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FS Player Government System

RoninGT

Sorceror
Avelyn said:
Sweet! Nice to see you back Ronin. Maybe we can combine everyone's versions and have a huge system that will let the players take over the world Muahahaha! Sorry, caught up in the moment. Anyway, I am interested in seeing your new one since I am so well versed in the old one now. Would like to know what you added or changed. I will still release this one unless you have objections, no reasons for any competition! That would be silly.

Yea that would be cool. I been thinking of a feature that would track city warfare. and every update period the city with the best ranking would get a chance for (Rare) city upgrades. Still working with the idea let me know what everyone thinks. Also. Working on city guarding such as traps like factions, and Sabotage for cities by waring parties :) Sorry if this is covered in anyone elses ver. of the FSGov but have not been keeping up with the forums :) Just crawled out of my hole. :)

Ronin
 

Pyro-Tech

Knight
i honestly was thinking it would be great to have a system that would be capable of some of the things like shadowbane....

set up a city, you can declare fealty to another city and form an empire between the two....

it is going to kinda be possible with the new guild system in place (hopefully) with alliances, but a city isn't neccessarily a guild though so...i dunno *shrug*

mabey put options in there where a guild needed to run a city (political party battles anyone?)

but i played shadowbane for a while, and the city to city warfare was some of the best fun ever....and actually being part of a kingdom that ruled a good portion of the world....it was great

as an addon that should be buildable (like the hedges and what not) you should also have some sort of wall...damageable probably too for war purposes...that is one thing i found lacking when i tried the system out

I also like your idea about the ranking and rare upgrades type thing...it's great.

Another idea, is if a city falls, mabey set it up where it would leave ruins if it was of X rank (great cities never truly fade) :)

ok, im done ranting:eek:
 
Wow awsome system!

One lil question: Is there ANY need, apart from Decoration, to put static cities on the map when you run this system ? (Does it lack certain features a static city would have ?) Also, can I region restrict it's usage ?

Also, how difficult would it be to script in the following:
- give the 'administrative' town buildings a hitpoint system. Players can 'kill' these buildings. Only a stone mason, or specific hireable NPC can 'heal' these buildings.
- when the tax can't be payed, substract a high amount of hitpoints, spread evenly over the adminisrative buildings, presenting the chance some will decay, possibly all.
- when a building hit's 0 hitpoints, all functionality of the building and all resources in it are lost
- when all hitpoints from all buildings are gone, city gets status decayed
=- moongate no longer works
=- vendors dead or to storage
=- x day timer starts
- when city is decayed, and the timer is expired
=- remove city and all associated buildings from the map

I was breaking my head the past few days how I was going to build custom cities on my map... and where. This is a time saver !!!

(I might have asked things that are already in... I didnt read all 15 pages)
 

Pyro-Tech

Knight
Planet_Jeroen said:
Wow awsome system!

One lil question: Is there ANY need, apart from Decoration, to put static cities on the map when you run this system ? (Does it lack certain features a static city would have ?) Also, can I region restrict it's usage ?

Also, how difficult would it be to script in the following:
- give the 'administrative' town buildings a hitpoint system. Players can 'kill' these buildings. Only a stone mason, or specific hireable NPC can 'heal' these buildings.
- when the tax can't be payed, substract a high amount of hitpoints, spread evenly over the adminisrative buildings, presenting the chance some will decay, possibly all.
- when a building hit's 0 hitpoints, all functionality of the building and all resources in it are lost
- when all hitpoints from all buildings are gone, city gets status decayed
=- moongate no longer works
=- vendors dead or to storage
=- x day timer starts
- when city is decayed, and the timer is expired
=- remove city and all associated buildings from the map

I was breaking my head the past few days how I was going to build custom cities on my map... and where. This is a time saver !!!

(I might have asked things that are already in... I didnt read all 15 pages)

what this allows is player run cities...a player can place the city and what not....it doesn't spawn vendors or anything of the sort....although would be interesting if it did so....*shrug*

it would prolly be possible what you mention, some of the stuff would actually go well with some of the ideas i posted above
 
I'm not fully aware of the functions in the housing system, but i think the housing systems allowed for banking functions right ?

