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"