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[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

http://distantstars.mmobase.com


Feedback of any kind is always welcome. Ideas, balance changes, and bug reporting of any kind is always useful!

Version 1.00 Released!

Make sure to ask for permission before republishing any part of this mod to the public!

Downloads

Rebellion Logo

1.05 + DLC Compatible:

0.12 ALPHA Release:
Full Download:
http://distantstars.mmobase.com/rebellion/Distant_Stars_(R)_ALPHA_0.13_[45189661].7z

Full Download MIRROR:
http://www.moddb.com/downloads/distant-stars-rebellion-alpha-013

MD5: 69486D2FCD3F35E46E6F5EF8C9F1634A

Diplomacy Logo

1.34 Compatible:

1.01 Release:
Full Download:
http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z

 

Entrenchment Logo

1.051 Compatible:

Beta 0.9951 Release:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z

SoaSE Logo

1.14 - 1.181 Compatible:

Version 1.01:
Full Download:
http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z

Make sure to ask for permission before republishing any part of this mod to the public!

Multiplayer Games:
We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together.

The times are:
4pm EST (9pm GMT) Saturdays & Sundays
9pm EST (2am GMT)
Saturdays & Sundays

If you want to organise other games please go ahead using the same topic to consolidate all the information in one place and hopefully get more games together within our community. These games are for PvP, PvAI & PvPvAIso come along and we'll get some games going!

Screenshots:
We've setup a thread so you can all post your screenshots to share with us the Distant Stars team and its players. Im sure we're all intrigued to see what kinds of battles and events you've all been having on the mod aswell.

Lore:
We know some of you guys love to role play whilst using Distant Stars, and here's a topic for you guys to post all of your role playing stories, character profiles and anything else you can imagine.

Maps:
Some of you avid map makers out there have produced some great maps but never really had them recognised because they've got lost. Well here's a topic for you to post a link to the download (we can even provide mirrors if necessary) a screenshot or two of the map for us all the preview and if enough people like it we'll even include the map in with the actual mod!

Please visit our website and for more information, change logs, downloads, and to report bugs. Our website can be found here: http://distantstars.mmobase.com

Bug Reporting

If you want to report a bug please use the Bug Report feature on our website:
http://distantstars.mmobase.com/?m=reportabug

Please include as much information as possible, if you have an error log feel free to post it on these forums and we'll take it from there. If you can reproduce the error please include the error log (read below to find out how to enable error logs) and include as much detail on how to reproduce the problem.

To enable logging:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting

Open the user.setting file (using Notepad, Wordpad or any text editor) and scroll down to the bottom 7 lines from the bottom is the line:
LogOutput FALSE
Change FALSE to TRUE
LogOutput TRUE

and from then on any Log files will be saved to the debug folder:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug

If you get these log files to us (you can just paste them in to a forum post) we can hopefully get your issues sorted.

Frequently Asked Questions

All files are compressed using 7Zip to shrink the download filesize. To extract these files you must use WinRAR or 7Zip.
Any Patches should overwrite the original install directory, either by extracting over the original folder, or cut/copy & pasting over the existing file/folder structure.

1) My game keeps crashing, is there anything I can do to stop it?
i) Are you running the game on maximum (highest) settings? if so, lower them to High or Medium, there is a known issue with the game using up too much memory, there is nothing we can do about this, also no matter how powerful your pc is, it is affected by this issue no matter the pc it is not above this crashing issue, it is a game problem not a hardware one, so quite simply lower your settings. If you still have an issue with crashing see point two.
ii) Give us as detailed information as possible about the crash, what was happening at the time of the crash, what races, ships, abilities were involved. If you can supply a Debug Log (see above for more information about logging) and post a bug report on our website.

2) The loading screens and portrait pictures dont appear properly, whats wrong?
i) This is an issue with ATI based graphics cards (rarely affects Nvidia based cards) we're looking in to the issue.

3) Why dont you support converting Distant Stars in to TXT format?
i) Quite simply many things can go wrong with converting your mod to TXT, we cant help you with something you've probably broken yourself.

4) Can I mod Distant Stars for myself?
i) Yes you can however please do not distribute our mod or our mod that you have edited to the public. You must ask for permission to do so, we will regrettably stop distributing our mod to all if users abuse our work.

5) Your mod is in BIN format I can't edit the files, what can I do?
i) You can convert the mod to TXT format however we wont offer any support to versions of the mod that have been converted to TXT.

