Page 31 of 46

Re: The Feudal States

Posted: Mon May 09, 2011 7:13 am
by DGill
Ramirez wrote:
Ok I've now included tournament-related updates in a version v1.11 available from my site.
Thanks for the update, couple of points:

should the line in feudal-challenger.js, if(player.ship.equipmentStatus("EQ_ENERGY_BOMB") == "EQUIPMENT_OK") be if(player.ship.equipmentStatus("EQ_FS_BOMB_PLACEHOLDER") == "EQUIPMENT_OK") ?

and did you intend missing Rileaa from the shipdata.plist ?

Re: The Feudal States

Posted: Mon May 09, 2011 7:16 pm
by Ramirez
You're right on both counts. One of the energy bomb references should instead be the placeholder, and Rileaa does appear to have gone AWOL from the shipdata. I've applied a quick fix to the same version.

Re: The Feudal States

Posted: Wed May 25, 2011 12:31 am
by Spartan
Just a heads up, I keep seeing the following two statements in the log:

18:04:40.625 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (feudal-promotion.js 4.0): TypeError: player.ship.dockedStation is null
18:04:40.625 [script.javaScript.exception.unexpectedType]: ../AddOns/The_Feudal_States_v1.11.oxp/Scripts/feudal-promotion.js, line 28.

and again:

18:25:06.187 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (feudal-promotion.js 4.0): TypeError: player.ship.dockedStation is null
18:25:06.187 [script.javaScript.exception.unexpectedType]: ../AddOns/The_Feudal_States_v1.11.oxp/Scripts/feudal-promotion.js, line 28.

Edit:
Oolite 1.75.2
TFS 1.11

Re: The Feudal States

Posted: Mon May 30, 2011 2:39 pm
by Ramirez
I've made some small updates to fix the log issues; pick up the latest version from my site.

Re: The Feudal States

Posted: Tue May 31, 2011 4:10 am
by Spartan
Thanks, will do.

Re: The Feudal States

Posted: Wed Nov 30, 2011 6:57 pm
by BraveSnave
I've searched this and other threads but haven't found anything that addresses my situation, but I'm sorry if I'm repeating something from somewhere else (I've not much experience with bulletin boards):

First of all Feudal States is the coolest OXP I've tried so far. Super fun.

Here's my bizarre technical snag (and totally all my fault!): I've had several pleasant and rewarding battles at the Hunting Lodge. As I'm saving to get my first new ship, this can be a great way to gather credits. So I go back and find an appropriate challenger, and accept a challenge. This brings one to a "start now?" screen. For some incomprehensible reason, instead of hitting "enter" to launch and start battle, I hit "1" instead. This also meant I launched, but there was no enemy to be found. So then I went back and figured I had to get to that "start now" screen again somehow, but when I return to the lodge and hit 8, all I get are the market prices!

So, figuring maybe it would reset itself if I left the system and came back, I tried that. No dice. Then, eventually, I tried going to a different Feudal system with a lodge. No dice. Then I tried removing the OXP folder, starting back up, flying around and saving the game, and then putting the OXP back in. No dice.

So basically this means no more fun at the hunting lodge? Is there any secret "super-reset" technique I could try? Perhaps a galaxy jump? Escape Pod? Or perhaps a file I can modify somehow? It would be a shame to lose Feudal from my Ooniverse!

Any advice or suggestions GREATLY appreciated!

Re: The Feudal States

Posted: Wed Nov 30, 2011 7:15 pm
by Cmdr. Maegil
BraveSnave wrote:
instead of hitting "enter" to launch and start battle, I hit "1" instead. This also meant I launched, but there was no enemy to be found. (...) when I return to the lodge and hit 8, all I get are the market prices!
Oh, look! A bug! :mrgreen:

You'll probably have to hunt down the saved mission variables and find out which one went bye-bye.

And, welcome to the Friendliest Board This Side of Riedquat, Commander.

Re: The Feudal States

Posted: Wed Nov 30, 2011 8:25 pm
by Ramirez
I think this is lazyness on my part by not dealing with the situation where you launch instead of using the menu options to exit the lodge. I admit it's not very user-friendly and I've noted it as a fix. I'd apply it now but I want to check whether the same issue crops up in the other elements of The Feudal States.

