I know there is a work-around for this involving setting bonus tokens as the endpoint, but that doesn't account for potential breakthroughs.
When building new players, I like to set their training bars to end at a certain percentage so that I can ultimately get them to >98% so that a single light-train at a high-capped value will give them a +1. Unfortunately, this gets offset by breakthroughs along the way.
I think we should be able to have two training endpoints to use, have it stop when either or both of them are met (Boolean operator, baby!), and add training % as an endpoint. For instance, if I want to train my brand-new player's primary attribute to 32 and 85% training, or have it stop at 32 or when he gets to a certain bonus token level to unlock things, I'd like to be able to.
I also think we should replace the drop-down box with a number entry field, which would allow it to go greater than 100. Set it only to allow a whole number 1-255. That will let you train up to a certain bonus token amount and make it easier to navigate on phones/PDAs.
I further think (credit jimbcnu) that instead of the existing ≥ operator, we should be able to have the option not to train something beyond a certain endpoint, essentially replacing "has reached" with "would reach" or a less than operator. For example, if you did not want to train your player to exceed 99%, then it would not train him if his current percentage plus his expected training gain would exceed that number.
Automatically perform this training nightly until [Agility] ...........[has reached] [32] or greater
[on/off] ................... [and/or] ........................... until [Training %] ..[would reach] [99] or greater
Sound good?
When building new players, I like to set their training bars to end at a certain percentage so that I can ultimately get them to >98% so that a single light-train at a high-capped value will give them a +1. Unfortunately, this gets offset by breakthroughs along the way.
I think we should be able to have two training endpoints to use, have it stop when either or both of them are met (Boolean operator, baby!), and add training % as an endpoint. For instance, if I want to train my brand-new player's primary attribute to 32 and 85% training, or have it stop at 32 or when he gets to a certain bonus token level to unlock things, I'd like to be able to.
I also think we should replace the drop-down box with a number entry field, which would allow it to go greater than 100. Set it only to allow a whole number 1-255. That will let you train up to a certain bonus token amount and make it easier to navigate on phones/PDAs.
I further think (credit jimbcnu) that instead of the existing ≥ operator, we should be able to have the option not to train something beyond a certain endpoint, essentially replacing "has reached" with "would reach" or a less than operator. For example, if you did not want to train your player to exceed 99%, then it would not train him if his current percentage plus his expected training gain would exceed that number.
Automatically perform this training nightly until [Agility] ...........[has reached] [32] or greater
[on/off] ................... [and/or] ........................... until [Training %] ..[would reach] [99] or greater
Sound good?
Edited by dmfa41 on Jan 7, 2011 16:25:41
Edited by dmfa41 on Dec 11, 2010 19:19:10 (credit jimbcnu and marcello's thread)
Edited by dmfa41 on Dec 11, 2010 19:18:11 (Add "would reach" option)
Edited by dmfa41 on Dec 11, 2010 19:08:33 (Add free text, merge with other thread)
Edited by dmfa41 on Nov 19, 2010 12:27:18