6) Why is Distant Stars distributed in BIN format?
i) Mods load faster in BIN format and are less likely to have issues in this format.

7) I'm having trouble installing the MOD, do you have any more instructions?
i) Carbon was kind enough to do some more advanced instructions out here.

8) Is there any way to make new maps for Distant Stars using GalaxyForge?
i) Within the Distant Stars Extras folder there is a folder called Galaxy Forge, Copy and Paste this folder (or its contents) over your original Galaxy Forge folder (or its contents) replacing any files if it asks you to. When you start Galaxy Forge next you'll be able to use all of our planets.

Or, the DIY approach (without custom icons):

ii) The GalaxyForge supplied by the devs will still work with our Mod, however to be able to access all of our planetary bonuses, templates, planet types and stars you will need to take our GalaxyScenarioDef.galaxyScenarioDef (found in the GameInfo folder of the mod) and place it in to your GalaxyForge folder, overwriting the original GalaxyScenarioDef.galaxyScenarioDef (if you still wish to make maps for the original game keep a backup of the original file). This will allow you to use all of the Galaxy changes included in our mod.

Note: Any maps made for Distant Stars will not work with other Mods. See #8.2 for DIY instructions for map making or take the appropriate files from Entrenchment, they're cross-client compatible.

Some statistics...

Since August 2009 to February 2011 we have had over...

400,000 Unique visits to the website
12,000GB (12TB) of data transferred from our website

That equates to over 60,000 Unique downloads of the entire mod, excluding the excess of 20,000 Patches downloaded. 

Thanks to everyone that has supported us this far and making our mod as popular as it is!

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15,657,814 views 8,423 replies +31 Loading…
Reply #2626 Top

Which one do I want to grab?  Or are we waiting for a new release?  I have all three games and would enjoy using diplomacy, since the pacts are awsome.

Reply #2627 Top

Both the Entrechment and Diplomacy versions are the same content wise...with of course Diplomacy having the Diplomacy stuff. If you want to use the extra mini-mods, currently Entrechment only has those. Next patch Diplomacy will start to have some.

Reply #2628 Top

Heya, adore the mod. Can I ask which versions of the various GFX improvement submods are integrated into DS? Browsing some screens from the currently working version of Bailknight's in particular look a bit more impressive than what I'm seeing in game. I run the mod on High/Highest after patching the exe for LargeAddressAware and while everything is lovely some of the screenshots I've seen are positively stunning.

Reply #2629 Top

We try to keep up with the latest of the Volumetric and BailKnights, will have them worked in next update

Reply #2630 Top

What about the race specific explosions I read about somewhere, will that feature be in Distant Stars?

Reply #2631 Top

It already is TEC is blue, Vasari is green and Advent is purple

Reply #2632 Top

In DS i installed it enabled it, didnt see anything new for the first 2 minutes except the maps.  new cap ships frigates? buildings? tech tree?

 

Maybe I did something wrong?

Reply #2633 Top

DS is merely a change in the values of the game not to add to the content of it

Reply #2634 Top

ice/mooster,

what about the extra planet types?,

and also most of the researches having MORE levels?,

and the special researches to do with the extra planet types?

harpo

 

Reply #2635 Top

Indeedio, Distant Stars isnt a re-invention of the wheel as such we have however "enhanced" soase. As such we call our mod a SoaSE Enhancement mod where we've take the original game and changed/added many things to it to make the game play more enjoyable whilst keeping the core of the game intact.

News on the next patch 'cos no doubt you guys are wanting some more news on it, we'll hopefully be releasing  the next patch within the next couple of days.

Reply #2636 Top

Can anything be done, from a players perspective, at remedying slow downs?

I'm playing a large map with 1 AI player at the moment and the game is SO slow, it's crawling along

(Intel quad core Q9450, 4gb of ram, Geforce 9600GT)

I turned off all the effects and set the detail levels to low, but it's still the same framerate (24fps)

Reply #2637 Top

Trim you Empire Tree.

Reply #2638 Top

You mean the tree on the left with the planets/ships? I have that turned "off" by default anyways

It doesn't list anything until I click a planet or fleet.

Reply #2639 Top

:)

 

I will happily admit that I must have been drunk to forget to apply changes :)

 

Anyways wow, why are you guys keeping this mod a secert.  AWSOME Kudos to everyone.  It was shell shock for me so the AI got pissed off I wasnt building(jk).  Great work guys.  thanks for the extra orbital defenses, now I can further turtle.