Does a player run town provide NPC healer functionality by default in a way ?

Could I easily script an item(s), a deed or something, that get's distributed to the town major upon building the city hall, and is requestable for x gold later through the major menu, that provides the major with an option to place one basic NPC vendor of each type (miner/tailor/smith/mage/etc.) that will restock every day but acts like a player run vendor (commandable by the major) ? (optionaly with a returning cost attached when placed ?)(optionaly with a town crier like option for the major to give the NPC's some humor)

**EDIT
Being the lazy guy I am, I love this: I just create a custom map, and let my players sort it out from there :) lol
 

WizardingOne

Sorceror
If you want destroyable things, look at the xmlseige attachment. I think you can set in the script hit points and armor for buildings.
 

stu

Wanderer
rofl, ading xml seige would be a nightmare. If someone DOES do that, please make it optional. You have to install xmlspawner2 for xmlseige :(
 

Tru

Knight
stu said:
rofl, ading xml seige would be a nightmare. If someone DOES do that, please make it optional. You have to install xmlspawner2 for xmlseige :(
It wouldn't be a nightmare....it would come closer to completing the system. But yes if its added it should be optional.
 

WizardingOne

Sorceror
I was only saying if he wanted killable stuff, then he could look there. Adding it would be cool though.


Planet_Jeroen said:
give the 'administrative' town buildings a hitpoint system. Players can 'kill' these buildings. Only a stone mason, or specific hireable NPC can 'heal' these buildings.
 
RoninGT said:
LMAO, I am not tyring to come in and steal someones thunder. I went off the map there for a few months i am glad ppl are still using / remaking my scripts.

But if its going to be looked at as a Competition. I would rather not post mine.

Dude that is totally not want I meant at all, More like the opposite. What I meant was, the more systems of same type out there, the more people have to choose from, so please publish your version and Avelyn, yours too, I will use both and choose from there which fits my shard best, by no means was I accusing you of stealing thunder, I hold your system in high regard *bows graciously*
 

Avelyn

Sorceror
RoninGT said:
Yea that would be cool. I been thinking of a feature that would track city warfare. and every update period the city with the best ranking would get a chance for (Rare) city upgrades. Still working with the idea let me know what everyone thinks. Also. Working on city guarding such as traps like factions, and Sabotage for cities by waring parties :) Sorry if this is covered in anyone elses ver. of the FSGov but have not been keeping up with the forums :) Just crawled out of my hole. :)

Ronin

Hmmm Methinks I see my niche then. Most of these additions are clearly designed for shard that like to PvP. With an exception to the war/allies system the original was more of a domestic system which is the direction that I have taken with it. This could work out cool.
 

Avelyn

Sorceror
Planet_Jeroen said:
Wow awsome system!

One lil question: Is there ANY need, apart from Decoration, to put static cities on the map when you run this system ? (Does it lack certain features a static city would have ?) Also, can I region restrict it's usage ?

Also, how difficult would it be to script in the following:
- give the 'administrative' town buildings a hitpoint system. Players can 'kill' these buildings. Only a stone mason, or specific hireable NPC can 'heal' these buildings.
- when the tax can't be payed, substract a high amount of hitpoints, spread evenly over the adminisrative buildings, presenting the chance some will decay, possibly all.
- when a building hit's 0 hitpoints, all functionality of the building and all resources in it are lost
- when all hitpoints from all buildings are gone, city gets status decayed
=- moongate no longer works
=- vendors dead or to storage
=- x day timer starts
- when city is decayed, and the timer is expired
=- remove city and all associated buildings from the map

I was breaking my head the past few days how I was going to build custom cities on my map... and where. This is a time saver !!!

