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skills, colonists, config & questions

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Anonymous
2003-02-04
2015-11-13
  • Anonymous

    Anonymous - 2003-02-04

    Hi there,

    Nice piece of simulation, you have made.

    I started with maximal settings (15 settlements, 150 colonists, 30 vehicles) and made a list of skills of the colonists. some observations:

    1. there are less than 150 colonists in the simulation (approx: 132)
    2. almost every colonist skills in areology and mechanics first. After 2 martian months about 98% of the colonists have those skills at 2+)

    some questions:
    - Is there a FAQ or manual, on how to change configuration of simulation?
    - Do colonists gain skills, beyond those initial 6? (i.e. botany, etc.)
    - Does technology-level of research labs raise over time? What effect does technology-level on research?

    martian snowpig ;)

     
    • Scott Davis

      Scott Davis - 2003-05-01

      Glad you like the simulation. We've worked pretty hard on it.

      I think the max number of people (150) you can set for a new simulation exceeded the number of people listed in the people.xml configuration file.  This was an oversight on our part.  If you add more people to the configuration file, it should increase the number in the simulation up to 150.

      When a settler is created, unless specified in the people.xml configuration file, they are given a random set of skills.  As they perform tasks throughout the simulation, they build up experience in skills related to those tasks and this eventually raises their skill level.  Higher skill levels help them perform these tasks more efficiently.

      For example, the areology skill is improved when the settler researches rock samples in a lab.  They go on rover missions to collect more samples when their supplies get low.

      The mechanic skill is improved as a settler repairs and maintains settlements, rovers and equipment.

      The settlers currently have a limited number of possible skills and they are all related to tasks the settlers can perform.  As we add more tasks we will add more corresponding skills.

      There is no upward limit to a settler's skill levels in a given skill, but the amount of experience needed to reach the next level doubles every level.  This effectively limits the skill levels a settler achieves.

      In the current version (2.74) of the Mars Simulation Project, research labs are fixed in tech level and research specialities.  In the next version we'll have several different sized settlements, some with larger labs. 

      Tech levels in labs should improve the efficiency of research there.  We plan on doing more with this in future versions.

      We have a user's guide on the project's Web site, but it only covers the UI tools.  The XML configuration files in the conf directory are editable have comments describing each simulation parameter.  You'll have to create a new simulation for them to go into effect, though.

      These configuration files will be changed around a bit in the next version, and hopefully we'll have a bit better documention with them.

      Thanks,

      Scott Davis
      Mars Simulation Project
      http://mars-sim.sourceforge.net
      scud1@users.sourceforge.net

       

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