010, 10:56:03 pm »

Would there be away have these apply to all skills? I.e. stop all skills from rusting?
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Askot Bokbondeler

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #9 on: November 19, 2010, 09:07:27 am »

this has nothing to do with skill rusting, skill rust has it's own tag, lemme see, brb.
EDIT: what you want is [SKILL_RUST_RATES:###:###:###], it should be 3 numbers, theoretically, higher numbers mean slower rust, and that's all i know.
« Last Edit: November 19, 2010, 09:46:18 am by Askot Bokbondeler »
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ungulateman

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #10 on: November 19, 2010, 10:22:33 am »

I modded in valkyries and warlocks. :3

I haven't checked if rust no longer exists with the tag in place, but I think 0 for all three values should work.
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Askot Bokbondeler

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Re: v31.17 - SKILL_LEARN_RATE:<skill token>:<percentage>
« Reply #11 on: November 19, 2010, 02:46:55 pm »

acording to the wiki, on [SKILL_RATES:###:###:###:###] the first value is the percentage of skill points the creature receives, the second value is unused, the third value is the skill rusting rate and can be replaced by "NONE" for no rusting or for a low value, like 1, for fast rusting, and the last is demotion rate, that should affect how fast a creature loses skill ranks, and can also be replaced by NONE. for [SKILL_RUST_RATES], it should be the same values minus the first, percentage value.

conclusion: for cheaters, the ideal tag should be something like [SKILL_RATES:999:NONE:NONE:NONE], for hardcore players it could be [SKILL_RATES:10:NONE:100:100](the decay value might be a bit too extreme, perhaps the skill would decay faster thant the creature could skill up)
note, tough, that [SKILL_RATES:###:###:###:###] and [SKILL_RATE:<skill token>:###:###:###:###] are different tokens, the second should be used for a singular skill while the first affects all the sklls