Since the balancing - especially the timing - is very difficult and also quite subjective here, please just let it run for you and give me feedback. If, for example, it should become clear that it is taking too long, there are too many deaths or anything else, I can change that in an update or upload a second version if necessary.
Testing over a few hours under 7.0 runs smoothly. If it doesn't work for you, look in the ship's log, it says why the command could not be executed (too little material on board, wrong ship, wrong pilot, etc.)
можно сделать проще. 1. нанять людей на корабль 2. там где "поработай на меня в другом месте" добавить кнопку-отправить на обучение и десантник исчезает из списка экипажа. 3. со счёта списываются кредиты (за обучение). 4.через пару недель десантник возвращается со звездой или 2-3 звёздами, способности у всех разные. Мало, отправляем ещё раз. конец.
First of all - thank you very much for this mod. I like the way it works, some effort for some reward. I'll still treasure my marines in future but also be more willing to spend <cough> use them!
I missed an explanation somewhere. When a ship is training what does the A(number) mean? M is marines in training, T is number of tours so far. A?m
I do have some minor, primarily UI related, requests. 1) Since you've done a good job of using "unused" items otherwise is it maybe possible to remove the Security Slicer and use the Security Bypass System instead? I'm using the slicers to quietly aid one faction against another. 2) Can you make the order of items in the "Give to captain" menu be the same as they are in the inventory display? Delirium -> First Aid Kit -> Security Slicer? 3) When giving an item to a captain can you stay in the item give submenu so it's faster to give multiple items? Rather than having to press 6 each time. 4) Can you display in the give items dialogue how many of those items the captain already has? E.g. "Delirium (2)" 5) Can you also make the top->bottom sequence in the "Default Behaviour" tick boxes be the same as for inventory / item 2)? 6) If there are more marines on-board than it will train, rather than fail can it just train the "top" 50 that aren't over the cap already? Then as a marine exceeds the class target it can automatically start training one of the extras.
Thanks in advance for any/all of those you may choose to implement.
Hey there! Installed it mid save, tried to buy a license and I did, but they charged me nothing at all... Which hey, not complaining but at the same time, its a bug.
EDIT: Apparently when selecting the MTS marine service it also breaks my interface completely...
Doesn't seem to work nowadays. I tried to select the MST training order for a ship in the orders menu, but it never applies, and the galaxy map view closes.
Look in the ship's log. Usually it's missing basic requirements like: - too many marines on board - not enough resources (food, drink, medicine) on board - the ship's captain doesn't have enough stars for piloting and boarding - the ship type doesn't fit I'm currently running the mod under 7.0 and everything is running smoothly
Still running for me :) although I have to admit that the survival rate of the marines is a bit too ... er ... low :P I'll adjust it slightly and upload it. But the rest works well as intended.
Finally figured it out. Fun tip: have the required supplies on board before you start! One little gripe, I would like if it did tell you if you tried to select the order with no supplies in.
For some reason, the order also cancels if you try to select a sector to train in before you've done other things like set the training level.
If you start the command without fulfilling the requirements, a noise is heard and a log entry is created with the missing resources. I could also generate a status message - but they usually get lost among the 1000 other messages ("No credits here" "Attack there" etc.). Let's see what can be done...
I was checking it, in a Barbossa for security, plenty of cargo, 80 marines, experience is very slow, at 80 desertion is high, its ok, but low star marines after pay almost 10m hasnt almost grow in experience, im at second training, like another 5m in wages, almost no change. I understand that maybe grow experience at high rank like from 2 to 3 stars should be at this rate, but really, not taking into account ship and other expenses, only wages... I could spent that money to hire 40 marines between 2-3 stars, more in reality... Its just not worth it, even like a passive thing, cause also need to watch them for supplies and send new marines on desertion.
You can change most of the settings in the general settings for the mod, also set faster, cheaper and more successfully. The defaults are definitely not "easy" - I admit that
I was using this for a while, and it worked great, but my training ship got blown up. I made another one and was going to start training again after a long gap in time, but now it says I have -3 licenses available... I purchased one, but when I hover over licenses in use in the settings it says -3, and I can't start any training even with the required license option turned off.
I understand. This is indeed a scenario that should be covered by the forced termination of training, but apparently it is not. Until I've fixed that, you'd have to uninstall the mod via the in-game menu (in conversation with a pilot), then perhaps reinstall the mod, for better or worse, which will reset the counters and then buy it again. It's not pretty, of course, but I'll take a look at it right away.
I have uploaded an untested (!) 1.03 beta version. A "Reset License" menu item should now appear in the global mod options menu. This reset the number of licenses used to 0. It is important that the training on all existing ships is completed beforehand! The version can simply be installed over the existing one and does not change anything about the licenses purchased so far ... at least it should Unfortunately, I can't come up with a solution for the loss of training ships here offline right now.
