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Messages - anhkhoa3302

Pages: [1]
1
Mods / Re: [0.96a] Ashes of The Domain
« on: September 19, 2023, 05:27:13 PM »
Crash when update from 1.6.0 to 1.6.1

Code
98377 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to find CAPITAL_MIN_FACTION_SIZE within aod_core in modSettings.json
98638 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
98773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.KaysaarResearchFacility.apply(KaysaarResearchFacility.java:45)
at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.econPostSaveRestore(CoreLifecyclePluginImpl.java:1190)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
98984 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
98984 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]

2
Can elite fleet/bounty have ship with these hullmods ?

3
Mods / Re: [0.95.1a] Realistic Combat 1.11.0
« on: August 02, 2022, 08:11:53 PM »
Starsector Combat Extended

4
Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.

I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.
I got the same problem but it seems random to me, happen to both player controlled mech and AI mech

5
Valkazard is broken, I love it

6
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 07, 2022, 04:04:28 AM »
My game crash while I'm using NovaX to fight Zigg, here is the log, thanks you for your awesome mod !
Spoiler
242060 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.NovaXOnHitEffect.onHit(NovaXOnHitEffect.java:57)
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
242097 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
242097 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
[close]
Did you update to the latest version ? are you using 2.2c ?
I'm using 2.2b

7
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 05, 2022, 01:53:37 AM »
My game crash while I'm using NovaX to fight Zigg, here is the log, thanks you for your awesome mod !
Spoiler
242060 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.NovaXOnHitEffect.onHit(NovaXOnHitEffect.java:57)
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
242097 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
242097 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
[close]

8
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 14, 2021, 07:42:49 AM »
So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.

Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams

Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.

Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.

Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.

Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.

Thats all of them i think, looking foreard to thennew updaye!


I agree with everything said here, except that Gunhazards lose viability in late-game. They're role and tactics become less expansive, but still very viable, just gotta use them as a buddy for other ships, and they basically protect it from frigate flanks. Matter a fact they're great at doing that, and I actually love the GunHazards!

GunHazards aside, every point was correct.
- Einhander NEEDS slots for a modular loadout, as the most fun part of the game is making new viable ship loadouts that you've never thought of before.

- Aleste is overpowered in comparison to the others, especially the Leynos. The modularity is great, it feels great, looks great, needs a slight nerf to some of the weapons it has available, but otherwise it's pretty much near-perfect, realistically  speaking. Additional note, the AI for the dispersal grenades is derp often, it'll just shoot a circle of grenades around it in the opposite direction of the enemy. Not only wasting flux, and time, but needlessly exposing their back to the enemy.

- Leynos needs something to keep it alive longer. I got an idea I'd like to put out there, how about a shield, as in the physical kind held in the hand. It can be destructible(Like how the capital ships in the Scy Nation mod have destructible armor. Also, it could be replaceable when refitting at a carrier). I think a physical shield would go well with the intended theme/flavor of this strikecraft, being a bit unconventional. To add onto that, I think it'd be cool to have a variant(or modular weapon loadout like Aleste) to go for a shield and laser sword/axe combo, with a boost to speed(maybe a big booster on it's back or booster wings like with gundams in space). Perhaps the sword/shield variant should also have advanced phase cloak, so it can move around faster, or no phase at all, and just a really strong shield and high speed and maneuverability. You can just go ham with the idea if you decide to use it.

- No comment on Xyphos(AA), cuz I don't use it, cuz if it ain't a mech, and it's destroyer size or smaller, I probably won't use it.

- I would like to see the Watchdog be able to have a WingCom Suite hullmod be able to be added to it, for better survivability against frigates. I think it should have some limits on it, so it can only have some small bodyguard type fighters.

- The Garegga is pretty great for PD/anti-fighter, but it also does a *** ton of DPS to regular ships, too much imo. Perhaps lower the DPS on the weapons, and add a couple options, like a AoE and a wide shotgun type. I have had only a single instance where the AI yeeted themselves with the ship system exploding. I have used them in a LOT of fights, and it's only happened once, which I think is a reasonable probability to expect from the AI. Some may disagree, but I think it's fine to have like a 1% chance the AI(for Steady, Aggressive, Reckless, and No Officer) will over-do it on the ship system and blow up. Reckless should have a 2% chance though, maybe 3% for the lulz.