Quickest way to do a super reset is to open the save game in notepad and find the 'mission_feudal_challenger' variable. At the moment it should say ACCEPTED; if you change this to NONE_SET you'll be able to go back into the lodge and take on a new challenge.

Re: The Feudal States

Posted: Wed Nov 30, 2011 8:41 pm
by Cmdr. Maegil
Ramirez wrote:
open the save game in notepad
Doesn't Notepad add file-corrupting metadata?

Re: The Feudal States

Posted: Wed Nov 30, 2011 9:37 pm
by fronclynne
Cmdr. Maegil wrote:
Ramirez wrote:
open the save game in notepad
Doesn't Notepad add file-corrupting metadata?
sed(1), because point & drool doesn't rule.

Re: The Feudal States

Posted: Thu Dec 01, 2011 12:08 pm
by Kaks
Ramirez uses macs so he's blissfully unaware! :)

Either use wordpad (included in windows) or notepad++ (freeware) or any other 'proper' text editor. Notepad is indeed 'evil'... ;)

Re: The Feudal States

Posted: Thu Dec 01, 2011 1:38 pm
by BraveSnave
Thanks - I've not tried messing with the save files yet, but I'll have a go. I actually found a save file from before the problem occurred and carried on from there, which worked out just fine anyway.
Ramirez wrote:
I think this is lazyness on my part by not dealing with the situation where you launch instead of using the menu options to exit the lodge. I admit it's not very user-friendly and I've noted it as a fix. I'd apply it now but I want to check whether the same issue crops up in the other elements of The Feudal States.
It isn't much of a bug to worry about though. It was just habit to launch with a "1" instead of an "enter", but the instructions are all very clear from your end. Great job!

Now I have a Boa Class Cruiser teched out with everything (I had totally forgotten how difficult the game is without those military shields!) and am about to see what all the fuss is about concerning "shipping contracts", which seemed de facto impossible in a cobra since they're always so big. I still have difficulty believing they can become rewarding, but I shall soon see, I suppose.

But I look forward to more feudal explorations, finding a house with a cool crest to take me, doing some tournaments...

And I also look forward to your more recent OXPs when/if I begin to tire of my relatively "vanilla" version.

Awesome! THANKS for all the hard work! You OXP people are crazy!

Re: The Feudal States

Posted: Thu Dec 01, 2011 2:40 pm
by RyanHoots
I just found this OXP, after reading about how profitable it is for good pilots. Thankfully there was a Feudal system within six light years.
I jumped over there, and accepted a challenge. The odds were 0.34:1. Of course, I won easily. Too easily. And then, I only bet 100 creds.
So, I went back (after saving my game at the main station), and accepted a challenge that was 10:1. I wanted a glorious battle, and I got one. :twisted:
This time I had bet 10k, which would leave me with 3k if I lost. But, my strategy is to bet the max and die rather than go broke. It has worked, and I've won every fight, with maximum profits.
Great OXP, Ramirez. :D

Re: The Feudal States

Posted: Thu Dec 01, 2011 4:49 pm
by CommonSenseOTB
BraveSnave wrote:
Awesome! THANKS for all the hard work! You OXP people are crazy!
We are indeed! And welcome to the board BraveSnake. :)

Re: The Feudal States

Posted: Mon Dec 12, 2011 9:22 pm
by Ramirez
Evenin' all. It's been a while since I've been doing any Ooliting but I thought I should do a few updates to the OXP in response to comments. So, I've added some fixes to the mission, challenge and tournament screens to avoid the game-breaking problems you get when launching instead of using the menu options. I've also added a little bit of business that adds a note to the planet descriptions (the F7 screen) identifying those systems that are members of the Feudal States.

The pdf readme is still clocking in at over 6 meg (I still don't know why), so I've kept it separate from the OXP zip file. Also if anyone knows why I still get that funny noise at the end of the piece of music that plays at the royal court then do let me know. The ogg file sounds fine on its own, it's only when played inside Oolite that I hear it.