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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Bug Reports Fixed or invalid
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[Server Config]Nomads and human tech

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[Server Config]Nomads and human tech
Offline rwx
12-04-2024, 01:26 PM,
#1
No one is above the law
Posts: 1,032
Threads: 155
Joined: May 2010

Type: Server Config
Bug: Nomads can use human tech without core reduction.

Additional Information: @darkwind explained why this is technically possible.
Offline Chronicron
12-04-2024, 03:47 PM,
#2
Assuming direct control
Posts: 1,419
Threads: 127
Joined: Aug 2017

Some bits of human technology are indeed available for Nomads to use, it's not as much of a bug and more of a band-aid due to lack of Nomad alternatives for those weapons. You may still put on capship codenames, jump drives and docking modules too.

[Image: uXIwfFB.png]
 
Offline darkwind
12-04-2024, 06:39 PM,
#3
Frontier Sheriff
Posts: 1,142
Threads: 138
Joined: Oct 2019
Staff roles:
Coding Developer

[Image: Nn20U3I.gif]
This is not a bug, it is a feature.

Developers do not have enough to power to have duplicated weaponry for nomads to remain playable on nomad only equipment.
Ammo, missile torpedos, different common cruiser/battlecruiser/battleship guns (Code names included)
We can be honest that duplicating all the stuff present is irrational, not efficient and not possible. And locking the common weaponry out of nomads will make them very buggy/suffocated from not having access to the most common needed stuff appearing all the time.

Having for nomads access to common not tech celled equipment is the best solution within the present limitations.


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Offline Aingar
12-04-2024, 10:08 PM,
#4
Armed to the Teeth Developer
Posts: 1,058
Threads: 63
Joined: May 2011
Staff roles: Coding Developer
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Actually, I rewrote techcompat for tomorrow's restart. It'll no longer allow alien IDs to use stuff that's not explicitly listed as 'generic tech'.

[Image: cu7MfeX.png]


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