- 1 last suggestion... Okay, I noticed how the stake driver embeds itself into the hull of the enemy ship, then has a timer and explodes. Since you have already developed the framework for this sort of behavior, this suggestion should be fairly easy for you. Using the same logic/code for the stake driver, I think it'd be cool to have a shaped charge (C4 explosive) that the Aleste could have as an arm weapon. Placed on the enemy hull, then run away, and boom! This would pair really well with the laser sword, since both require you to be directly(nearly) touching the enemy ship's hull.

- I'm looking forward to the new strikecraft you said you have been working on for the next release! Love the mod, it's now on my essential mods list, and thank you for bringing mecha to StarSector in such an interesting, thorough and polished way.


EDIT: Okay 1 more suggestion, I can't believe I forgot to mention, as it's something I keep meaning to come here and talk about. I would love to see some unique, one-of-a-kind, variants that can only be obtained via IBB missions, or perhaps derelict ships, or however you want to implement it. Unique name, perhaps unique modifiers for the wings with the WingCom Suite like a Valken-X with 3 units in it, instead of 2 with the actual ship having a unique laser sword, so you got 3 fighters and a strike crafter that are balls-to-the-wall with melee combat. I've done something similair in the past, making custom Hybrid Wanzers, for personal use, and I had a lot of fun with it. Also it would justifiy putting an officer in a strikecraft.
Aleste now is perfect, please don't nerf  .  :'(


9
Mods / Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
« on: September 03, 2021, 09:44:48 PM »
Friendship ended with Einhander, Aleste(S) is my new best friend. The fact that Aleste can be equipped with 2 reapers and refit them inside your carriers like a bomber is very strong compare to other mechs in term of anti-ship and I LOVE IT. This is the prefect choice for those who want to catch some big fish while performing some sick gundam-maneuvers.  ;D

10
Mods / Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
« on: July 14, 2021, 06:35:55 PM »
The game crash when I try to use "Project Cashmere" gun.

Spoiler
73294 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
   at data.scripts.weapons.tahlan_CashmereScript.advance(tahlan_CashmereScript.java:173)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Update MagicLib.

If I have to point that out one more time...

Sorry, my bad  :-X

11
Mods / Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
« on: July 14, 2021, 11:11:36 AM »
The game crash when I try to use "Project Cashmere" gun.

Spoiler
73294 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
   at data.scripts.weapons.tahlan_CashmereScript.advance(tahlan_CashmereScript.java:173)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

12
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 26, 2021, 08:22:22 AM »
Shame on you, you just pushed the release date back for another two weeks  ;D ;D ;D

You're the coolest Vayra, please update for the new version <3
Isn't that mean the mod will never be released if someone ask something every 2 weeks, lmao

13

is this normal ?

14
I have an ideal to add more flavor to your mod. My English isn't good so I will try to make it simple, I hope you understand  :P

My ideal is to add a special resource that produce by the Academy. The engineer. The Academy now will demand domestic goods and a little supplies to function, demand isn't meet it will produce less engineer and officer training will slower.

The engineer will be demanded by military/insterstellar relay ,supercomputer, restoration dock,....to function at 100% and will less effective if the demand wasn't meet

And if it possible...the engineer could also count as a crew but with much higher payroll and cost to hire. They will give us some effect if we have enought of them in our fleet.
Let say your fleet need 100 crew minium for all ship to function at 100%
 -> 10% of them is engineer : -5% supplies cost to maintain fleet
 -> 20% : -7% supplies cost in maintain, -5% fuel used per light year
 -> 30% : -10% supplies cost, -10% fuel used, +15% more resourse gain from scavenging ,40% faster and 20% cheaper ship repair after/out battle
 -> 40% : -10% supplies cost, -10% fuel used, +20% more resourse gain from scavenging, fast and cheap like the 30%, +15% faster fighter replacement, 20% faster weapon repair in battle and  20% reduce overload duration.
 Any more than 40% will not have any more effect .Let pay them 3 or 4  time more than normal crew to make it balance XD

Thanks for your awesome mod !

Edit : I think restoration dock should demand some heavy machiney, metal and engineer (if you decide to add this in your mod, of couse) to function and It give you +10% ship quality and some credit every month depend  on colony size + fleet size of that planet because the dock not only fix your ship but anyone's ship. This version of restoration dock can only build on planet have heavy industry/ Orbital work.

15

Military relay and intrstellar relay aren't supposed to be this ,right :v Beside, the colony have largest fleet size also gain the buff from the relay applied for smaller colonies . My english isn't good but I hope you get it, please fix the relay

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