Ok, I've sent you a PM with the links. Any problems give me a shout.Balisongdalo wrote: ↑Fri Dec 27, 2024 9:27 pmI'd also like to try it out, as feudal states is one of my most played oxp's, the estate management is a welcome addition!
The Feudal States
Moderators: winston, another_commander
Re: The Feudal States
- phkb
- Impressively Grand Sub-Admiral
- Posts: 5222
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: The Feudal States
There's a small problem with the shipdata.plist file from the Feudal_States_Extended.oxp. Some of the ship keys are duplicates from Dictators and then create problems with spawning.
Here's and adjusted shipdata.plist which should clear up the issue.
Re: The Feudal States
Thank you, I was not aware of the issue.
The version of Feudal_States_Extended you have has lots of scripting errors. I have updated and corrected most of the ones I'm aware of but still two to sort out.
Regarding planetfall 2 compatibility I have the script in feudal-mission.js
Code: Select all
this.startUp = function () {
var pf = worldScripts.PlanetFall2;
if(missionVariables.feudal_mission_home == "Digebiti" && missionVariables.feudal_Enfeoff_estate) {
pf._locationOverrides["0 96"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "capitalCity", "capitalCity", "planetFall2_mainSurface_FSEstate"],
names: ["Sir Ffoliot Cary Port, Lesser Walsingham (Royal Court)", "Lesser Walsingham (Capital City)","Lancaster (City)", "Greater Walsingham (Cathedral)", missionVariables.feudal_Enfeoff_estate],
}
],
};
}
else
{
pf._locationOverrides["0 96"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "capitalCity", "capitalCity"],
names: ["Sir Ffoliot Cary Port, Lesser Walsingham (Royal Court)", "Lesser Walsingham (Capital City)","Lancaster (City)", "Greater Walsingham (Cathedral)"],
}
],
};
};
// >>>>>>>>>>>>>>>>>>>>>>>>>>>>>
if(missionVariables.feudal_mission_home == "Aronar" && missionVariables.feudal_Enfeoff_estate) {
pf._locationOverrides["0 73"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "planetFall2_mainSurface_FSCathedral", "planetFall2_mainSurface_FSCasino", "planetFall2_mainSurface_FSEstate"],
names: ["van de Spiegel Port (Royal Court)", "van Duijvenbode Port (Capital City)", "Giles's Grotto (Shrine)", "Casino Straits (City)", missionVariables.feudal_Enfeoff_estate],
}
],
};
}
else
{
pf._locationOverrides["0 73"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "planetFall2_mainSurface_FSCathedral", "planetFall2_mainSurface_FSCasino"],
names: ["van de Spiegel Port (Royal Court)", "van Duijvenbode Port (Capital City)", "Giles's Grotto (Shrine)", "Casino Straits (City)"],
}
],
};
};
// >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
if(missionVariables.feudal_mission_home == "Edzaon" && missionVariables.feudal_Enfeoff_estate) {
pf._locationOverrides["0 159"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "planetFall2_mainSurface_FSCathedral", "planetFall2_mainSurface_FSEstate"],
names: ["Bamburgh (Royal Court)", "Newcastle (Capital City)", "Durham (Cathedral)", missionVariables.feudal_Enfeoff_estate],
}
],
};
}
else
{
pf._locationOverrides["0 159"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "planetFall2_mainSurface_FSCathedral"],
names: ["Bamburgh (Royal Court)", "Newcastle (Capital City)", "Durham (Cathedral)"],
}
],
};
};
// >>>>>>>>>>>>>>>>>>>>>>>>
if(missionVariables.feudal_mission_home == "Tibecea" && missionVariables.feudal_Enfeoff_estate) {
pf._locationOverrides["0 170"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "planetFall2_mainSurface_FSCathedral", "planetFall2_mainSurface_FSShipyard", "planetFall2_mainSurface_FSEstate"],
names: ["La Serenissima Port (Royal Court)", "Phibo Nacci Port (Cathedral City)", "Arsenale (Shipyards)", missionVariables.feudal_Enfeoff_estate],
}
],
};
}
else
{
pf._locationOverrides["0 170"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "planetFall2_mainSurface_FSCathedral", "planetFall2_mainSurface_FSShipyard"],
names: ["La Serenissima Port (Royal Court)", "Phibo Nacci Port (Cathedral City)", "Arsenale (Shipyards)"],
}
],
};
};
// >>>>>>>>>>>>>>>>>>>>>>>>>>>>
if(missionVariables.feudal_mission_home == "Onarmala" && missionVariables.feudal_Enfeoff_estate) {
pf._locationOverrides["6 185"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "planetFall2_mainSurface_FSCathedral", "planetFall2_mainSurface_FSEstate"],
