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Thanks for testing. I tried using the mod on 175 guards, so to start with, 0.4 * 175 = 70 officers and 0.3 * 0.4 * 175 = 23.33 specialists, rounded up to 24. This gave me 8 "missed" Specialists, for final counts of 62 officers and 32 specialists.
From earlier, for 50 guards the mod count is 20 Officers and 7 Specialists, with 2 missed Specialists for final counts of 18 Officers and 9 Specialists.
Based on these results, the actual formula seems to be:
TargetPromotedGuards = (RatioOfficer * NumGuards) + (RatioSpecialist * RatioOfficer * NumGuards)
TargetOfficers = (2 * TargetPromotedGuards) / 3
TargetSpecialists = TargetPromotedGuards / 3
This formula is what I'm using in the latest update of my mod.
With completely manual promotion, you got 17 officers for 50 guards instead of 18, so there are still rounding differences between my mod and manual promotion. But I think I'll leave it as is for now.
17 officers,
9 specialists,
24 seniors.
It did not let me change anything else.
Meaning that the rate of officers to seniors is 24*0,4=9,6 So that is false.
If we take all guards 50*0,4=20
officers to specialist is 17*0,33=5,61 so that is also false.
If we take all guards 50*0,33=16,5 or 50*0,4*0,33= 6
Not one of these calculations are exactly as they should be.
It's a shame you have to press "ok" after each ranking or it doesn't save.
So yeah I think it's bugged. (Not your mod, the game itself)
You have to pay your promoted guards more, as stated in the description. Otherwise I don't think there are any serious issues. If you decide you don't like the pay increase or if something else happens, you can revert them all back to Senior Guards (which is the rank they all have when they pass tazer training).
If you encounter any serious issues, please feel free to comment.
But hey you did change it in the direction I asked so I'm happy, thank you dude for taking the time!
However, if I use these ratios, the game UI allows me to promote 2 more Officers to Specialists after using Rank Eligible Guards. More research needed.
From what you are saying, 0.33 refers to number of specialists / number of officers, not number of specialists / number of guards. But if I set the ratios this way, I get many officers who are eligible to become Specialists according to the game UI, showing that I haven't reached the max number of Specialists.
I've updated so that Officers and Specialists are now counted separately. In a prison of 50 guards who have all been in the prison for 20 days or more, 17 are specialists (0.34) and 20 are Officers (0.4) for a total of 37 promoted guards.
Unintended behaviour from using Ranked Eligible Guards more than once should be fixed.
With 8 guards, 1 was able to be put on specialist officer, and 3 others to officers, the rest were senior guards.
In my understanding, if you had 10 guards, all of which that have been in your prison for 20 days,
you would be able to to put 4 of them to officer, and 1 to specialist officer. (and another 0,33 Specialist officer).
But that's just my understanding.
I did rank them more than once.
Pushed an update. Try setting all guards to Senior and then clicking Rank Eligible Guards again.
I interpreted the 0.4 ratio for Officers to mean 0.4 of your guards can be *Officers and up*, meaning that Officers who are promoted to Specialists don't free up an Officer position. But you would still expect to have some Officers to make up the difference between 0.3 and 0.4, and that's what I got when I tested it.
Were any of the Seniors eligible to become Officers according to the game UI? If yes, it's possible my interpretation is mistaken. If no, most likely the Seniors just aren't eligible.
Also, did you use Rank Eligible Guards more than once? Looking at my code again, there is a potential flaw there.
More precisely, is it on purpose that all eligle guards get set to the highest rank they can get without the ratio?
I had a prison with over 200 guards and all of them were either set to Specialist Officer or Senior, not one of them was Officer. Was that on purpose?
Either way thanks for the mod, it definitely helps.