Going Medieval

Going Medieval

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Game Mechanic Idea: Skill Training
There should be a way for settlers to train up skills without requiring active, hands-on performance of tasks that involve said skills. Some ideas:

Crafting benches - select a settler, right-click on a crafting table, and have an option to 'train/practice' the bench's related crafting skill(s). Selecting this option will send the settler to the bench, where they spend their time earning xp for the craft skill selected (without investing the crafting materials and actually crafting anything).

Animal Handling - select a settler, right-click on an animal that's at least domesticated, and have an option to train/practice by interacting with the animal without affecting its training level, earning xp that way.

Ranged/Melee -
1) Self-practice: select a settler, have them armed with a weapon using whichever skill you want them to practice. Next, set them to combat mode, then right-click on the settler and have an option to train their combat skill, at which point they proceed to earn xp with the related combat skill while practicing by themselves - essentially going through the combat animation over and over.
2) Dummy/target practice: instead of right-clicking on the settler, right-click on an armor rack while in combat mode and have an option to use it to train their combat skill. Earns xp at a faster rate than self-practice, but also costs resources in the form of minor damage to the rack over use. Additionally, you can practice on racks equipped with armor for an even faster xp gain rate, and have the minor damage applied to the armor instead.
3) Partnered practice: Most likely only applicable to training the Melee skill. Have two settlers in combat mode, select the one you want to earn xp first, then right-click on their partner and have them faux-battle. While the first settler earns xp over time, the second focuses mostly on defending themselves to challenge the trainee - perhaps earning a small amount of xp as well. You could also set it up so that training against partners with higher skill level results in faster xp gain. While training in this way, the defending partner receives either no damage or "nonlethal" damage which can't produce injuries and whittles away at the settler's Sleep bar instead of their Hit Points.

Not sure what to do about Botany. Thoughts/ideas?
Last edited by helpful comrade; Jul 21, 2023 @ 7:37pm
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Showing 1-6 of 6 comments
BENZ_PALADIN Jul 12, 2023 @ 6:01am 
I agree that skills daily xp cap is so narrow!!

In my idea Perks or skills should be inherited to next generation.
Something like school system for inherit skills (uncap experience per day until reach the level of their teacher ),faction system (more advance special rooms) for inherit perks (fleet foot (Barrack), Whirlwind(athletic grounds), some special new perks which increase temporary morale/speed/damage from church ,or even cannibalism from dark secret society to develop predictable perks as a gift per year),or legacy system to inherit select able perks from the old heroes to rebuild next generation of heroes more specifically in the future.

In school system you need to assign teacher,students and the skill you need to teach in the faction.
In legacy system your old people will leave all of their perks after death in golden legacy perk books(like diary book) which can select to upgrade or burn them and lost forever.
not sure how develop each perks from faction as a gift per year.

some negative perk can be got from heavy damage without take care in time or bad eating behavior,hygiene as well (have a choice/chance to get it)
Last edited by BENZ_PALADIN; Jul 12, 2023 @ 6:30am
TakCamRay[JP] Jul 21, 2023 @ 10:37am 
Fotunately, we can disable daily XP cap by modding.
Here's how.
①Find this json file C:\Program Files (x86)\Steam\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\StatsSystem\Effectors.json
②Search strings like these
Originally posted by author:

{
"devName": "AgeXPCapYoung",
"type": "5",
"parameters": [
{
"key": "Attribute",
"value": "106"
},
{
"key": "Multiplier",
"value": "1.5"
}
]
},
Originally posted by author:

{
"devName": "AgeXPCapAdult",
"type": "5",
"parameters": [
{
"key": "Attribute",
"value": "106"
},
{
"key": "Multiplier",
"value": "0.8"
}
]
},
Originally posted by author:

{
"devName": "AgeXPCapSenior",
"type": "5",
"parameters": [
{
"key": "Attribute",
"value": "106"
},
{
"key": "Multiplier",
"value": "1.2"
}
]
},
③Edit Multiplier's value as you want. When 10, the cap will be 16,000.
note: 10.0 won't work. Make sure don't use decimal zero.
Last edited by TakCamRay[JP]; Jul 21, 2023 @ 10:44am
BENZ_PALADIN Jul 21, 2023 @ 11:02am 
Originally posted by TakCamRayJP:
Fotunately, we can disable daily XP cap by modding.
Here's how.
①Find this json file C:\Program Files (x86)\Steam\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\StatsSystem\Effectors.json
:steamhappy::steamthumbsup::steamthumbsup::steamthumbsup::steamhappy: Wow!!,Great !!! Thank you so much!!!
helpful comrade Jul 21, 2023 @ 7:35pm 
I feel like this discussion got derailed a bit - my issue isn't so much with the daily xp cap, it's with the lack of options for training skills. You can earn xp in Tailoring by crafting clothes, sure, but that costs resources. My idea is to have an option to train skills without unwanted consequences like heavy resource investment, over-training animals, or the potential for accidentally injuring settlers in the case of practicing combat skills.
Originally posted by helpful comrade:
I feel like ...
1. Обучение ремеслам не обязательно требует траты (потери) ресурсов. Если прервать процесс производства (например, при 99%) и удалить задание, ресурсы будут полностью возвращены (баг игры).
2. Тренировка "ближнего боя" бойцов, экипированных в качественные латы, снабженных осадными щитами и бьющих друг друга самым плохим оружием (дубина качества "плохое") не приводит к появлению ран. Повреждается только Здоровье, но настолько незначительно, что потеря восполняется за обычное время сна ночью (верно для случая, когда бойцы имеют ★ или ★★ в навыке ближнего боя).

Google Translation:
1. Learning crafts does not necessarily require the expenditure (loss) of resources. If you interrupt the production process (for example, at 99%) and delete the task, the resources will be fully returned (game bug).
2. "Melee" training of fighters equipped with "flawless" plate armor, a siege shield and hitting each other with the worst weapons (club of "bad" quality) does not lead to wounds. Only Health is damaged, but so slightly that the loss is replenished in the normal sleep time at night (true for the case when fighters have ★ or ★★ in melee skill).
Last edited by Чебриков В.М.; Jul 21, 2023 @ 8:33pm
BENZ_PALADIN Jul 22, 2023 @ 11:21am 
Originally posted by helpful comrade:
I feel like this discussion got derailed a bit - my issue isn't so much with the daily xp cap, it's with the lack of options for training skills. You can earn xp in Tailoring by crafting clothes, sure, but that costs resources. My idea is to have an option to train skills without unwanted consequences like heavy resource investment, over-training animals, or the potential for accidentally injuring settlers in the case of practicing combat skills.

You can also earn exp by "Dismantle" items it's quite fast.However before winter just plant flax seeds as much as you can to collect material for training them in the winter.
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Date Posted: Jul 11, 2023 @ 5:34pm
Posts: 6