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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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15,657,632 views 8,423 replies +31 Loading…
Reply #2876 Top

Love this mod. Been playing only it for months (well basically since I found it).

Had an idea. Can you have technologies that cancel out other technology paths? This would allow you to make decisions early on in research that focus you on one path or another.

For instance, a Vasari "Enslaver Pact" might increase loyalty on their own worlds, but reduce cultural effect on other worlds.

Researching this pact might cacel your ability to build propaganda centers, as nobody believes you any longer, after all you're an evil enslaving alien race :)

One thing that has always annoyed me about technology in Sins is that eventually.

I would also like to see multiple types of Starbases with different overall focuses. (eg defense, economic, etc).

 

Reply #2877 Top

the tech thing sounds interesting, may have to look into it

as for the multiple types of starbases, well thats why it is modular, you can build each starbase uniquely though permemantly

Reply #2878 Top

yeah, it's a bit of a pain in the butt, but if I'm going to do a long campaign, I accept that I'll have to demolish starbases and put in something different. Not cost effective for short games, but great down the line.

Reply #2879 Top

You can't make techs exclusive in Sins, but you can make it so technologies have drawbacks.  You can do things like make more armor slow down ships, better shield generators make ships more expensive, increased hull points increases build time due to increased complexity, and you could make it so certain economic techs have drawbacks, like Vasari Enslaved Labor reducing culture spread rate.  If you're going to have drawbacks though, you're going to need to have the benefits outweigh the disadvantages.

Reply #2880 Top

Quoting verybad, reply 2876
For instance, a Vasari "Enslaver Pact" might increase loyalty on their own worlds, but reduce cultural effect on other worlds.

Researching this pact might cacel your ability to build propaganda centers, as nobody believes you any longer, after all you're an evil enslaving alien race
End of verybad's quote

The Vasari enslave everyone on every planet they come across anyway.  They don't 'colonize' in the traditional sense.

I don't think it'd be a good idea.  The idea behind it is nice but sins doesn't really branch out far enough to make it effective.  Say you're a vasari that can't build propaganda centers, the advent next to you plops a few down right next door.  You're screwed.  You have no way to prevent the loss of your planets and they only have to sit back and watch.  That becomes a research option that no one will ever go for, meaning you've just screwed the Vasari out of an entire research branch.

 

I know you're looking for diversity, but technology doesn't work like that.  In human history, everytime a nation has developed a technology, the others follow quickly behind.  The steam engine...  The train...  The assembly line...  Cars...  RADAR...  Planes...  Jets...  Stealth...  Space travel...  Nuclear Power...  Every single one of these researched inventions used to be held by one country only.  In a matter of a few years, multiple nations had access to them.  Humans are very diverse in beliefs, affiliations, skills, and ethics, yet technology doesn't give a crap about any of that.

 

Within the game, the diversity that sets the factions apart has already happened.  It'd be different if everyone started off as a base race and their research choices turned them into TEC, Advent, or Vasari.  Then your idea would have excellent merit, but it'd already be a part of the game.  Again, good idea, however, it's not practicle.  Not unless you cut it to options like if you research economy, you're cut off from everything else.  If you research diplomacy, then you're cut off from everything else, if you research weapons, then you're cut off from everything else...  But even doing that unbalances the game because every advent would go diplomacy and take over your planets by sitting back and letting their culture do the work for them.  Every TEC would go economy and just crush you with volume of ships.  Vasari...  I don't really know what they'd do, and that's probably a bad thing because maybe no one would play vasari ever because they get hosed no matter what way they go...  =\

Reply #2881 Top

I think if anything like that were to be done, SpardaSon's idea would be best, giving everything a small debuff in trade for the buff. Higher maneuverability would reduce weapon accuracy, but bigger guns slow the ship down a notch. Neither debuff would be nearly strong enough to counter the other buff, BUT it would mean early-mid game would require you to decide, am I going to go for fast skirmishes or am I going to roll in with heavy staying power?

I see why Stant is opposed to the other idea. You're thinking Civ, which gives you certain access points technologically and cut-offs on cultural development. For something that large and, like the governmental development, that causal, I would say it has merits, but Civ doesn't have the fixed groups that this does. I could see someone saying, "Why not a more complex tree where multiple techs provide prereqs for higher techs, such as metallurgy and synthetic components leading to motherboard," but I don't know if the game is that flexible.

