The Feudal States

Discussion and information relevant to creating special missions, new ships, skins etc.

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DGill
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Re: The Feudal States

Post by DGill »

Balisongdalo wrote: Fri Dec 27, 2024 9:27 pm
I'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!
Ok, I've sent you a PM with the links. Any problems give me a shout.
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phkb
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Re: The Feudal States

Post by phkb »

DGill wrote: Fri Dec 27, 2024 11:20 pm
Ok, I've sent you a PM with the links. Any problems give me a shout.
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.
FeudalStates_shipdata.zip
(21.89 KiB) Downloaded 5 times
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Re: The Feudal States

Post by DGill »

phkb wrote: Tue Jul 01, 2025 9:52 pm
There's a small problem with the shipdata.plist file
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],
            }
        ],
    };		
	}
};
(missionVariables.feudal_Enfeoff_estate is true if the player has been awarded an estate to manage.)

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?
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Cholmondely
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Re: The Feudal States

Post by Cholmondely »

DGill wrote: Fri Dec 27, 2024 11:20 pm
Any problems give me a shout.
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?
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Re: The Feudal States

Post by phkb »

DGill wrote: Wed Jul 02, 2025 4:32 pm
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?
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;
(I'll add it to my copy as well, so it will be included in future releases).

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();
    }
Now it doesn't matter which function is called first. If your mission script runs first, it will force-execute the Feudal_PlanetFall2 script to run, which will then autodelete itself and so won't be run twice by the normal startUp processing. If Feudal_PlanetFall2 runs first, it will auto-delete itself after running, so when feudal-mission runs there won't be a startUp script to run, so it will just continue on anyway.
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Re: The Feudal States

Post by DGill »

Cholmondely 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
On my PC I get similar for P.A.D. Once under the GALCOP category - presumably related to GALCOP Missions
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.
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Re: The Feudal States

Post by DGill »

phkb wrote: Thu Jul 03, 2025 1:01 am


To get your overrides to happen in the right order, you could do the following:
Thank you - I've made the changes suggested.
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