General > Discussion

Just finished 2.3 (destroyed 1. base) - a bit of feedback

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Viento:

--- Quote from: Viento on January 02, 2010, 01:03:37 am ---
> Ranking system of soldiers

It's too slow. I only got 1 soldier who wasn't a Rifleman.

=> speed up the ranking system: For every 5 soldiers in Phallanx there should be a superior (a Sergeant), for every 15 an officer, etc... the best person gets promoted.  


--- End quote ---

I realized that my feedback doesn't apply to the newest build (27699) any more. Now in my new game, I have plenty Corporals and Lance-Corporals after just a few missions.

So you can regard this issue as solved (at least for me) ;)

And I have to say, btw... difficulty "hard" is really hard.

Andy

Duke:

--- Quote from: BTAxis on January 02, 2010, 10:45:20 pm ---For the complete list of calculations, read the relevant code (function G_GetEarnedExperience).

--- End quote ---
@BTAxis:
I did that and found that we are only gaining skill from successful hits (btw [KILLED_ALIENS] is misleading here, should be renamed to sth like TARGET_ALIENS).
What do you think about granting them a little gain for misses, say 1/10 or 1/20 of the gain for success ?
It would be easy to code, as misses can be calculated as 'fired - hits'. And it makes sense imho, because a miss is also a (bad) experience you can learn from ;)

j4l:

--- Code: --- case ABILITY_ACCURACY:
for (i = 0; i < SKILL_NUM_TYPES; i++) {
if (i == SKILL_SNIPER)
exp = 30 * (chr->scoreMission->hits[i][KILLED_ALIENS] + chr->scoreMission->hitsSplash[i][KILLED_ALIENS]);
else
exp = 20 * (chr->scoreMission->hits[i][KILLED_ALIENS] + chr->scoreMission->hitsSplash[i][KILLED_ALIENS]);
}
break;

--- End code ---


Hello,

correct me if im totally wrong, but as far as i can read this you only gain exp on the last skill of SKILL_NUM_TYPES, maybe explosives. Didnt it has to be


--- Code: --- case ABILITY_ACCURACY:
for (i = 0; i < SKILL_NUM_TYPES; i++) {
if (i == SKILL_SNIPER)
exp += 30 * (chr->scoreMission->hits[i][KILLED_ALIENS] + chr->scoreMission->hitsSplash[i][KILLED_ALIENS]);
else
exp += 20 * (chr->scoreMission->hits[i][KILLED_ALIENS] + chr->scoreMission->hitsSplash[i][KILLED_ALIENS]);
}
break;

--- End code ---


so you raise acc for every kill with every weapon type, what would be the answer for


--- Quote from: ChemBro on January 04, 2010, 10:58:45 am ---I can't read the code quite well, because I'm not a programmer. I only understand, how a soldier gets experience for his/her skills, but not how a skill evolves with this experience.

The problem is, I hit and killed so many aliens in this game and my snipers didn't gain a single point to accuracy. They should have got a lot of experience by now.

--- End quote ---

Mattn:
you are right - i've commited the patch - thanks

https://sourceforge.net/apps/trac/ufoai/changeset/27930

BTAxis:

--- Quote from: Duke on January 06, 2010, 09:35:54 pm ---@BTAxis:
I did that and found that we are only gaining skill from successful hits (btw [KILLED_ALIENS] is misleading here, should be renamed to sth like TARGET_ALIENS).
What do you think about granting them a little gain for misses, say 1/10 or 1/20 of the gain for success ?
It would be easy to code, as misses can be calculated as 'fired - hits'. And it makes sense imho, because a miss is also a (bad) experience you can learn from ;)

--- End quote ---

I'm disinclined to allow this, because it would mean standing in the corner of a map and firing at a wall for an hour would get you experience. In short, it's exploitable. If you could check if the player was actually trying to hit an enemy, it might work, though.


--- Quote from: j4l on January 10, 2010, 03:15:13 pm ---correct me if im totally wrong, but as far as i can read this you only gain exp on the last skill of SKILL_NUM_TYPES, maybe explosives. Didnt it has to be
so you raise acc for every kill with every weapon type, what would be the answer for

--- End quote ---

You're totally right, that was a bug. It's fixed in trunk.

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