(I might have asked things that are already in... I didnt read all 15 pages)


Lol someone plays warcraft/starcraft too much! lol
 
Avelyn said:
Lol someone plays warcraft/starcraft too much! lol

Actualy I never played either online, and only warcraft 1 back in 2000 or so.
The reason I thought this would be a good addition has nothing to do with PvP either.

I hate drone cities. I hate me or any other staffer forcing players to live in a certain area because we feel it is a nice spot for a town.

I want more freedom for the player to decide where to live. I want more freedom to reflect the results of a RP initiated battle. I want more freedom for hordes (accidentaly spawned offcourse) to raid cities.

I want less freedom to travel from a to b with aids like moongates and runes, thus eliminating the need for proper planning, or having a remote city back up in seconds with a recall rune from the brit bank to the city. Let the townsfolk escort their money to the city to rebuild it, work for it :) Give thieves a reason to excist.

But I'm taking stuff off-topic..sorry


I'll probably be playing alone on this shard tho :p
 

zetamine

Sorceror
Planet_Jeroen said:
Actualy I never played either online, and only warcraft 1 back in 2000 or so.
The reason I thought this would be a good addition has nothing to do with PvP either.

I hate drone cities. I hate me or any other staffer forcing players to live in a certain area because we feel it is a nice spot for a town.

I want more freedom for the player to decide where to live. I want more freedom to reflect the results of a RP initiated battle. I want more freedom for hordes (accidentaly spawned offcourse) to raid cities.

I want less freedom to travel from a to b with aids like moongates and runes, thus eliminating the need for proper planning, or having a remote city back up in seconds with a recall rune from the brit bank to the city. Let the townsfolk escort their money to the city to rebuild it, work for it :) Give thieves a reason to excist.

But I'm taking stuff off-topic..sorry


I'll probably be playing alone on this shard tho :p


i would play <3
 

Avelyn

Sorceror
Planet_Jeroen said:
Actualy I never played either online, and only warcraft 1 back in 2000 or so.
The reason I thought this would be a good addition has nothing to do with PvP either.

I hate drone cities. I hate me or any other staffer forcing players to live in a certain area because we feel it is a nice spot for a town.

I want more freedom for the player to decide where to live. I want more freedom to reflect the results of a RP initiated battle. I want more freedom for hordes (accidentaly spawned offcourse) to raid cities.

I want less freedom to travel from a to b with aids like moongates and runes, thus eliminating the need for proper planning, or having a remote city back up in seconds with a recall rune from the brit bank to the city. Let the townsfolk escort their money to the city to rebuild it, work for it :) Give thieves a reason to excist.

But I'm taking stuff off-topic..sorry


I'll probably be playing alone on this shard tho :p


This system allows for all of that. Players decide everything on their own as to where they will live etc.. as for recalling, since it uses a custom region its easy to dissallow that kind of thing. My starcraft reference was to your comment about the building having hitpoints and being able to be repaired etc.
 

madphatboy2

Wanderer
For some reason I can't find a City Deed, A Voting Stone, Or a City Maintanance Stone. The scripts are there, but when I try to use a Tool to make a City Deed, it's not listed in the menu. I can't seem to find either of the stones at all. Perhaps I'm just missing something?
 

stu

Wanderer
This system WILL crash your server and cause a player mobile wipe. It may take a week, a month, etc, but it WILL happen. Do NOT use this system as it is. Several people are writing new versions that will not crash servers. Wait for those or try and fix the stock system.......Will a moderator remove these files so folks will stop hurting their servers? or better, add a notice in the original post?
 
stu said:
This system WILL crash your server and cause a player mobile wipe. It may take a week, a month, etc, but it WILL happen. Do NOT use this system as it is. Several people are writing new versions that will not crash servers. Wait for those or try and fix the stock system.......Will a moderator remove these files so folks will stop hurting their servers? or better, add a notice in the original post?

There was a mentioning of this already in the post. It had something to do with doing your job right when you merged the scripts.

Would you be so kind as to explain what the problem is exactly, or abide thy name ? It is rather impolite and ungratefull for the work put in by the author.
 
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