Re: SOTL Exploration v0.4 [WIP, 1.83 required]
Posted: Sun May 30, 2021 8:27 pm
Altmap was highly experimental - in part, a testbed for when I was developing the scenario code at all, in part a place to test wacky ideas like NPC torus or a new equipment model - and crucially, not remotely finished. So the answer to "why does it do that" is probably "I don't know, it's probably at best a placeholder". If it's playable at all it's only by coincidence...
So far as including other OXPs in it goes, the current loader OXP has
You'll notice that unlike SOTL, I never bothered putting a tag in it. (Here's SOTL's)
So you can mark an OXP as SOTL-compatible (not that many will be) by adding "sotl-exploration-extension" to the tag list in its manifest. You can't do that for Altmap.
What you can do is just add extra manifest IDs to the scenario restriction, so changing the "Scenarios/sotl-normal.oolite-save" to have
would allow the Ship's Library OXP to be included, and then just keep doing that by ID for any other OXP you want including. Then start a new game (or do the same manual edit to an existing savegame, if you like) and that OXP will also be loaded if present (but ignored if not)
Basically the higher-level idea here is that compatibility can be declared both ways
- the scenario OXP author can explicitly mark by id other OXPs as compatible.
- the scenario OXP author can (and for anything more released than Altmap probably should unless they're wishing to retain complete control) provide a tag so that future OXP authors can mark their OXPs as compatible with the scenario.
-=-=-=-=-
- define systems, determine habitability for various species (which the planet colours should hint at)
- reverse-engineer home systems based on top habitability in the chart, except for humans who got in early
- add some early colonies for each species in two waves
- invent the galactic hyperdrive, start people meeting up and agreeing united species treaties, overall capital system in chart 3 (no homeworlds), embassy system in other charts (picked based on "least unfavourable")
- lots of cross-chart colonies taking systems suitable for their species that the native species didn't want
- a few passes of cooperative colonisation and some terraforming
- a bit more consolidation
- "not Thargoid" invasion wave from "outside", lots of destruction, increased militarisation, refugee colonies, etc. partial breakdown of central order
- that finalises the populations of the systems, and then it sets the economies based on habitability, resources, and history
- give each system influence points based on its population, and some historic bonuses, use those to spread out the various alliances from natural hubs until they meet at borders or run out of influence. Expanding influence past bottlenecks is extremely difficult.
- apply governments to regionalised systems based on history, some vague cultural preferences from the species, and influences from their regional leader. Certain systems end up at earlier stages being marked as "outsiders" and those tend to get the weirder government types.
- then go back and define the regions retrospectively based on their political coherence - is it plausible that the "lead" system is enforcing its will on the rest, or are the politics more split suggesting that this is an area bound together by economic or cultural/historic interests.
- fill in the governments for the non-regional systems
- certain systems near political alliances can end up in "Civil War" as pro- and anti- joining forces fight.
- other systems between alliances, especially in bottlenecks, can end up as "independent hubs"
- do a little bit of cleanup to make sure economic/political mismatches are sorted
- set up trade routes based on the imports and exports of the various economies, which the NPC freighters follow
- set up stability levels (influenced by population, economy, government, region type, history, etc.) which would, if there were any, determine piracy levels.
- fill in system names mostly based on the first species to inhabit (you'll see some partial constellations showing up in sectors around homeworlds)
- give the species names (they are, underneath, the Oolite species) and name the regions
- based on all of the above history, write the system descriptions
- finish off some other planetinfo.plist properties (which would at some point have included more main station types, reflecting the size and history of the system)
Some of the alliances probably are at war or at least cold war, I don't think I'd got as far as defining that much.
I can stick the map builder code up somewhere if people are interested.
Starting cash: for easy debugging.
Recommended loadout: no idea, I didn't get that far. You can probably get by without a weapon unless you're planning to *be* the pirate, though.
