Wonder area effect (Expansion of faith)

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Dr.MonaLisa
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Re: Wonder area effect (Expansion of faith)

Post by Dr.MonaLisa »

Gonzalo wrote: 09 Jun 2022, 08:47 Problem solved, the issue wasn't about effect, but about mistakes of spelling on the code of the unit...thanks for everything Mona.
The area effect had issues too. Maybe not the one that crashed the game, but it was obviously not correct.
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Re: Wonder area effect (Expansion of faith)

Post by Gonzalo »

Please allow me a bit of criticism about your point of view. In fact I don't think like a computer, and lack knowledge of how a computer internally works. But I think that is the computer which has to be at service of my brain, and not my brain at service of the computer. I use the natural, even mathematical logics, and don't care about how does a computer work, take care of my own neurons and not of whether a small microchip is on or off. Sorry, but I disagree with you.
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Re: Wonder area effect (Expansion of faith)

Post by Gonzalo »

Without will to offend, sorry if it's the case
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Re: Wonder area effect (Expansion of faith)

Post by Dr.MonaLisa »

What is my point of view? I stated simple facts and guided you how to resolve the issue and what things are incorrect to do in EE2.

I don't have time to reply or analyze some psychopathic opinions on what "computers should do" or "service your brain", because you're clearly mistaking programming with some artificial intelligence that doesn't exist yet in this form.

Besides that I won't believe in "mathematical logics" if you tried to multiply / divide the area effect scale by 0 (zero).

If you "don't care about how does a computer work", or how the game engine works, then I'm not sure what you're trying to achieve, because crash-free and working mod seems to be impossible witch such attitude.
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Re: Wonder area effect (Expansion of faith)

Post by Gonzalo »

Don't grow angry, Mona. Modding this game is beyond logic, mathematical or not, and compels one to test via trial and error. But I accept your criticism, my way of modding mirrors that of a "crazy scientist" who tests again and again without caring if the experiment will finish on explosion of the whole lab.
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Re: Wonder area effect (Expansion of faith)

Post by Dr.MonaLisa »

If you like to waste your time on "experiments" like this, with putting random effect names instead of checking a file with pre-defined (and only working) effect names, then you have the full rights to do this. However, when you post such absurdity on forum, where people recognise you as someone who was modding the game for over 12 years, then don't expect that it will go without criticism. This forum is designed for helping players in modding the game, but we expect from modders to at least keep minimal standards. You can't mod the game without checking hdrs files, especially when you're doing it for such a long time.

Added after 5 minutes 43 seconds:
Besides that, the topic seemed to be solved. I don't know why you escalated it with this post: viewtopic.php?p=27306#p27306

Area Effects nor anything else won't work by putting random names. It's obvious and it's not my "point of view". It's a pure fact stating. If you do not wish to read these tipcs and answers on the forum, why even posting questions?
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Re: Wonder area effect (Expansion of faith)

Post by Gonzalo »

Ok, let's stop arguing, it's unhealthy for the readers. I have figured out a possible solution, and I am testing instantly. Is to input beside scale of time of conversion, a new function called mass conversion which would affect, also with command scale, the scope (range) of converted units, the area inside which a priest can convert enemy units. I hope is not another paranoia of mine.

Added after 2 minutes 58 seconds:
Besides, I am increasingly concerned in area effects, which powerfully allow for a wide range of transformation of the dynamics of the game. It's a bit like magic.

Added after 6 minutes 28 seconds:
And yes, I think RGV1 and Iwanicki create new effects names which are not covered in dbareaeffectsdefs.hdr. At least Iwanicki calls an effect "Proselytizing" which is not covered:

Code: Select all

//------------------------------------------------
//	GREAT PYRMAMID OF TENOCHTITLAN (EPOCH 6)
//	POWER: PROSELTYIZE
//	DESC: Whenever a unit is converted, there is a 5% chance that any units within X tiles of the newly converted unit will also be
//	instantaneously converted.
//------------------------------------------------
DbAreaEffectInfo Proselytizing
{
  effects = [
  		EffectProselytizing {
  			range = Global_Unit
			mask = Priests
  			player = Self

			// units to convert
			targetMask = SubjectToConversion
			targetPlayer = NonSelf

  			// chance of conversion
  			chance = 0.05
			// radius of conversion
			radius = 3
  		}
  ]
}

Anyway I am studying all area effects in depth to extract convenient conclusions.

Added after 24 minutes 46 seconds:
What about this?

Code: Select all

DbAreaEffectInfo FaithExpansion
{
  	name = tx_warea_faithexpansion_name
	desc = tx_warea_faithexpansion_desc
 	effects = [
  		EffectConversionTime {
  			range = Global
			mask = Priests
  			player = Self

			targetPlayer = Citizen

  			// time of conversion 2X lesser
  			scale = 0.5
		}

		EffectConversionRange {
			range = Global
			mask = Priests
			player = Self
			scale = 2.0
		
  		}
  	]
}


Added after 3 hours 35 minutes 26 seconds:
I have succeeded. Here is my code:

Code: Select all

DbAreaEffectInfo FaithExpansion
{
  	name = tx_warea_faithexpansion_name
	desc = tx_warea_faithexpansion_desc
 	effects = [
  		EffectConversionTime {
  			range = Unit
			mask = Priests
  			player = Self

  			// time of conversion 2X lesser
  			scale = 0.5
		
			radius = 2
  		}

		EffectVisualGlow {
			range = Unit
			mask = Priests
			player = Self
			GlowType = Good
			OwnerOnly = true
		}
  	]
}
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Re: Wonder area effect (Expansion of faith)

Post by Dr.MonaLisa »

Gonzalo wrote: 11 Jun 2022, 14:46Iwanicki create new effects names which are not covered in dbareaeffectsdefs.hdr. At least Iwanicki calls an effect "Proselytizing" which is not covered:
How it is not covered? It's available in hdrs.zip\DbHdrs\DbAreaEffectDefs.h or EE2X_hdrs.zip\DbHdrs\DbAreaEffectDefs.h.

Code: Select all

kEffectType_Proselytizing,

Code: Select all

DATACLASS_INHERIT(EffectProselytizing, SubEffect)
	float chance;								//base chance of success 
	DBINDEX(DbUnitTypeAttribute) targetMask;	
	enum ePlayerMode targetPlayer;
ENDCLASS
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Re: Wonder area effect (Expansion of faith)

Post by Gonzalo »

You are right as always, dear Holyness...
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