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February 7th, 2004, 10:57 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
There is no system. The only thing you need to keep is mind is to not use family numbers that are duplicates of any other.
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Phoenix-D
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February 7th, 2004, 11:45 PM
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Brigadier General
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Re: STM "Final v1.7.5" Discussion
I need some help on a component I wanted to add into my Mod. It is called the Uber-Colada. The component takes up 1 space and cost very little. The problem I am running into is testing it. I decided to use the Star Trek Mod as a test base (hence I am posting here) but I am having no luck. Here is what happens:
When I put it on:
A Federation ship they insist they can synthesize it better.
The Klingon’s won’t touch it.
The Romulan’s try to interrogate it.
The Ferangi try to sell it back to me.
I tried the Borg and they assimilated it, that didn’t go over too well.
Any suggestions?
[ February 07, 2004, 21:48: Message edited by: President Elect Shang ]
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February 7th, 2004, 11:55 PM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Lighthorse:
Question to All,
I thought give modding-programming a try. Can everyone tell me how the family numbering code system works. I know why there a family numbering system, but don't know what numbers ranges that are used. Seems like 1000, 2000, 4000 numbers have uses. Unsure which would be safe to use. So I started with 7600's range, better than any other as far I as I can tell.
Lighthorse
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Family numbers are really just used for display latest only etc, so as long as you don't duplicate any of the numbers - it should be fine.
There are large gaps everywhere, so you can start much lower than 7600 if you want.
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February 8th, 2004, 02:22 AM
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Sergeant
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Re: STM "Final v1.7.5" Discussion
Thanks Phoenix-D and Captain Kwok, I wasn't completely sure. Nice to know for sure.
Thanks
Lighthorse
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February 8th, 2004, 05:45 AM
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Shrapnel Fanatic
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by Captain Kwok:
Family numbers are really just used for display latest only etc, so as long as you don't duplicate any of the numbers - it should be fine.
There are large gaps everywhere, so you can start much lower than 7600 if you want.
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Don't forget that they also control which components can have their abilities stack, such as Combat To Hit Bonus or whatever it is called. 
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February 8th, 2004, 05:59 PM
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Corporal
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Re: STM "Final v1.7.5" Discussion
up to 100 turns on 1.5.1.1 so far everything smooth - good job
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February 9th, 2004, 04:17 AM
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Lieutenant Colonel
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Re: STM "Final v1.7.5" Discussion
I'm I really the only one who has experienced ships refusing to fire in this game? It really takes the fun out of the game when your 40 or 50 non firing ships get beat by 6 or 7.
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February 9th, 2004, 04:18 AM
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Sergeant
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Re: STM "Final v1.7.5" Discussion
Will the Economies of Scale mod work with the STM?
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solops
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February 9th, 2004, 04:21 AM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by DavidG:
I'm I really the only one who has experienced ships refusing to fire in this game? It really takes the fun out of the game when your 40 or 50 non firing ships get beat by 6 or 7.
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What are the ships specs?
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February 9th, 2004, 04:24 AM
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National Security Advisor
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Re: STM "Final v1.7.5" Discussion
Quote:
Originally posted by solops:
Will the Economies of Scale mod work with the STM?
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I don't think so, well not too easily - although you can accomplish similar effects by making the larger ships/mounts more expensive. Perhaps reducing the resource facility yields etc.
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