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Re: Feudal Systems
Posted: Tue Mar 12, 2024 11:25 pm
by Cholmondely
DGill wrote: ↑Sat Feb 03, 2024 9:37 pm
Here are some monarchs for your collection.
Portuguese
Name: Manuel III
Info:
Manuel is of the House of Braganza and spent
years as a diplomat for his elder brother. Very
keen on gothic architecture he is building
several palaces - mostly on islands. His wife,
Queen Esmerelda, is into topiary.
Notes:
Manuel and his High-Courier of the Kingdom
have been building local alliances. This has
however been undermined by local piratical
attacks on the newly friendly shipping.
Name: Afonso V
Info:
Afonso is of the House of Aviz. He spends
much time pouring oil on the rivalry between
his Chancellor and his Lord Chamberlain. He
has a hatred of water and refuses even to
drink it.
Notes:
The rivalry has played havoc with foreign
policy. Rumour is that the allies are either
confused or frustrated. The Chancellor, Dom
Pedro, Visconde de Feira, has started
pouring oil on troubled waters.
Re: Feudal Systems
Posted: Wed Mar 13, 2024 1:49 am
by DGill
Cholmondely wrote: ↑Tue Mar 12, 2024 11:25 pm
DGill wrote: ↑Sat Feb 03, 2024 9:37 pm
Here are some monarchs for your collection.
Portuguese
Thanks, this is the one you did for Onarmala
Re: Feudal Systems
Posted: Fri Mar 15, 2024 2:24 pm
by Cholmondely
Looks good. Your graphics are really quite something!
Here are some Spaniards:
Name: Alfonso III
Info:
Alfonso emulates his famed forebear of the
House of Ivrea, sponsoring scientific and
theological research - there is a constant
stream of prelates making there way to his
realms.
Notes:
Much concerned with the conduct of his
knights and nobles, Alfonso nevertheless
has been trying to ally with other feudal
states for protection.
Name: Berengaria II
Info:
Berengaria is of the House of Leon and
her husband, Jaume, is a keen gambler.
She prefers music and drama. She hates
the Church of St. Giles and worships the
All-Seeing Eye
Data:
Her High Licentiate has been seeking
allies against the Church of Giles and
making some rather unusual alliances.
As regards the two versions of Digebiti on the previous page, I have no real preferences. They both look good to me.
Re: Feudal Systems
Posted: Fri Mar 15, 2024 2:56 pm
by Redspear
Hi, just stopping by to say that I thought the last few screenshots look great!
Re: Feudal Systems
Posted: Fri Mar 15, 2024 3:35 pm
by Cody
Cholmondely wrote: ↑Fri Mar 15, 2024 2:24 pmthere is a constant stream of prelates making there way to his realms.
Typo alert!
Re: Feudal Systems
Posted: Fri Mar 15, 2024 5:24 pm
by Cholmondely
Redspear wrote: ↑Fri Mar 15, 2024 2:56 pm
Hi, just stopping by to say that I thought the last few screenshots look great!
Done by DGill!
Using AI - he told me that there is a knack to choosing the right key-words for the AI. He's done - and is doing - a truly superb job on this one!
Cody wrote: ↑Fri Mar 15, 2024 3:35 pm
Cholmondely wrote: ↑Fri Mar 15, 2024 2:24 pmthere is a constant stream of prelates making there way to his realms.
Typo alert!
Thanking thee!
Re: Feudal Systems
Posted: Sat Mar 16, 2024 12:14 am
by Redspear
Cholmondely wrote: ↑Fri Mar 15, 2024 5:24 pm
Done by DGill!
Using AI - he told me that there is a knack to choosing the right key-words for the AI. He's done - and is doing - a truly superb job on this one!
It looks like it!
Re: Feudal Systems
Posted: Sat Apr 13, 2024 9:19 pm
by Cholmondely
I'm posting this here, because I wish to start offering ideas.
phkb wrote: ↑Fri Apr 12, 2024 3:52 pm
Cholmondely wrote: ↑Thu Apr 11, 2024 6:08 pm
As a result, the addition of extra landing sites should perhaps be better done in Feudal States v.3 rather than in PF v.2. Then v.2 can be used seamlessly (ha!) with both FS v.2 and FS v.3
I've got a system in place now that will allow for fully custom systems to be predefined, including naming the sites, and covers extra planets and moons as well, if required. I've got a little OXP ready to hand over that will (hopefully, fingers crossed) provide the template you need to "go nuts" as it were, and build up a suite of Feudal systems, all with their own custom landing sites and names. Once I hear back from hiran about the issue he was having and hopefully get a fix into the code, I'll throw it your way.
