[BUG] -50% Maintenace for Stationed Ships

Does not work.

        <GlobalCombatMods>
            <EffectType>Maintenance</EffectType>
            <Scope>Global</Scope>
            <Target>
                <TargetType>Ship</TargetType>
                <TargetQualifier>IsStationed</TargetQualifier>
            </Target>
            <BonusType>Multiplier</BonusType>
            <Value>-0.50</Value>
        </GlobalCombatMods>

If I change it to:

        <GlobalFactionMods>
            <EffectType>Maintenance</EffectType>
            <Scope>Global</Scope>
            <Target>
                <TargetType>Ship</TargetType>
                <TargetQualifier>IsStationed</TargetQualifier>
            </Target>
            <BonusType>Multiplier</BonusType>
            <Value>-0.50</Value>
        </GlobalFactionMods>

It works.

Scratch that, must have been the loss of constructors to Starbases that reduced my maintenance :(

4,703 views 5 replies
Reply #1 Top

Where does globalcombatmods come from?, and where are you putting it?

I know the modifier itself works, i use it in one of my faction traits. It's just the implementing source that isn't working.

Reply #2 Top

The modifier does work, I use it alot too. BUT its not for SHIPS!! Taking a quick look at the Schema Ships have their own modifier ShipMaintenance!

The code should look like:-

        <GlobalCombatMods>
            <EffectType>ShipMaintenance</EffectType>
            <Scope>Global</Scope>
            <Target>
                <TargetType>Ship</TargetType>
                <TargetQualifier>IsStationed</TargetQualifier>
            </Target>
            <BonusType>Multiplier</BonusType>
            <Value>-0.50</Value>
        </GlobalCombatMods>

I am about to test this in game, but if you want to have a play the code is in the GalCiv3GlobalDefs.xml.

EDIT:

:( Did not work :(

EDIT 2:

For my test When starting a game you have 3 ships costing 4 Maintenance, docking ships at planet or SY does not reduce this to 2.

Neither did:-

        <GlobalFactionMods>
            <EffectType>ShipMaintenance</EffectType>
            <Scope>Global</Scope>
            <Target>
                <TargetType>Ship</TargetType>
                <TargetQualifier>IsStationed</TargetQualifier>
            </Target>
            <BonusType>Multiplier</BonusType>
            <Value>-0.50</Value>
        </GlobalFactionMods>

Reply #3 Top

I've got this, in a tech.

<Stats>
      <EffectType>Maintenance</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Ship</TargetType>
        <TargetQualifier>IsStationed</TargetQualifier>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>-0.2</Value>
    </Stats>

I made sure it worked when I put it in, but that was around 1.6 or so.

AI(beginner) uses:

<Stats>
        <EffectType>Maintenance</EffectType>
        <Scope>Global</Scope>
        <Target>
          <TargetType>Ship</TargetType>
          <TargetQualifier>IsStationed</TargetQualifier>
        </Target>
        <BonusType>Multiplier</BonusType>
        <Value>-0.25</Value>
      </Stats>

which is still exactly the same.

Reply #4 Top

It has something to do with GlobalCombatMods or GlobalFactionMods because this does not work either:-

        <GlobalCombatMods>
            <EffectType>Maintenance</EffectType>
            <Scope>Global</Scope>
            <Target>
                <TargetType>Ship</TargetType>
                <!--<TargetQualifier>IsStationed</TargetQualifier>-->
            </Target>
            <BonusType>Multiplier</BonusType>
            <Value>-0.50</Value>
        </GlobalCombatMods>

Yeah I have maintenance reducing events, and they work fine too.

Reply #5 Top

I commented out the GlobalCombatMod reference to ship maintenance and added it to the Civilization Capital improvement....and it works fine, I will keep it like this as a fix for my Trek mod until SD can fix it themselves:-

 
  <Improvement>
    <InternalName>CivilizationCapital</InternalName>
    <DisplayName>CivilizationCapital_Name</DisplayName>
    <ShortDescription>CivilizationCapital_ShortDec</ShortDescription>
    <Description>CivilizationCapital_Dec</Description>
    <Icon>CivilizationCapital.png</Icon>
    <BuildIcon>CivilizationCapital_Build.png</BuildIcon>
    <ListIcon>CivilizationCapital_Icon.png</ListIcon>
    <ImprovementType>Special</ImprovementType>
    <PlacementType>Special</PlacementType>
    <IsIndestructible>true</IsIndestructible>
    <IsColonyUnique>true</IsColonyUnique>
 
    <!-- Stats -->
 
    <Stats>
      <EffectType>Maintenance</EffectType>
      <Target>
        <TargetType>Improvement</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Stats>
 
    <Stats>
      <EffectType>ProductionPoints</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>5</Value>
    </Stats>
 
    <Stats>
      <EffectType>GoodsAndServices</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>5</Value>
    </Stats>
 
    <Stats>
      <EffectType>InfluencePerTurn</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1.5</Value>
    </Stats>
 
    <Stats>
      <EffectType>Food</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>10</Value>
    </Stats>
 
    <Stats>
      <EffectType>SensorPower</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>16</Value>
    </Stats>
        
        <Stats>
            <EffectType>Maintenance</EffectType>
            <Scope>Global</Scope>
            <Target>
                <TargetType>Ship</TargetType>
                <TargetQualifier>IsStationed</TargetQualifier>
            </Target>
            <BonusType>Multiplier</BonusType>
            <Value>-0.5</Value>
        </Stats>
        
    <!-- Triggers -->
 
    <!-- Level Effect Trigers -->
 
    <!-- Level Effect Stats -->
 
    <!-- Adjacency Bonuses -->
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Research</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Approval</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Population</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Manufacturing</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Influence</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Tourism</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Wealth</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <NeighborBonuses>
      <GiveBonusToNeighborType>Military</GiveBonusToNeighborType>
      <NeighborBonusValue>1</NeighborBonusValue>
    </NeighborBonuses>
 
    <!-- Prerequisites -->
 
    <Prerequ>
      <Unavailable>true</Unavailable>
    </Prerequ>
 
  </Improvement>