The Feudal States

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

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Cholmondely
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Re: The Feudal States

Post by Cholmondely »

DGill wrote: Sun Jul 25, 2021 9:32 am
Cholmondely wrote: Sat Jul 24, 2021 11:09 pm

Any chance of your publishing your variant on the Expansions Manager?
Unfortunately it is not a single oxp; its a bit of a mess-up of multiple oxps! One mission uses 'towbar' to haul in a captured thargoid ship, I've altered 'planetary rings' to put the ring around outer planets where I rendezvous with a Thargoid carrier, I've modified fuel station and many other oxps to suit mission gameplay, etc.

The hud is very specific to the feudal states missions and not viable as a stand alone hud. During missions various prompts are displayed, e.g. number of wingmen remaining, whether approaching a hostile or friendly feudal state, etc.
Goodness! So how many OXPs have you actually modified then? (I believe that you can gauge this by seeing how many come up red in the Expansion Manager's list)

By the way, have you seen the new verbiage at
http://wiki.alioth.net/index.php/Royal_Hunting_Lodge
http://wiki.alioth.net/index.php/Sector1/Digebiti
http://wiki.alioth.net/index.php/Tibecea_(Rough_Guide)
http://wiki.alioth.net/index.php/Qutiri_(Rough_Guide)
http://wiki.alioth.net/index.php/Church ... he_Creator
http://wiki.alioth.net/index.php/Eborts ... ucky_charm
your tastes may just run to that sort of thing...
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 DGill »

Cholmondely wrote: Sun Jul 25, 2021 10:17 am
DGill wrote: Sun Jul 25, 2021 9:32 am
Cholmondely wrote: Sat Jul 24, 2021 11:09 pm

Any chance of your publishing your variant on the Expansions Manager?
Unfortunately it is not a single oxp; its a bit of a mess-up of multiple oxps! One mission uses 'towbar' to haul in a captured thargoid ship, I've altered 'planetary rings' to put the ring around outer planets where I rendezvous with a Thargoid carrier, I've modified fuel station and many other oxps to suit mission gameplay, etc.

The hud is very specific to the feudal states missions and not viable as a stand alone hud. During missions various prompts are displayed, e.g. number of wingmen remaining, whether approaching a hostile or friendly feudal state, etc.
Goodness! So how many OXPs have you actually modified then? (I believe that you can gauge this by seeing how many come up red in the Expansion Manager's list)

By the way, have you seen the new verbiage at
http://wiki.alioth.net/index.php/Royal_Hunting_Lodge
http://wiki.alioth.net/index.php/Sector1/Digebiti
http://wiki.alioth.net/index.php/Tibecea_(Rough_Guide)
http://wiki.alioth.net/index.php/Qutiri_(Rough_Guide)
http://wiki.alioth.net/index.php/Church ... he_Creator
http://wiki.alioth.net/index.php/Eborts ... ucky_charm
your tastes may just run to that sort of thing...
Hmm - too many to remember! including Black monks - becomes banker of the feudal states; Moonshine distillery - becomes hoopy casino; Thargoid wars - becomes incorporated as a mini mission; Random Hits; Towbar; Troomp - incorporated to provide trading information in one of the missions; plus various stations, ships and any other nice bits of code I found interesting.
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Re: The Feudal States

Post by Cholmondely »

DGill wrote: Sun Jul 25, 2021 10:55 am
Cholmondely wrote: Sun Jul 25, 2021 10:17 am
DGill wrote: Sun Jul 25, 2021 9:32 am


Unfortunately it is not a single oxp; its a bit of a mess-up of multiple oxps! One mission uses 'towbar' to haul in a captured thargoid ship, I've altered 'planetary rings' to put the ring around outer planets where I rendezvous with a Thargoid carrier, I've modified fuel station and many other oxps to suit mission gameplay, etc.

