temporary buff MaxAntiMatter

Hi,

is it possible to buff the max anti matter value of a ship? Something like that:

instantAction
    buffInstantActionType "MaxAntiMatter"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    AntiMatter
        Level:0 100000.000000
        Level:1 100000.000000
        Level:2 100000.000000

 

Thank you.

cf

2,646 views 5 replies
Reply #1 Top

it would have to be a buffentitymodifier and not an instantaction, and there aren't any which changes the amount of antimatter. There is a researchmodifier named AntimatterCapacityAdjustment which might do the job, but that is the closest I can think of.

Reply #2 Top

It is possible to decrease the cost of non-ultimates which can be used as a work around to your question.

buffEntityModifierType "AntimatterCostOfNonUltimates"

Reply #3 Top

It is a percentage also, if I remember correctly.

Reply #4 Top

Hi,

thx for your answers.

I think the cost reduction is not a solution for me. Maybe i will increase the max antimatter at the manufacturing of my ships.

My vision was to make an external energy source for ships, to be exact, a "ZPM" from the stargate series.

A ship should have its usual power core with for example 1000 antimatter and 5 regeneration at his manufacturing. When a ship gets a ZPM, it deactivates his power core and recieve his energy from the ZPM, until the ZPM is empty, then the power core will take over the work again.

I made a ship with the ability "deliver ZPM", who will buff the target with 1000000 antimatter. There is also a 100 points energy drain over time to simulate the constant energy consumption of the ships systems. Some abilities of the ships are very powerful and costs 10000 or more antimatter, so the are only usable if the ship has a ZPM.

My first problem was, that the ship only gets 1k antimatter from my 1000k antimatter buff, because the value doesnt exceed the max value. Then i tried to increase the max value too, but without success.

Its pity that there is no modifier for the MaxAntiMatter. The same ability works ingame with MaxHullPoints, but the MaxAntiMatter (see below) does not have an effect and the game crashes when i quit it.

 

numInstantActions 2
instantAction
    buffInstantActionType "PlayAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    effectInfo
        effectAttachInfo
            attachType "Above"
        smallEffectName "CapitalAbility_ShieldRestoreTargetActivate"
        largeEffectName "CapitalAbility_ShieldRestoreTargetActivate"
        soundID "EFFECT_ADAPTIVESHIELD"
instantAction
    buffInstantActionType "RestoreAntiMatter"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    antiMatter
        Level:0 1000000.000000
        Level:1 1000000.000000
        Level:2 1000000.000000
numPeriodicActions 0
numOverTimeActions 1
overTimeAction
    buffOverTimeActionType "DrainAntiMatter"
    drainAntiMatterRate
        Level:0 100.000000
        Level:1 100.000000
        Level:2 100.000000
numEntityModifiers 1
entityModifier
    buffEntityModifierType "MaxAntiMatter"
    value
        Level:0 1000000.000000
        Level:1 1000000.000000
        Level:2 1000000.000000
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "AntiMatterDepleted"