Here's a sneak peak of what it looks like:
Code: Select all
var pf = worldScripts.PlanetFall2;
pf._locationOverrides["0 96"] = {
main: [
{
roles: ["planetFall2_mainSurface_FSRoyalCourt", "capitalCity", "planetFall2_mainSurface_FSCathedral", "capitalCity"],
names: ["Sir Ffoliot Cary Port, Lesser Walsingham (Royal Court)", "Lesser Walsingham (Capital City)", "Greater Walsingham (Cathedral)", "Lancaster (City)"],
}
],
};
And don't worry about the code side of things. I can walk you through everything. But in short, what the above will give you is the following landing sites in Digebiti:
- A Royal Court, named "Sir Ffoliot Cary Port, Lesser Walsingham (Royal Court)"
- A capital city, named "Lesser Walsingham (Capital City)"
- A Cathedral, named "Greater Walsingham (Cathedral)"
- Another city, named: "Lancaster (City)"
The two capital cities are standard city entries from PlanetFall. The Royal Court is the existing item in Feudal States, and the Cathedral is a new item.
Do you want just the one port on each "Feudal State OXP" feudal state or more than the one?
And. We could have a separate space-port at Lesser W for the Royal Court. What do you think?
Digebiti
Sir Ffoliot Cary Port, Lesser Walsingham (Capital City) - also seat of the Royal Court
Greater Walsingham (Cathedral City)
Lancaster (City)
Tibecea
La Serenissima Port (Capital City) - also seat of the Royal Court
Phibo Nacci Port (Cathedral City)
Arsenale (Shipyards)
Aronar
van Duijvenbode Port (Capital City)
van de Spiegel Port (Royal Court)
Casino Straits (City)
Giles's Grotto (Shrine)
Re: Feudal Systems
Posted: Sat Apr 13, 2024 10:43 pm
by phkb
Cholmondely wrote: ↑Sat Apr 13, 2024 9:19 pm
Do you want just the one port on each "Feudal State OXP" feudal state or more than the one?
Not sure if this is this directed at me. The only scenario the system can't cope with at the moment is if you want multiple Royal Court locations on the same planet. Anything else (single location, multiple default locations etc) is fine.
Cholmondely wrote: ↑Sat Apr 13, 2024 9:19 pm
Sir Ffoliot Cary Port, Lesser Walsingham (Capital City) - also seat of the Royal Court
The problem with leaving the "Royal Court" out is that there is no clear indicator that is the Royal Court. If someone is looking to find it, and they see multiple "City" locations, it's liable to cause confusion.
I think you'd be better off making it "Sir Ffoliot Cary Port, Lesser Walsingham (Royal Court)"
Re: Feudal Systems
Posted: Sun Apr 14, 2024 2:50 am
by DGill
Cholmondely wrote: ↑Sat Apr 13, 2024 9:19 pm
Digebiti
Sir Ffoliot Cary Port, Lesser Walsingham (Capital City) - also seat of the Royal Court
Greater Walsingham (Cathedral City)
Lancaster (City)
Presently (with planetfall 1.51) I land and storyboarding with runScreens travel from the spaceport to the Royal Court to be assigned a mission.
This is scripted in the FS mission.js.
Having more than one landing site sounds good if those sites have some purpose or some action takes place there i.e. why would a pilot go there as opposed to the Royal Court where missions are assigned.
I don't know how planetfall 2 handles the additional landing sites but presumably each site could have its own .js script file within the FS oxp (or stand alone oxp for each planet, which would probably be better) that defines what happens when the player lands at those sites. I personally would prefer the FS mission.js file to be dedicated to feudal state missions and not complicated with additional landing sites.
As for what action takes place at each site I'll have to leave it to others to suggest options - I can't think of anything myself - though a previous suggestion of some sort of ship repair yard sounds interesting.
Re: Feudal Systems
Posted: Sun Apr 14, 2024 6:55 am
by Cholmondely
DG:
1) If I understand the AddOns Config interface, Phkb has set limits of between 2-10 sites per planet with the maximum set at 5. And this is affected by TL. (Config for AddOns > PlanetFall > General Settings/Spawn Chances: Main Planet/Spawn Chances: TL factors).
2) Although I'm stuck at this Royal Lodge space port (Royal "Lodge"?), I'd thought that we had lengthy trips descriptions for the flitters between the Space Port and the Royal Palace, based on the presumption that the space port was at the other side of the capital city or some such (hence the need to visit the Royal Livery Office and arrange a lift).