The hud is very specific to the feudal states missions and not viable as a stand alone hud. During missions various prompts are displayed, e.g. number of wingmen remaining, whether approaching a hostile or friendly feudal state, etc.
Goodness! So how many OXPs have you actually modified then? (I believe that you can gauge this by seeing how many come up red in the Expansion Manager's list)

By the way, have you seen the new verbiage at
http://wiki.alioth.net/index.php/Royal_Hunting_Lodge
http://wiki.alioth.net/index.php/Sector1/Digebiti
http://wiki.alioth.net/index.php/Tibecea_(Rough_Guide)
http://wiki.alioth.net/index.php/Qutiri_(Rough_Guide)
http://wiki.alioth.net/index.php/Church ... he_Creator
http://wiki.alioth.net/index.php/Eborts ... ucky_charm
your tastes may just run to that sort of thing...
Hmm - too many to remember! including Black monks - becomes banker of the feudal states; Moonshine distillery - becomes hoopy casino; Thargoid wars - becomes incorporated as a mini mission; Random Hits; Towbar; Troomp - incorporated to provide trading information in one of the missions; plus various stations, ships and any other nice bits of code I found interesting.
So how did you start all this?

Was it with filling in the missing galaxies from Ramirez's original (ie 3 & 5), or the crucial need for a suitably emblazoned HUD, or was it just with finding the Royal Hunting Lodges were a bit on the small and pokey side?

And did you change any of the other Systems OXPs? Dictators/Commies/Anarchies etc?
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 DGill »

Cholmondely wrote: Sun Jul 25, 2021 1:05 pm
DGill wrote: Sun Jul 25, 2021 10:55 am
Cholmondely wrote: Sun Jul 25, 2021 10:17 am


Goodness! So how many OXPs have you actually modified then? (I believe that you can gauge this by seeing how many come up red in the Expansion Manager's list)

By the way, have you seen the new verbiage at
http://wiki.alioth.net/index.php/Royal_Hunting_Lodge
http://wiki.alioth.net/index.php/Sector1/Digebiti
http://wiki.alioth.net/index.php/Tibecea_(Rough_Guide)
http://wiki.alioth.net/index.php/Qutiri_(Rough_Guide)
http://wiki.alioth.net/index.php/Church ... he_Creator
http://wiki.alioth.net/index.php/Eborts ... ucky_charm
your tastes may just run to that sort of thing...
Hmm - too many to remember! including Black monks - becomes banker of the feudal states; Moonshine distillery - becomes hoopy casino; Thargoid wars - becomes incorporated as a mini mission; Random Hits; Towbar; Troomp - incorporated to provide trading information in one of the missions; plus various stations, ships and any other nice bits of code I found interesting.
So how did you start all this?

Was it with filling in the missing galaxies from Ramirez's original (ie 3 & 5), or the crucial need for a suitably emblazoned HUD, or was it just with finding the Royal Hunting Lodges were a bit on the small and pokey side?

And did you change any of the other Systems OXPs? Dictators/Commies/Anarchies etc?
You are right first time, I originally extended original missions across all galaxies, then to make it more interesting hid the location of the target so need to visit various feudal states to get assistance or pay bounty hunters for information. That introduced the requirement to get funds quickly so made appropriate changes to Blank Monks oxp. I liked Thargoid Wars and Thargoid Wars, etc so included that idea to have the various Feudal States periodically raid each other. A raid on the home world made the raider an enemy state as did capturing a commander for ransom. Delivering goods to or otherwise assisting in fighting made friendly states. Raids can be by single ships or dozens in mammoth battles. The introduction of other missions developed, particularly changing ships as the mission required (anaconda for cargo, etc).
Failure to complete a mission or submission resulted in lost points and eventually demotion, successful missions led to promotion as per Ramirez's original.
As I'm not good at fancy coding I asked for assistance when needed and the Oolite community readily helped.
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Re: The Feudal States

Post by hiran »

DGill wrote: Sun Jul 25, 2021 3:01 pm
You are right first time, I originally extended original missions across all galaxies, then to make it more interesting hid the location of the target so need to visit various feudal states to get assistance or pay bounty hunters for information. That introduced the requirement to get funds quickly so made appropriate changes to Blank Monks oxp. I liked Thargoid Wars and Thargoid Wars, etc so included that idea to have the various Feudal States periodically raid each other. A raid on the home world made the raider an enemy state as did capturing a commander for ransom. Delivering goods to or otherwise assisting in fighting made friendly states. Raids can be by single ships or dozens in mammoth battles. The introduction of other missions developed, particularly changing ships as the mission required (anaconda for cargo, etc).
Failure to complete a mission or submission resulted in lost points and eventually demotion, successful missions led to promotion as per Ramirez's original.
As I'm not good at fancy coding I asked for assistance when needed and the Oolite community readily helped.
Sounds like a candidate of a mission played across Ooniverses. :-)
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Re: The Feudal States