No luck with uninstalling via the comms and trying to reinstall from Vortex. Tried 1.02, and 1.03, but I can't view the Extension Options for the mod in game now, it just closes back to the cockpit view whenever I try it. I've fully uninstalled the mod with Vortex, launched the game, and quit and reinstalled, no luck.
I'll try launching without the mod and saving the game, then reinstalling and launching again.
What food supplies would terrans be using? Would the protein paste be it or would it be the terran mres? What would the terrans use in place of water or am I going to outsource that to a water facility outside of terran space? I notice weapon components was in there as well, will that be also outsourced? Will terran counterparts be used? Appreciate if you can give me a answer on that.
As I wrote below, I had to make a compromise. Either really cover everything - and write twice as much code for it, let the messages (too few goods A, B ...) become forever long and expect the player to fly half the galaxy for umpteen goods for a mixed crew ... or just a greatly simplified implementation with "only" 5 goods.
As a player myself, it would be far too annoying for me to set up a real merchandise management system just because a Borone and 2 Terrans have crept into the crew. In addition, the complete training would always stop, just because there is no chelt for the other fringe group.
But good news: so far no one has complained about the unisex unirace toilets
For some reason I don't have the option to buy a license from a faction representative.
I have +15 relations, a military license and a suitable ship and pilot ready. The extention options for your mod are there, the ship behavior is there, but no license dialogue option.
Mpd Support APIs and Extended Conversation Menu are both installed.
I've just installed this mod, so I haven't given it a proper go yet. But man, I love the concept! I'd love to see this for other skills as well! So much cooler than "just cheat me 5-stars plz" mods!
I should also add that this mod is currently broken on Linux or any OS that has a case sensitive file browser. I was able to get the mod working on my system by changing all instances of (even in directory and file names) "RS_SpecialMarineTraining" to "rs_special_marine_training".
For future reference you should avoid having capitalization of any filename/extension regardless of what game you are modding on as it'll cause cross-platform issues like this for many games.
34 comments
I missed an explanation somewhere. When a ship is training what does the A(number) mean? M is marines in training, T is number of tours so far. A?m
I do have some minor, primarily UI related, requests.
1) Since you've done a good job of using "unused" items otherwise is it maybe possible to remove the Security Slicer and use the Security Bypass System instead? I'm using the slicers to quietly aid one faction against another.
2) Can you make the order of items in the "Give to captain" menu be the same as they are in the inventory display? Delirium -> First Aid Kit -> Security Slicer?
3) When giving an item to a captain can you stay in the item give submenu so it's faster to give multiple items? Rather than having to press 6 each time.
4) Can you display in the give items dialogue how many of those items the captain already has? E.g. "Delirium (2)"
5) Can you also make the top->bottom sequence in the "Default Behaviour" tick boxes be the same as for inventory / item 2)?
6) If there are more marines on-board than it will train, rather than fail can it just train the "top" 50 that aren't over the cap already? Then as a marine exceeds the class target it can automatically start training one of the extras.
Thanks in advance for any/all of those you may choose to implement.
Installed it mid save, tried to buy a license and I did, but they charged me nothing at all... Which hey, not complaining but at the same time, its a bug.
EDIT: Apparently when selecting the MTS marine service it also breaks my interface completely...
- too many marines on board
- not enough resources (food, drink, medicine) on board
- the ship's captain doesn't have enough stars for piloting and boarding
- the ship type doesn't fit
I'm currently running the mod under 7.0 and everything is running smoothly
For some reason, the order also cancels if you try to select a sector to train in before you've done other things like set the training level.
I understand that maybe grow experience at high rank like from 2 to 3 stars should be at this rate, but really, not taking into account ship and other expenses, only wages... I could spent that money to hire 40 marines between 2-3 stars, more in reality... Its just not worth it, even like a passive thing, cause also need to watch them for supplies and send new marines on desertion.
I'll try launching without the mod and saving the game, then reinstalling and launching again.
Will terran counterparts be used? Appreciate if you can give me a answer on that.
As a player myself, it would be far too annoying for me to set up a real merchandise management system just because a Borone and 2 Terrans have crept into the crew. In addition, the complete training would always stop, just because there is no chelt for the other fringe group.
But good news: so far no one has complained about the unisex unirace toilets
For some reason I don't have the option to buy a license from a faction representative.
I have +15 relations, a military license and a suitable ship and pilot ready. The extention options for your mod are there, the ship behavior is there, but no license dialogue option.
Mpd Support APIs and Extended Conversation Menu are both installed.
Works fine now.
For future reference you should avoid having capitalization of any filename/extension regardless of what game you are modding on as it'll cause cross-platform issues like this for many games.