names: ["Jaftra Port (Royal Court)", "Winter Palace (City)", "Avignon (University)", missionVariables.feudal_Enfeoff_estate],
}
],
};
}
else
{
pf._locationOverrides["6 185"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "planetFall2_mainSurface_FSCathedral"],
names: ["Jaftra Port (Royal Court)", "Winter Palace (City)", "Avignon (University)"],
}
],
};
};
// >>>>>>>>>>>>>>>>>>>>>>>>>>>>
var fg = missionVariables.feudal_mission_home_galaxy;
var fp = missionVariables.feudal_mission_homeID;
var fn = missionVariables.feudal_mission_home;
if(fn == "Digebiti" || fn == "Aronar" || fn == "Tibecea" || fn == "Edzaon") {}
else
{
if(missionVariables.feudal_Enfeoff_estate) {
pf._locationOverrides[fg + " " + fp] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "planetFall2_mainSurface_FSEstate"],
names: ["Capital City", missionVariables.feudal_Enfeoff_estate],
}
],
};
}
};
The code seems to works fine probably because the feudal_states_extended loads after Feudal_PlanetFall2.
Is that method OK or is there a correct way of doing it?
- Cholmondely
- Archivist
- Posts: 6162
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: The Feudal States
I've a horrrrrrrendously long, edited descriptions.plist to send to you for Extended (mostly to make it AppleMac friendly). Too long to fit on here without divvying it up. (I've yet to marmalise Tibecea for you, sorry!)
And, two issues.
i) The P.A.D. is not quite working on my AppleMac. I appear thrice - twice as myself (in Player Data and under Persons 1/2) and once as "Commander Jameson" with all the feudal trimmings under Persons 2/2
ii) Might it be possible to change things on the docked F4 screen?
On landing at the spaceport at Onarmala I found three entries under "Contracts" - Royal Bureau of the Privy Council, Royal Court Offices and Royal Palace Administration Office. Ditto at the Royal Hunting Lodge, again under "Contracts" - Royal Hunting Lodge, Royal Lodge Challenge and Royal Tournament.
But
(i) I don't think that these have anything to do with vulgar "Contracts"
and
(ii) I feel that they should not all be together - the Royal Court Offices and the Royal Palace Administration Offices are not at the Spaceport, but at the Royal Palace.
Perhaps under "Activity"? (like "Disembark from your ship", "Log onto BBS", "Visit the station bar" etc.) - see https://wiki.alioth.net/index.php/F4_pa ... nterfaces)
I've also one or two suggestions for the flitter screens. Which look absolutely superb, by the way!
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 5222
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: The Feudal States
From PlanetFall2's point of view, as long as the overrides have been added in startUp, everything should be fine.
To get your overrides to happen in the right order, you could do the following:
Add this line of code to the end of the startUp function in "Feudal_PlanetFall2"
Code: Select all
delete this.startUp;
Then in the startUp function in "feudal-mission.js", add these lines at the top of the function:
Code: Select all
if (worldScripts.Feudal_PlanetFall2.startUp) {
// force the startUp function to execute first
worldScripts.Feudal_PlanetFall2.startUp();
}
Re: The Feudal States
On my PC I get similar for P.A.D. Once under the GALCOP category - presumably related to GALCOP MissionsCholmondely wrote: ↑Wed Jul 02, 2025 6:35 pm
i) The P.A.D. is not quite working on my AppleMac. I appear thrice - twice as myself (in Player Data and under Persons 1/2) and once as "Commander Jameson" with all the feudal trimmings under Persons 2/2
and twice under the PERSONS category the first entry seems generic then my added feudal systems player data. I presume if some one else has an oxp that uses P.A.D. it will also put info in the PERSONS category confusing the issue even further.
The problem seems to be how P.A.D. is coded but it is too complicated for me to fathom.
It would be nice if one could define a seperate categories so each oxp (such as Feudal States) could have their own place to display data. It may have such capability - I don't know.
phkb recently added a new category to P.A.D.for storing and displaying GNN notices perhaps he could advise if anything can be done to improve the situation.