So we either rewrite the descriptions - and lose your countryside travel shots (...factories slap bang besides the Royal Palace? Really? Our House of Lords altered the route of the early railways so that the trains would not be seen or heard from their stately homes. Would it really be any different on Digebiti or Aronar?).
Or find another solution: we remove the Royal Court ports for your Feudal States (except perhaps for Tibecea and one or two others)?
With TLs of 8-10 (upper average) I would presume that the ports would be:
*Capital City (so-called because it is the seat of government and therefore of the Royal Court) which will have shipyards etc. And these could be at some distance from the capital due to concerns about crashes (eg. Heathrow - on the M25; or Gatwick/Stanstead/Luton - well outside the M25. The original London Airport was of course at Croydon).
*Other major cities with export/import needs
*One or two other sites: being possibly shrines, military bases, cultural/tourist sites
In feudal England, London had a population of c.10,000; and there were perhaps 5 other cities (not always the same, but taken from Norwich, Bristol, Lincoln, York, etc. which might have had a popluation of c. 2 - 5,000. Now the analogy will not be exact - England was agricultural with a population of c.4,000,000 - with almost everyone working the land, supporting a handful of city dwellers. Not the same as Aronar, Tibecea or Digebiti.)
Re: Feudal Systems
Posted: Sun Apr 14, 2024 7:06 am
by Cholmondely
DGill wrote: ↑Sun Apr 14, 2024 2:50 am
Having more than one landing site sounds good if those sites have some purpose or some action takes place there i.e. why would a pilot go there as opposed to the Royal Court where missions are assigned.
At the moment, there are two reasons to land on any planet if one just has PlanetFall v.2 loaded.
i) Trade - access to a second market with slightly different proces
ii) Shipyards - access to shipyard offering maintenance and a wider selection of ships for sale. (these have been removed from the Main Orbital Station and relocated to the planet-side ports).
(Config for AddOns > PlanetFall > F3/F8: Main Planet ... see both Values and Settings)
DGill wrote: ↑Sun Apr 14, 2024 2:50 am
I don't know how planetfall 2 handles the additional landing sites but presumably each site could have its own .js script file within the FS oxp (or stand alone oxp for each planet, which would probably be better) that defines what happens when the player lands at those sites. I personally would prefer the FS mission.js file to be dedicated to feudal state missions and not complicated with additional landing sites.
As for what action takes place at each site I'll have to leave it to others to suggest options - I can't think of anything myself - though a previous suggestion of some sort of ship repair yard sounds interesting.
I think that all this is handled perfectly well enough for the moment by PlanetFall v.2
But if we eventually move on to a Tibecea.oxp then we can dream up something more exciting for it.
Re: Feudal Systems
Posted: Sun Apr 14, 2024 3:40 pm
by DGill
Cholmondely wrote: ↑Sun Apr 14, 2024 6:55 am
2) Although I'm stuck at this Royal Lodge space port (Royal "Lodge"?), I'd thought that we had lengthy trips descriptions for the flitters between the Space Port and the Royal Palace, based on the presumption that the space port was at the other side of the capital city or some such (hence the need to visit the Royal Livery Office and arrange a lift).
I envisage a medieval feudal setting with the royal castle and administrative functions (possibly walled to keep the peasants out) surrounded by city dwellings, trades, etc, which in turn is surrounded by agriculture, etc supporting city life. The space port is located on the periphery of this complex.
My planetfall "site" is named "Capital City" in the FS shipdate.plist. (Yours seems to be called Royal Lodge?) On landing I arrive at the Spaceport:
From the spaceport I can take a flitter to the Royal Court with various countryside travel shots displayed (depending on planet type) indicating the landscape prior to arriving at the city.
If a feudal mission is in progress (i.e. mission_feudal_mission not equal to "NONE_SET" in the players save file) then while at the spaceport access to the "Royal Court Chancery" and "Royal Livery Offices" ( F4 key options) will be denied to prevent trying to start a second mission while the first is still running. I'll perhaps change this to offer the choice of cancelling the first mission.
I would prefer to keep FS compatible with both planetfall v1 and v2 as the latter does not work for me.
Re: Feudal Systems
Posted: Sun Apr 14, 2024 4:09 pm
by Cody
A sci-fi term for being on a planet's surface (as opposed to being in space) is Dirtside.
Would that be preferable to Downplanet? Just a thought.
Re: Feudal Systems
Posted: Sun Apr 14, 2024 4:48 pm
by DGill
Cody wrote: ↑Sun Apr 14, 2024 4:09 pm
A sci-fi term for being on a planet's surface (as opposed to being in space) is Dirtside.
Would that be preferable to Downplanet? Just a thought.
Good suggestion - nice and earthy!