Post by tsoj »

phkb wrote: Sun Jul 25, 2021 4:56 am
OK, v2.1 is now available here: Feudal_States.oxz, which addresses the issues raised by tsoj.
I've just tried the feudal challenges again, and I have two minor issues:
- The challenger waits at the exact opposite side of the station he/she is supposed to wait. This could be solved by storing the position of the feudal buoy in a global variable like so:

Code: Select all

// feudal-challenge.js, systemWillPopulate():
feudal_challenger_buoy = hl[0].position.add(hl[0].heading.multiply(10E3))
system.addShips("feudal-buoy", 1, feudal_challenger_buoy, 0)[0];
and then use this position to spawn the challenger near that buoy:

Code: Select all

// shipWillLaunchFromStation():
var challenger_spawn = feudal_challenger_buoy
challenger_spawn[0] += 100
system.addShips([missionVariables.feudal_challenger_role], 1,  challenger_spawn);
- The other issue is that because of the lowered maxOdds (from 10 to 3) most odds are now 3:1. This I solved like this:

Code: Select all

this.defineChallengerOdds = function () {
	var maxOdds = 3; // original was 10
	missionVariables.feudal_challenger_odds = this.feudalChallengerRating / (300 * player.ship.maxSpeed * player.ship.maxEnergy * player.ship.thrust * player.ship.missileCapacity);
	if (missionVariables.feudal_challenger_odds > maxOdds - 1) {
		missionVariables.feudal_challenger_odds = maxOdds - 1 + Math.min(1, Math.log(1 + missionVariables.feudal_challenger_odds - (maxOdds - 1))/3);
	}
	missionVariables.feudal_challenger_odds = Math.round(10 * missionVariables.feudal_challenger_odds)/10
	missionVariables.feudal_challenger_return = Math.round(missionVariables.feudal_challenger_odds * 100);
}
such that the odds are between 0.7:1 to 3:1 (sometimes 1.2:1 or 1:1, a little less often 2.5-ish:1 and also not so often 3:1).

By the way, I like the new textures :D
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Re: The Feudal States

Post by Cholmondely »

The missing shiplibrary.plist for this vital .oxp will be found here
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 Cholmondely »

tsoj wrote: Mon Oct 18, 2021 2:42 am
phkb wrote: Sun Jul 25, 2021 4:56 am
OK, v2.1 is now available here: Feudal_States.oxz, which addresses the issues raised by tsoj.
I've just tried the feudal challenges again, and I have two minor issues:
- The challenger waits at the exact opposite side of the station he/she is supposed to wait. This could be solved by storing the position of the feudal buoy in a global variable like so:

Code: Select all

// feudal-challenge.js, systemWillPopulate():
feudal_challenger_buoy = hl[0].position.add(hl[0].heading.multiply(10E3))
system.addShips("feudal-buoy", 1, feudal_challenger_buoy, 0)[0];
and then use this position to spawn the challenger near that buoy:

Code: Select all

// shipWillLaunchFromStation():
var challenger_spawn = feudal_challenger_buoy
challenger_spawn[0] += 100
system.addShips([missionVariables.feudal_challenger_role], 1,  challenger_spawn);
- The other issue is that because of the lowered maxOdds (from 10 to 3) most odds are now 3:1. This I solved like this:

Code: Select all

this.defineChallengerOdds = function () {
	var maxOdds = 3; // original was 10
	missionVariables.feudal_challenger_odds = this.feudalChallengerRating / (300 * player.ship.maxSpeed * player.ship.maxEnergy * player.ship.thrust * player.ship.missileCapacity);
	if (missionVariables.feudal_challenger_odds > maxOdds - 1) {
		missionVariables.feudal_challenger_odds = maxOdds - 1 + Math.min(1, Math.log(1 + missionVariables.feudal_challenger_odds - (maxOdds - 1))/3);
	}
	missionVariables.feudal_challenger_odds = Math.round(10 * missionVariables.feudal_challenger_odds)/10
	missionVariables.feudal_challenger_return = Math.round(missionVariables.feudal_challenger_odds * 100);
}
such that the odds are between 0.7:1 to 3:1 (sometimes 1.2:1 or 1:1, a little less often 2.5-ish:1 and also not so often 3:1).
Tsoj - attempts to incorporate this are proving a tad problematic...
DGill wrote: Sun Aug 27, 2023 3:39 pm
I could not get the code to work:

