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#1
HHS+ / Re: Feature requests and wishl...
Last post by TBBle - Today at 03:50 PM
Quote from: Reinyn on Today at 11:19 AMCould you please explain to me how the teachers build up their skills? Honestly i normally just select all classes for each teacher but i don't really know what the benefits and drawbacks are for that choice. To me it just seems easier that way because you have more options for lessons to give.

In a general sense, the teacher's skill is determined by their teaching experience in that subject, experience in that subject area and related subject areas, and their stats. The mix varies by subject, some are heavily based on direct experience, and some are mostly about the teacher's stats, e.g. education level.

The Principal's Primer tells you which subjects belong to which subject family, but there's also some overlap, e.g., Physics is a Physical Science, but is also influenced by the Mathematics subject family.

When you look at the Teacher Assignments UI, at the bottom of the screen when you hover over a subject assignment box, it shows two bars. I'm not totally sure exactly what goes into the first one (It's not just raw teaching experience, I think it's taking subject-area experience into account too in some way, I couldn't actually find a combination of numbers that matched it), but the second bar "General Qualification" tells you how good they are at teaching that subject, taking all influences into account.

When teaching, their direct subject experience goes up, as does their "subject family" experience. The other things that influence their teaching outcomes in a subject are also generally improved by teaching that subject, but at a lower rate.

So generally the best teachers to have teaching a subject are the ones who have good general qualification and as a tie-breaker, lower experience, because that suggests that as their experience grows in that subject, they'll have a higher peak. You also ideally want teachers who're teaching multiple subjects in the same subject family, to get synergy in their subject family experience. (The attributes often overlap too).

However, in the details, this can sometimes go wrong when the subject's success is heavily tied to attributes, and only minimally tied to scores. It's not super-clear from in-game data,

In summary, since experience is per-subject and teacher improvement over time is going to be related to which subjects they teach, you want teachers to be fairly focussed in what they're teaching.

I generally have only one teacher teaching a given subject at a time if possible; although sometimes I need to double-up to make the schedule work temporarily, for example for a teacher whose best subjects are unlocked later, so they'd otherwise either be teaching subjects they're bad at, or overteaching subjects that aren't a priority.

I did a worked example (with numbers pulled from the game data) at https://henthighschool.net/hhs/gameplay-questions-38/msg5343/#msg5343 for "Who are the best teachers for Physics and Chemistry", and hacked together a proof-of-concept mod that will let a teacher explain what affects their General Qualification in a subject they're teaching at https://henthighschool.net/hhs-mods/mod-1-10-6-0-poc-5p-proper-principalling-prevents-poor-pteaching/msg4827/#msg4827. I thought I had a more-complete explanation somewhere, but can't find it now. It might have been on the old forums...
#2
HHS+ / Re: Feature requests and wishl...
Last post by Reinyn - Today at 11:19 AM
Quote from: grey_shadow on Today at 12:56 AM
Quote from: Reinyn on May 18, 2024, 02:06 PMI don't know if it is possible or not but maybe a select all button in the teacher assignments tab.
(The tab where you select which classes the teachers should teach)

That seems like it would be a bad idea. While you can, potentially, build all the teachers up to be expert in every subject, it's a lot more efficient, particularly early on, to have teachers specialise so they can rapidly build their expertise in a small number of subjects.

Having a button to make it easier to make a bad choice in the game strikes me as poor design - actively setting a trap for the player.
Could you please explain to me how the teachers build up their skills? Honestly i normally just select all classes for each teacher but i don't really know what the benefits and drawbacks are for that choice. To me it just seems easier that way because you have more options for lessons to give.
#3
HHS+ / Re: [Tool] Tiquionophist's Cla...
Last post by ⚧ Squark - Today at 10:59 AM
I see. That's unfortunate but thanks.
#4
HHS+ / Re: [Tool] Tiquionophist's Cla...
Last post by DeniedInMontana - Today at 05:18 AM
I know it can add Lexville teachers as is, and you can manually enter individual custom teachers - however, it does not load any Compendium teachers or their info, nor any teachers from other mods.  I tried loading with teachers from both, and no data is loaded into the scheduler.  I then tried manually entering teacher names as listed, then importing again - still no information.
#5
HHS+ / Re: Feature requests and wishl...
Last post by grey_shadow - Today at 12:56 AM
Quote from: Reinyn on May 18, 2024, 02:06 PMI don't know if it is possible or not but maybe a select all button in the teacher assignments tab.
(The tab where you select which classes the teachers should teach)

That seems like it would be a bad idea. While you can, potentially, build all the teachers up to be expert in every subject, it's a lot more efficient, particularly early on, to have teachers specialise so they can rapidly build their expertise in a small number of subjects.

Having a button to make it easier to make a bad choice in the game strikes me as poor design - actively setting a trap for the player.
#6
HHS+ / Re: Gameplay questions
Last post by Oakhill - May 18, 2024, 05:56 PM
Is there any way to remove the band aids and nipple rings from the paper dolls?
#7
HHS+ / Re: [Tool] Tiquionophist's Cla...
Last post by ⚧ Squark - May 18, 2024, 05:04 PM
Question: does this only work with the vanilla set of teachers or can it extrapolate ones hired from the Compendium mod?
#8
HHS+ / Re: Feature requests and wishl...
Last post by Reinyn - May 18, 2024, 02:06 PM
I don't know if it is possible or not but maybe a select all button in the teacher assignments tab.
(The tab where you select which classes the teachers should teach)
#9
Brothel King / Re: v0.3 Test version (gamepla...
Last post by Mudpony - May 18, 2024, 01:23 PM
Quote from: Goldo on May 17, 2024, 02:37 PMI couldn't reproduce both these bugs, can you confirm the order of events to reproduce? Has anyone else experienced them?
I can't recall exactly what other factors are part of it. I think I had no girls at the farm when I drew the cards. After seeing the summon option, I wanted to see what supercharging it did, so I bought a girl. No open rooms at the brothel, so I sent her directly to the farm. I think I might then have sent a brothel girl to the farm as well after buying the new girl, to use for one of the other cards. But unsure.

What is interesting is that, though the wrong name was used in the events, the newly purchased girl was sent to the institution. So kind of weird that it did know what girl it was using, but for some reason pulled the name wrong.
#10
Brothel King / Re: v0.3 Test version (gamepla...
Last post by 22ndgentlemen - May 18, 2024, 02:13 AM
Quote from: Goldo on May 17, 2024, 02:51 PM
Quote from: 22ndgentlemen on May 17, 2024, 03:36 AMApologies if the wrong spot, but I think my shop is partially busted.  Ignoring it allows me to continue.  Please note, I AM running the Trait King mod, but I do not think it does anything to change the shop.

EDIT:  None of my shops are updating at all.  Was just able to confirm this.

Something replaced the random module in your game with an integer. You can verify this by calling the console from the error screen or with Shift+o and typing 'random' (without quotes).

The only place in the code as far as I can tell that could cause issues with the 'random' variable name is the MC.gain_resource() method, however that argument is in a local namespace, never used, and never as an integer anyway. So I have to guess that the problem is caused by your mods.

Dang, well it had to happen at some point running a 0.2 mod on a 0.3 game lol.  Thanks for looking into it.