sdog
Lieutenant Colonel
Reged: 09/01/03
Posts: 1791
Loc: europe
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Unassigned Soldiers storage
#129725 - 04/25/06 12:01 PM (139.174.165.124)
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Quote:
Soldiers with higher than average mults (donation option) will NOT be stored this way as it destroys their multipliers.
source to_do.asp
i've got 4 questions about this:
1st: will only unassigned people who got enhanced mults by Donations excluded from packaging?
2nd: (or) will soldiers with naturaly high mults also be excluded from packaging?
3rd if 2nd is yes, what mult is the threshold for not being packaged?
4th, if 2nd is yes, could this packaging be used (abused) to select soldiers buy 2000 of them, let them packag, keep the ones that don't get packaged, fire all packaged soldiers.
reasons for the question: the actual skill of my unassigned soldiers is not very important to me. but it is an indicator the soldier has a very high natural multi. i selected good gunners and fired bad ones. i kept about 20% of the trainees.
if the actuall skill is saved but the mult not, they become worthless after geting them back, cause what good does a gun 2 or 3 guy if he won't skill down to 1 or better?
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I realised soon that the fun part of playing a military game is that we have lots of lifes and in the end knowone dies, ...
- Skaven, ArmA modding community
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CaBhaal
Lieutenant
Reged: 10/11/04
Posts: 599
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Re: Unassigned Soldiers storage
[Re: sdog]
#129758 - 04/25/06 03:22 PM (68.27.50.159)
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I'll not be doing this until I know exactly how it works. Which means I will never store my pilots. Too many horror stories. Pilots are an empires most important resource. Too valuable to screw around with for fun.
CaB
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sdog
Lieutenant Colonel
Reged: 09/01/03
Posts: 1791
Loc: europe
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Re: Unassigned Soldiers storage
[Re: CaBhaal]
#129956 - 04/27/06 02:01 PM (139.174.165.124)
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*bump, for admin reply*
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I realised soon that the fun part of playing a military game is that we have lots of lifes and in the end knowone dies, ...
- Skaven, ArmA modding community
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Protagoras
Captain
Reged: 08/04/02
Posts: 1131
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Re: Unassigned Soldiers storage
[Re: sdog]
#131195 - 05/15/06 02:54 PM (15.235.153.106)
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I am rather like Cab.. skilled soldiers are too much of a value to an empire to mess around with this feature until some of the mystery is taken from it. But I have some guesses.
Facts. Each soldier has a set of multipliers to each of the 5 skills.. these effect how well they skill down, and for all practical purposes what their skill will get to eventually. I.e. someone with a good multi might tend to skill 0 and hover there at -1 some and 1 some but mostly at 0.
There were methods in which you could adjust these multipliers. The scuttlebutt being after so many DP Multi Enhancements you didn't get much benefit (the number of multiplier enhancements that were effacious was a subject of some conjecture)
Educated guess (not quite facts) Since there was a practical limit to DP multies, they cannot just be strair multipliers.. otherwise you could add multipliers ad infinitum.. so rather than Adjusting the inherent assigned multies they had to be stored seperatly I would think.. a single byte perhaps with how many multipliers existed on this soldier. (This is somewhat conjecture on my part)
What I think is happening When you compact soldiers, in order to save space it records the best skills and multies (like Mech Pilot and Gunnery or Vehicle driver and gunnery or Infantry) and gets rid of everything else.. like the preferred unit byte(s) and the skilles/multies with the other skills.. and rep and all such things.. perhaps even ID number. In any case I THINK it would end up destroying DP multi-information, so therefore it checks the candidates Multi-Byte.. if it is other than 0 it will not compact the soldier.
So in answer to your question.. unless you have soldiers with existing DP multies it should compact everything.. it doesn't care if you have good or bad inherent multi's. It just cares about the DP enhanced ones. So you might have a mechwarrior with natural (inherent) multies that would allow after enough skill down tries to get to -1/-2 but he is only at 5/3 currently.. but he used to be in a gecko and also has pretty decent vehicle skills and was at 6/1 vehicle.. he gets stored as a vehicle an losses the sweet inherent mech multies and skill.
Also there is a good chance I am wrong.. and the exemption means something else.. I have literally hundreds of vehicle gunners with DP multies.. I would not want all of them wiped away by compacting!
So I also want to know what this REALLY does!
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Toontje
Colonel
Reged: 01/18/04
Posts: 2578
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Re: Unassigned Soldiers storage
[Re: Protagoras]
#131229 - 05/16/06 01:53 AM (84.24.165.226)
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Maybe, to reduce the db size, instead of 5 values describing the soldier*, something like this:
1 shortint to describe soldier function (got like 255 different posibilities, so room enough for the future if other functions are to be added. 2 values to describe skill multipliers, and 2 to describe skills. Infantry will get a manouver and a fire skill, like everyone else. This should cut down by half the soldier database.
Crosstraining no longer is an option, nor putting a mech soldier in a vehicle, and a lot of aarghs when you get an inf platoon with a mech pilot as its leader. Only empires of size 0-2 are small enough for micromanagement of crosstraining to be much fun. Also, how many people ever crosstrain their soldiers on purpose?
For existing crosstrained soldiers, put an option what to convert it to. If a crosstrained soldier is in a different unit, it will take the skills of the unit it is in to reduce input required.
Pro: Clear functionality, easier interface with more subcatagories on the people page. No accidental drawing of soldiers in units they are unfit for.
Cons: There will be a need to refer all soldier entries to a new db, or worse, to 2 databases for a short while.Also, the existence of 2 databases might require a lot of space..
* I assumed a dp multi to actually multiply the value and an if vulue > max then value = max
-------------------- Rather to blow up, then.
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sdog
Lieutenant Colonel
Reged: 09/01/03
Posts: 1791
Loc: europe
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Re: Unassigned Soldiers storage
[Re: Toontje]
#131237 - 05/16/06 08:08 AM (139.174.165.124)
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if i'd store them, i'd just go for the best skill, mech, veh or inf. then store the numbers in each class 10 1/1 19 1/2 7 2/1 47 2/2 ... 1k 8/8 etc.
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I realised soon that the fun part of playing a military game is that we have lots of lifes and in the end knowone dies, ...
- Skaven, ArmA modding community
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