Error in log that feudal_challenger_buoy was not defined - (feudal_challenger_buoy = hl[0].position.add(hl[0].heading.multiply(10E3)))

If I put var feudal_challenger_buoy = hl[0].position.add(hl[0].heading.multiply(10E3))

I get error message that the variable is null
DGill's currently working on an update, adding in more national identities, G7&8, and more missions!
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 Cholmondely »

Musings on feudal logos on main orbital stations/inside their docking tunnels.
DGill wrote: Wed Nov 15, 2023 9:21 pm
Do you think there is any merit and adding station logos or would it be a bit over the top to add 60+ station textures?

Image
I was having similar thoughts earlier today - but more focused on the docking tunnels!

For me, though, the real question is this: who pays and how much for the main orbital stations? This would decide such matters - if the system pays enough and if GalCop has no legislation preventing the logos (or YAH advertisements) being affixed.

My understanding based on perusing the BB is that both the system and GalCop pay towards the station and the local GalCop patrols.

In Anarchies, there is no system government to pay anything. GalCop pays for the lot with the station raising some of the needed revenue. And sentinel stations will be added based on current need (presumably modified by the strategic concerns too, although I doubt that this is coded into Anarchies.oxp). These stations are firmly under GalCop's thumb.

Corporates virtually own their GalCop main orbitals (they pay the majority of the dosh which keeps GalCop afloat). The orbitals have some independence, but nowhere near as much as the anarchic ones do.

Commies and Dictators are involved in a tussle with GalCop for control of their orbitals. GalCop draws rigid lines delineating the various zones of control/influence.

In all this, Feudals are almost irrelevant. They provide a little dosh to GalCop who may have pity on them and allow advertising - or GalCop draws a rigid line saying "no" as they are trying to prevent Dictators and Commies doing the same.

:idea: How about allowing the presence of (YAH) Station Ads OXP (Identifier: oolite.oxp.spara.station_ads) to decide the issue?
• In the Ooniverses where Station Ads exist in Corporates etc, GalCop allows station ads and the feudals (all of them? some of them?) have their coats of arms emblazoned on the station and or tunnels
• In the Ooniverses where the player has not added in station ads, GalCop disallows station ads (Docking protocol, and Orbit Space Regulations, are numerous, and are available in the GC Orbit and System Space Code, published by Federation Planet Bureau (1984 Elite boxed set: The Space Traders Flight Training Manual p22))
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 Balisongdalo »

I decided to do some dueling at the local royal hunting lodge in Aronar system in G1, however once I landed, I cannot access the tournament on the F8 screen where the bets are placed. Is there something I missed, because the previous version before the 2021 update didn't have this issue.
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Re: The Feudal States

Post by RobsterLeal »

Also finding no tournaments when visiting hunting lodges - just a message about no market at this station...

possible interference from the 'no market notification' oxz??
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Re: The Feudal States

Post by Cholmondely »

Balisongdalo wrote: Thu Jan 04, 2024 7:17 am
I decided to do some dueling at the local royal hunting lodge in Aronar system in G1, however once I landed, I cannot access the tournament on the F8 screen where the bets are placed. Is there something I missed, because the previous version before the 2021 update didn't have this issue.
If you are using Dave Gill’s most recent version, you now access it through the zillions of options on the docked F4 screen.
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 RobsterLeal »

Mine is via the expansion manager in OoliteStarter - 1.16.3 from Ramirez I believe.
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Re: The Feudal States

Post by RobsterLeal »

I love the ooliteStarter - makes it soo easy to test these things quickly... :)

removed the 'no market indicator' oxp

revisited my local royal hunting lodge

and voila - challengers await.

So there appears to be an unfortunate side effect to the 'no market' oxp. If I had any coding skills whatsoever, i would go look see, but i havent :)
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Re: The Feudal States

Post by hiran »

RobsterLeal wrote: Mon Sep 23, 2024 8:59 pm
So there appears to be an unfortunate side effect to the 'no market' oxp. If I had any coding skills whatsoever, i would go look see, but i havent :)
Even if we can't fix it (which means make the OXPs compatible to each other), we can improve the situation to flag them as incompatible.
With that flag set, OoliteStarter would indicate to users the unfortunate combination. It allows users to take educated decisions.
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