So far as including other OXPs in it goes, the current loader OXP has
Code: Select all
<key>scenario_restriction</key>
<string>id:oolite.oxp.cim.sotl.altmap;exc:trade-goods.plist;exc:world-scripts.plist;exc:equipment.plist;exc:shipdata.plist;exc:shipyard.plist;exc:planetinfo.plist</string>
Code: Select all
<key>scenario_restriction</key>
<string>id:oolite.oxp.cim.sotl.exploration;exc:world-scripts.plist;exc:crosshairs.plist;exc:equipment.plist;exc:shipdata.plist;exc:shipyard.plist;exc:trade-goods.plist;tag:sotl-exploration-extension</string>
What you can do is just add extra manifest IDs to the scenario restriction, so changing the "Scenarios/sotl-normal.oolite-save" to have
Code: Select all
<key>scenario_restriction</key>
<string>id:oolite.oxp.cim.sotl.altmap;exc:trade-goods.plist;exc:world-scripts.plist;exc:equipment.plist;exc:shipdata.plist;exc:shipyard.plist;exc:planetinfo.plist;id:oolite.oxp.cim.ships-library</string>
Basically the higher-level idea here is that compatibility can be declared both ways
- the scenario OXP author can explicitly mark by id other OXPs as compatible.
- the scenario OXP author can (and for anything more released than Altmap probably should unless they're wishing to retain complete control) provide a tag so that future OXP authors can mark their OXPs as compatible with the scenario.
-=-=-=-=-
As far as "intended" setting, something like the "not in the manual" history I wrote for Oolite, but set a few centuries later than Oolite is probably about right... the map generator goes as follows, which is probably as good a recap as you'll get...:2) Is there any way of getting the "background knowledge" that someone growing up in the world would have before setting off in their new Kodiak? History of the politics? Where to expect pirates? Significance of economy types? Was everything civilised and then it all went to pot? What are these various species? Etc.
- define systems, determine habitability for various species (which the planet colours should hint at)
- reverse-engineer home systems based on top habitability in the chart, except for humans who got in early
- add some early colonies for each species in two waves
- invent the galactic hyperdrive, start people meeting up and agreeing united species treaties, overall capital system in chart 3 (no homeworlds), embassy system in other charts (picked based on "least unfavourable")
- lots of cross-chart colonies taking systems suitable for their species that the native species didn't want
- a few passes of cooperative colonisation and some terraforming
- a bit more consolidation
- "not Thargoid" invasion wave from "outside", lots of destruction, increased militarisation, refugee colonies, etc. partial breakdown of central order
- that finalises the populations of the systems, and then it sets the economies based on habitability, resources, and history
- give each system influence points based on its population, and some historic bonuses, use those to spread out the various alliances from natural hubs until they meet at borders or run out of influence. Expanding influence past bottlenecks is extremely difficult.
- apply governments to regionalised systems based on history, some vague cultural preferences from the species, and influences from their regional leader. Certain systems end up at earlier stages being marked as "outsiders" and those tend to get the weirder government types.
- then go back and define the regions retrospectively based on their political coherence - is it plausible that the "lead" system is enforcing its will on the rest, or are the politics more split suggesting that this is an area bound together by economic or cultural/historic interests.
- fill in the governments for the non-regional systems
- certain systems near political alliances can end up in "Civil War" as pro- and anti- joining forces fight.
- other systems between alliances, especially in bottlenecks, can end up as "independent hubs"
- do a little bit of cleanup to make sure economic/political mismatches are sorted
- set up trade routes based on the imports and exports of the various economies, which the NPC freighters follow
- set up stability levels (influenced by population, economy, government, region type, history, etc.) which would, if there were any, determine piracy levels.
- fill in system names mostly based on the first species to inhabit (you'll see some partial constellations showing up in sectors around homeworlds)
- give the species names (they are, underneath, the Oolite species) and name the regions
- based on all of the above history, write the system descriptions
- finish off some other planetinfo.plist properties (which would at some point have included more main station types, reflecting the size and history of the system)
Some of the alliances probably are at war or at least cold war, I don't think I'd got as far as defining that much.
I can stick the map builder code up somewhere if people are interested.
Starting cash: for easy debugging.
Recommended loadout: no idea, I didn't get that far. You can probably get by without a weapon unless you're planning to *be* the pirate, though.