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  #1581  
Old February 7th, 2004, 10:57 PM

Phoenix-D Phoenix-D is offline
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Default 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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  #1582  
Old February 7th, 2004, 11:45 PM
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Default 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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  #1583  
Old February 7th, 2004, 11:55 PM
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Default 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
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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  #1584  
Old February 8th, 2004, 02:22 AM
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Default Re: STM "Final v1.7.5" Discussion

Thanks Phoenix-D and Captain Kwok, I wasn't completely sure. Nice to know for sure.

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  #1585  
Old February 8th, 2004, 05:45 AM
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Default 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.
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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  #1586  
Old February 8th, 2004, 05:59 PM

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Default 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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  #1587  
Old February 9th, 2004, 04:17 AM
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Default 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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  #1588  
Old February 9th, 2004, 04:18 AM
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Default Re: STM "Final v1.7.5" Discussion

Will the Economies of Scale mod work with the STM?
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  #1589  
Old February 9th, 2004, 04:21 AM
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Default 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.
What are the ships specs?
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  #1590  
Old February 9th, 2004, 04:24 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by solops:
Will the Economies of Scale mod work with the STM?
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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