Mod HTML Masters of Raana - Expansion Mod [0.6.5] [json.err]

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json.err

Member
Sep 14, 2016
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I like the job skills menu. Would it be possible to extend it with some other jobs like Hunter, Educator, Professors, Ranchmaster or Foreman (mines/mill)?

Oh, and it's a bit strange that there are NPCs showing in the Nurse list who can't possibly be assigned as nurses. Maybe it should be mentioned if their medicine skill is below 25. But that's of course just nitpicking.
This menu shows how good npc will be if assigned to that job. It doesn't check if they even can be assigned though. The whole thing is extracted from game code so not much is stored in the mod about it. On the one hand some npcs don't qualify so they shouldn't be in the results. On the other hand they could be very close to the required limit so raising med by 1 could put that wannabe nurse to the list. I thought about extracting limits for some jobs but not sure about it. Definitely don't want to put them in my code because they may change in the future and I can miss it which will result in unsynced data.

Professors don't have skills, they are only qualified or not. Again about limits. In this case it should be easy but need to think about it.
Foremans maybe. For some their skill is just int though.
Educators are a very complex entity. There is a lot of code regarding them. I'm not sure how to even start. And what exactly to show for educator skill. How good they are at teaching each part like combat, spiritual and other? To add to that their tutees kind of affect their skill in regard that they can't be taught more in some aspect even if the educator in question is good at it. It would be cool to somehow show all this information on one screen but feels hard even before starting.

I'll add it to backlog, need to think what can be implemented and how.
 

vanpett

Newbie
Nov 23, 2018
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Right, professors are qualified or not. But their income calculation is a different story: If the wiki is correct, it's based on science/academics, prestige, status and discipline. So it's far from trivial how good they are at their jobs. If it's possible to extract those calculations from the game code a menu like the one for goldwalkers would be great.

The skill of your factory foremen is indeed only based on int, but mine foremen or mill foremen numbers could be interesting.

Educators are really a tough nut to crack, and unfortunately the wiki doesn't tell you half about those calculations. I wouldn't expect you to work on all the separate templates like combat etc. But their base chance, maybe modified by their age/fame/affection modifiers, would be nice, if it can be extracted without too much effort. I don't think Grimdark ever revealed how this ominous base chance is even calculated...

You are absolutely right though about only extracting numbers from game code and not wanting to put changeable figures in your code - that's what a wiki is for, not a mod. It would be a source for mistakes and a lot of effort with each monthly update. As it is your mod doesn't become obsolete even without much maintenance - that's how it should be. If any of my proposals can't be done by extraction from game code, don't bother - they're not that important anyway. Thank you for adding them to the backlog!
 
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