Reply #2882 Top

It's possible to have a research with multiple pre-reqs.  The TEC cargo capacity research requires both trade ports and refineries to be researched.

Reply #2883 Top

true. I was thinking a chain that would be far more complex, and I don't know if there is a limit to the number of connections or items in a research tree, but whatever. The game is rarely long enough to make it worth the trouble.

Reply #2884 Top

I can't think of a reason why you couldn't make it as complex as you wanted.  If you wanted to reproduce a Civ-style tech tree in Sins you probably could.  The limit though is 8 tiers, you can't add any new categories (Defense, Diplomacy, Civilian, Warfare) besides what already exists, and the artifacts are hardcoded, but you can expand the Logistics category through some clever UI work if you run out of room in the other research categories.

Reply #2885 Top

Quoting Draakjacht, reply 2883
true. I was thinking a chain that would be far more complex, and I don't know if there is a limit to the number of connections or items in a research tree, but whatever. The game is rarely long enough to make it worth the trouble.
End of Draakjacht's quote

Virtually unlimited I think, of course you are only limited by UI contraints other than that you can have military techs linked with civ techs and then have a chain of eight with three in each categroy, since it dynaimcally creates the links when you specify which techs are linked with what

Reply #2886 Top

ok, so it's all possible. The question now is: who wants to attempt such a beast?

Reply #2887 Top

Have yall ran it by boss man? If anything this will be a mini mod. You still need to run it by the boss first though.

Reply #2888 Top

Whoa, hold on there. So far, I'm just joining in the theoretical chit-chat. I haven't seen anything other than starbase planets promised. VeryBad has proposed the intial idea and SpardaSon proposed a different angle of approach. Anything beyond that is just us BSing. Besides, I can't do anything more than 2-D.

Reply #2889 Top

lol, i was just saying before anyone goes out there and starts any serious work on this...who ever might wanna run it by boss man officially.


He is slightly aggrivated at the lack of communication by some of us. I was just trying to prevent a thermonuclear war. LOL


And also I was giving my 2-cent that this should be a mini-mod addition IF it ever becomes more than chit chat.


Dont hit the Panic button yet there Draak ;)

Reply #2890 Top

Well, what I really wanted to do was quote Ash from Army of Darkness: "I don't even know these a**holes!" but thought it a bit much.

As far as communication, who all is he unhappy with? If me, let me know how much and why, so I can fix it.

Reply #2891 Top

Is there a place one can go to download any of the maps from this mod? I found the one thread but it did not have nearly as many of the maps I was hoping for. The maps are awesome and I enjoyed this mod but it just caused massive lag.

 

want the maps without the lag..=/

Reply #2892 Top

You're never going to have a map without the lag unless you finish the game quickly.  I have a map pack, but it requires integration of my modified galaxyscenariodef and english.str files.  Well, not all of them need it, just the newer ones.  I fixed ocean planets not showing up and added in a ton of new random options and made the forge icons for them.  =]

Reply #2893 Top

Any of the maps in this mod require DS to use the maps.


If you want to make big maps just use the ingame map editor or fire up GalaxyForge. Your lag is gonna be the same no matter what mod your running or not running. Have you optimized your user settings yet? Empire tree trimming, no icons for tradeships are must for reducing lag IMHO.

Reply #2894 Top

tried out the new version and it was nuts! first time I played the actual rel. of diplomacy too so woah... shit changed no? Hey, are you guys still hosting those games? And er, how many of you play eve again?

Reply #2895 Top

DS Botz is watching you...errrrr....spamming you....ummm....force fed promoting.

Reply #2896 Top

Woah, one question at a time....

shit changed no?
End of quote

Yes. Things have changed and will again in the next release. To see the differences, compare this with that.

Hey, are you guys still hosting those games?
End of quote

Yeah, sure.  Click here for more details.

And er, how many of you play eve again?
End of quote

I know Carbon does...  That's about all I know where Eve is concerned.

Reply #2897 Top

bump

Reply #2898 Top

Quoting -Ue_Carbon, reply 65

Quoting Ryat, reply 64bump
 

No sir you bump with a proper post.
End of -Ue_Carbon's quote

Reply #2899 Top

Now here is the beauty of it, I dont have to say it anymore. It like I have a personal assistant now who does all my dirty work. ROFL

Reply #2900 Top

Just a friendly reminder of out get togethers tonight! See the MP topic for more details.