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News:

Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: Logistics & Fleet Management  (Read 28894 times)

Alex

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Re: Logistics & Fleet Management
« Reply #45 on: June 04, 2013, 07:23:50 PM »

Will mods be able to add contributing factors to Logistics and CR and add their own entries to the tooltip?

There's a new String parameter for the various MutableStat.modifyXXX() methods - a description that shows up in tooltips and such, if a stat is being dissected for contributing factors. The maximum logistics capability and the maximum CR are two such.

On the other hand, if you're modifying the effects CR has, that means providing an alternate, full implementation of the CombatReadinessPlugin - so only one mod at a time can do this. (The source for the core implementation is in the api zip.) The effects of logistics are less moddable, except when it comes to the effect on CR. There are a bunch of values in settings.json that govern just how much things cost etc, but most of the mechanics themselves are in core.
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Mattk50

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Re: Logistics & Fleet Management
« Reply #46 on: July 05, 2013, 08:14:31 AM »

Aha, the fleet points beast is slain. Great changes alex.
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