Quote:
Originally Posted by Jungman
QualEffect in my finding only seems to work in whole Integer numbers. ??
Example setting a seaman to 0.5 from the default 1 does not make any difference (or 2.5 is truncated to 2 it seems). Only whole numbers. 1, 2, 3. I used that to help slow repairs. Even more exciting is the way you could really get the morale and fatigue coeffiecent which will accept a fractional number, to tweak the 'repair' effect so it just barely balance 100% effeciency.
Then any problems leads to very long repairs, if any at all!  That is what I was working/trying on in a new repair/damage model with a stronger hull. (I never got it finished though  ). I got a new game to play...taking up my time..plus moving into a new house. (Die Hard is on hold but not 'dead' yet lol).
Then adding in effects from medals for bonus should be accounted for also (saves the day with the bonus to stats). Alot of possibility.
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The QualEffect observation is very interesting. It helps explain some of the discrepancies between my model and the actuals in game. They are very close, but not exact.
Now that I think of it, Crew_3 has always behaved oddly when having the required compartment qualification. I think this perfectly explains why. I'd written it off to maxed moral and efficiency, but that doesn't explain the behavior.
I'll have to update the model to take this into account. Just to explain the model a bit, it runs 250 random variations in crew morale and efficiency for each rank, both qualified and non-qualified. I then use these values to randomly populate compartments running about 1500 different variations for crew efficiency and compartment configuration. I then pick off the compartment efficiency numbers (min, medium and max) and build the compartment portion of the basic.cfg. It sure beats the heck out of running 7 million different test cases in game...