Métier (labor) : Différence entre versions
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Version du 8 mars 2014 à 15:42
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Le métier (labor) désigne l'ensemble des tâches qu'un nain est autorisé à faire. Les tâches (job) désignent quant à elles l'occupation du nain à l'instant 't' quand il travaille.
Chaque nain a un ou plusieurs métiers différents. L'efficacité et la rapidité du nain dans un métier sont déterminées, entre autres, par son niveau de compétence (skill) dans ce métier. Le seul moyen de devenir expérimenté dans une compétence est l'exercice de cette compétence dans les tâches quotidiennes. A l'inverse, une compétence inutilisée pendant un certain temps se perd peu à peu : elle devient maintenant rouillée (rusty) puis très rouillé (very rusty) après une certaine période. Les effets exacts sont inconnus pour le moment mais si un nain cesse d'utiliser une compétence qui passe au statut 'très rouillée' pendant une longue période, les points d'expérience du nain pour cette compétence diminuent.
Sommaire
Efficacité du travail
L'efficacité du travail d'un nain dépend essentiellement de deux choses: sa maîtrise d'une compétence, et son état de santé lorsqu'il effectue son travail.
Niveaux de compétence
Les niveaux de compétence sont :
Nom anglais | Nom français |
---|---|
Dabbling | Amateur |
Novice | Novice |
Adequate | Adéquat |
Competent | Compétent |
Skilled | Qualifié |
Proficient | Efficace |
Talented | Doué |
Adept | Versé |
Expert | Expert |
Professional | Professionnel |
Accomplished | Accompli |
Great | Génial |
Master | Maitre |
High Master | Haut maître |
Grand Master | Grand Maitre |
Legendary | Légendaire |
Influence de l'état de santé
Les nains au statut 'affamé', 'assoiffé' ou 'somnolent' travaillent moins vite et moins bien. Pour les taches comme la coupe du bois ou la fonderie ce n'est pas important, mais pour la production de statues d'aluminium...
Liste des compétences
Skills, Attributes and Traits
Skills: are trained by being used in some activity. train attributes. the same attribute can be trained by various skills. it's assumed that the skills also use some of the attributes that they train. certain skills are required or important for certain noble, military and civilian professions. certain professions require several skills. the same skill can be used by various professions. are increased by Preferences, but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level. Traits: cannot be modified in-game.Verify affect which social skills gain experience (if the dwarf has X trait it will not gain experience in X skill) at all. have other in-game effects that can be useful for certain professions. give thoughts when performing certain activities. To summarize it goes like this: Trait --> Skill <--> Attribute
| ^ v |
effect |
| v '--> Profession
Since the same skills can be used by various professions, and the same attributes are trained by various skills, this allows for cross-training. Being traits the unmodifiableVerify, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to: avoid appointing a dwarf that will never learn a certain skill to a profession that uses it: appointing a straightforward dwarf as a broker will result in a consoler, non-flatterer, non-liar broker. appoint a dwarf with an useful effect given by a trait to a profession that benefits from it: appointing an undisciplined dwarf to an important job will result in fun. appointing an angry dwarf to soldier will result in more enraged bonuses.
[edit]Skill Rust
Every skill has the following set of improvement and decay counters, which are caste specific: [SKILL_RATE] (Default is [SKILL_RATE:100:8:16:16])
- % of improvement points you get (Default 100)
- unused counter rate (Default 8)
- rust counter rate (Default 16)
- demotion counter rate (Default 16)
The unused counter starts incrementing while a dwarf isn't using a skill. Once it reaches the cap, it will reset to zero, and the rust counter rate will increment by 1. This continues until the rust counter's cap is reached, and then the demotion counter is incremented by 1, and the rust counter is reset to zero. When the demotion counter finally reaches its cap, a 'layer' of rust is added to the skill, and the demotion counter is reset to zero. The Rusty and V.Rusty descriptions which are appended to a skill within Dwarf Fortress are determined by the following conditions: Rusty: A skill level greater than 0 and less than 4, and the skill level * 0.5 <= the number of rust layers. Very Rusty: A skill level greater than or equal to 4, and the skill level * 0.75 <= the number of rust layers. For example, a level 3 skill with 4 layers of rust: 3 * 0.5 = 1.5 which is less than the 4 layers of rust, so it's a Rusty skill. A level 8 with 6 layers of rust: 8 * 0.75 = 6 which is equal to the layers of rust, so it's a Very Rusty skill. In testing it appears that the layers of rust are limited to a maximum of 6. If the counters reach the maximum and it attempts to increase to a 7th layer of rust, all counters are stopped, and the 'Rusty' and 'V. Rusty' descriptions are erroneously removed from the skill descriptions within Dwarf Fortress.