Reply #2640 Top

For some reason gas giants do not seem to exist in this mod. Have they been replaced with new planet models? I have played several premade and random maps, and so far none have had any gas giants.

Reply #2641 Top

Every planet type has a certain chance of showing up, and when I played vanilla, gas giants were fairly rare, I guess as a balance to avoid large unpopulated regions. In any case, when you consider the chance that a gas giant will show up and weight that against the myriad of new planets (most of which have a much better chance of appearing), then the gas giants get sidelined a bit.

Reply #2642 Top

draak, i found ZERO in a huge multi map.

several, actually.

Reply #2643 Top

Gas Giant are now split into 'Dwarf Gas Giant' and 'Huge Gas Giants' . If your bringing a map from vanilla SINS into DS you have to go in GF and define it as either or.


And on random maps. The game goes on how its 'weighted' define in the files. Which one Im not sure ATM. Im gonna say GalaxyDef file. Like Draak said Gas Giants are low on the weighted scale. I do get them when every so often but they are rare.

Reply #2644 Top

You can always force them to show up by making your own map using the map editor in game or the forge.  I guess I'm lucky in the sense that I get at least 1 every other map or so....  But they're just eye candy and actually not all that useful and more of a pain in the ass then anything. I'll tell you why.

Huge well radius that slows progress down.  Simply trying to drive through it, or build stuff up, the distance one must travel is a pain and time consuming.

Huge well radius that makes it extremely tough to defend.  You're forced to consolidate your stuff into pockets making them easy targets and those pockets could end up on opposite sides of the well, meaning anyone who jumps in only faces half, or a third, or a quarter of your defenses and has the time to seriously damage them before any hint of backup arrives.  Skilled invaders can outmaneuver all of your defenses and just attack the planet and rob you of the ability to replace destroyed structures even before the real battle begins.

Tough defence makes it a resource hog since things always get destroyed there.  You constantly have to rebuild.  That's just life there.  They take more then they make.

Low population so no tax money.

1 exploration chance instead of 2, so you're down 50% right there.

Very few bonuses the type pulls from (I think it only has 4 or 5 in it's list, could be less).

Resources are just average at best.  Really, they should be supporting more then double the resources of the other types since they're so huge, making them somewhat worthwhile to hold.  Right now the largest types have 6 resources, the dwarf giants should hold 8 to 10, and the normal should hold 12 to 16...  That would sure as hell make it worth the effort to hold onto it...

As it is, right now, I just pass through them and not even worry about it.  If an akkan claims it as it lumbers past, I'll put out the extractors, and increase the population cap so it makes some money rather then just sitting idle, but they're really not worth the trouble.

An advantage they do have is they slow the enemy down as well.  Gives you time to marshal your forces, but a well defended planet does the same thing, sometimes even wins without the need for fleet support.

Reply #2645 Top

I said that they were rare, I didn't say how rare.

Reply #2646 Top

Stant has a point. If nothing else, the extractor capacity should be raised. The tax is worthless and extra logistics is fine, but what is there to trade or refine? Defense wise, I have very few issues, but I've rarely had Gas Giants as phase hubs.

Reply #2647 Top

with this mod, can you build stuff around colonized gas giants?

Reply #2648 Top

Yes, with the proper reasearch they are treated as normal planets.

 

The only good things about  Gas Giants is the grav well and they usually have higher number of resource asteroids. But there are many huge planets that have more so they seem eh. They are like Toxic planets in my book...only worth the trouble if you need it in a trade or the resources. Though I tend to get them just b/c I like the large grav well. *shrugs* The extra time doesnt bother me, I play on slow 90% of the time anyhow.

Reply #2649 Top

I just started playing this mod and just wanted to congratulate you guys for the excellent work on this!

Reply #2650 Top

I made this mini-mod earlier...  Well, yesterday now.  It's called 'Better Resource Giants'.  This changes the gas giants resource asteroid count.  Details in the Read Me included.  I also stand corrected on the number of bonuses they pull from.  The number is 8, not 4 or 5.  But still, considering there's 105 total bonuses....  8 is less then 8%.  Give it a whirl Draakjacht and let me know what you think.

http://sites.google.com/site/steelers086/gamefiles/BetterResourceGiants.rar

 

And just in case anyone wants a map that has both Gas planets already on it rather then making their own or leaving it up to chance, download the following.

http://sites.google.com/site/steelers086/gamefiles/FinleySystem.rar

 

And so no one has to ask, anything I make for DS automatically has my permission to be included with it built in or as a separate minimod if it is desired to be included.

 

 

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