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Incompatible Tech Nerf Issues - Printable Version

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Incompatible Tech Nerf Issues - Saberuneko - 08-14-2012

I have some problem at my own server, around 60% of the ships and weapons are theorically unusable, because even when using the correct ID and possesing the correct IFF, the ship simply will get nerfed to 10%.

This specially happens with capital ships, there's no cap that can mount heavy mortar, mortar, pulse or anything like that without getting a serious nerf. It also happens with any military faction ship. Using Liberty Guns in any Liberty Fighter with a Liberty Navy ID is nerfing the ship from 50% to 10% output for reasons I cannot understand. Any anti-shield gun (I.E. Debs) are an absolute 10% for any ship using them. Same goes with other house militaries.

What can I do? I've even tried reinstalling FL and Disco, also restarting the server by removing all the old files at My Documents/My Games/Freelancer/Accs/Multiplayer.

Best Regards.



Incompatible Tech Nerf Issues - AeternusDoleo - 08-14-2012

You'll need to adjust the technerf configuration on your server. It is located in /EXE/flhook/plugins/tech.cfg I believe (I can't doublecheck from where I am right now). Check the weapon you're having problems with, look up the tech group it's assigned to, and then check wether the ID you are using is assigned that tech group.

Note: This is a serverside setting, from the client's end there's nothing you can change.


Incompatible Tech Nerf Issues - Jayce - 08-14-2012

The file is named "techcompat" not just "tech."


Incompatible Tech Nerf Issues - Janus99 - 08-14-2012

And good luck with it. It looks insanely complex to me and I picked up most of the customizations fairly easily.

When I was running my server I just removed all the factions and set Default_Mult and No_Control_Item both to 1.0. Never have understood why an outcast wouldn't be able to use a Vengence cannon he salvaged off of a dead navy patrol ship. Those outcasts are drug smugglers, but they ain't stupid.


Incompatible Tech Nerf Issues - AeternusDoleo - 08-14-2012

It's actually quite simple. The [Tech] sections list groups of tech - which usually includes weapons and/or ships. The [Faction] sections list the tech sections that faction (by ID) may use and at what efficiency (1.0 =100%, 0.1=10%). It's all listed in the file header, I made sure to put instructions for the sections in the config file itself (I wrote the initial one). If multiple tech groups are used the modifiers are multiplied. For instance if you have a 75% efficiency on the ship and 75% efficiency due to incompatible weapons, the result would be a 56% power efficiency (0.75 * 0.75).

If you want to drop the entire file though, just comment out loading the techcompat DLL in your FLHook configuration. That will make everything compatible with everything again like it was in 4.85. It's an option, not a requirement, this plugin:)
This plugin was mainly implemented as a balance tool - to prevent people from mixing the best weapons with the best ship in the mod on any faction. IE Tizona/Magma Hammer on a Black Dragon... which then is a Molly. For a roleplay server, there isn't any excuse for that kind of combination.


Incompatible Tech Nerf Issues - Saberuneko - 08-15-2012

Thanks for the help, I will try to set it up as it would be at Discovery Freelancer RP 24/7, I like the technology compatibility nerf thing when it works properly, prevents me from having to delete ships like a Corsair battleship with a gun of each faction and a Interspace Commerce ID while showing a Bounty Hunter IFF.
(And yes, that's an real example).

Is there anywhere where I could look how such nerfs are normally set?
Or where I could get a copy of how is 24/7's file set up.

For the moment, I'll leave the file out, while I edit and test, so the nerfs let the players use caps normally. Hope none of my users finds this post. *giggles*

Thank you very much in advance.


Incompatible Tech Nerf Issues - Janus99 - 08-24-2012

' Wrote:It's actually quite simple. The [Tech] sections list groups of tech - which usually includes weapons and/or ships. The [Faction] sections list the tech sections that faction (by ID) may use and at what efficiency (1.0 =100%, 0.1=10%). It's all listed in the file header, I made sure to put instructions for the sections in the config file itself (I wrote the initial one). If multiple tech groups are used the modifiers are multiplied. For instance if you have a 75% efficiency on the ship and 75% efficiency due to incompatible weapons, the result would be a 56% power efficiency (0.75 * 0.75).

If you want to drop the entire file though, just comment out loading the techcompat DLL in your FLHook configuration. That will make everything compatible with everything again like it was in 4.85. It's an option, not a requirement, this plugin:)
This plugin was mainly implemented as a balance tool - to prevent people from mixing the best weapons with the best ship in the mod on any faction. IE Tizona/Magma Hammer on a Black Dragon... which then is a Molly. For a roleplay server, there isn't any excuse for that kind of combination.

I agree in principle. The ship should match the ID. But you should be able to use any weapon you salvage (read tractor in). Except nomads of course. There's no way in RP to mount a bio-electrical weapon on an Electro-mechanical platform. They're just too different. But for a Bretonian to use a Samael he has salvaged from a Liberty Rogue he took down in Cortez makes perfect sense. If he wants to use it, of course.

Janus


Incompatible Tech Nerf Issues - AeternusDoleo - 08-24-2012

While you're right in theory, we don't want to see Black Dragons with Sammies for instance. It's a balance issue that it remains in place. The only other alternative is making every weapon roughly equally powered, which would reduce game variety.