Nacey Nacey

[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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15,657,538 views 8,423 replies +31 Loading…
Reply #4126 Top

Yeah there is but you would have to go over that with Nacey. He created them (well the trade ports and starbases anyways)

Reply #4127 Top

nacey messed up the pirates

they are supposed to have newer models (supplied by SuperZERO0) and other little snazzy things

they didn't make it
End of quote

Is there a problem with them?

Reply #4128 Top

So is that graphics glitch of mine just an isolated problem? Or part of that "pinching" problem I saw earlier with the textures? :S

Reply #4129 Top

Hm ...

Everytime when i try to capture a Military Planet my Game crashes.

Checksum is the same.

 

And can i use the old GalaxyForge or do i have to wait for a new one?

 

Edit: Same with a Moon Oceanic one. :(

Reply #4130 Top

Quoting boshimi336, reply 4125
I know there are captureable Capital Ships and Capturable frigates and heavy cruisers etc ... there's even a capturable trade port. Is there any possibility (this is pure from a map making standpoint) that there could be a few other structures you could set up in a map either 100% spawn probability or otherwise? I would like to see (off the top of my head) capturable culture building, capturable frigate factory, capturable research post, capturable refinery or Starbases?

 

Is this possible to implement and if so how hard would it be to set it up similar to what is already capture in DS?
End of boshimi336's quote

It's possible, there are captureable starbases already in as well.  Search out the green clouds.  ;P  All you'd need to do for the others is create a new entity file and give them at least the captureable tag.  Have them point to the same graphics and everything.  Of course, you'd have to make the appropriate entries in the string files and elsewhere to get them to appear in the game and distribute it to everyone...  It's actually very easy to do, it's just very time consuming too, as you no doubt already know.

 

Quoting SuperZERO0, reply 4127

nacey messed up the pirates

they are supposed to have newer models (supplied by SuperZERO0) and other little snazzy things

they didn't make it
Is there a problem with them?
End of SuperZERO0's quote

I believe his answer to me was simply to state that they just weren't included in the beta patch, not that anything was actually wrong with them.

 

Quoting chanter45, reply 4128
So is that graphics glitch of mine just an isolated problem? Or part of that "pinching" problem I saw earlier with the textures?
End of chanter45's quote

I reported the same texture problem a few posts before yours and fixed it by reverting to the old 'unoptimized' textures of old citing that those texture changes were no longer necessary with the changes the beta patch made to the memory usage.

 

Quoting IHaTeD2, reply 4129
Hm ...

Everytime when i try to capture a Military Planet my Game crashes.

Checksum is the same.

 

And can i use the old GalaxyForge or do i have to wait for a new one?

 

Edit: Same with a Moon Oceanic one.
End of IHaTeD2's quote

I've colonized a dozen or so military planets and ocean moons and not had any issue with the TEC Akkan.  Which race are you using and frigate or capital ship to colonize?  I'll see if I have any issues with it.

Sometimes even though the checksum is the same there is still a bad file or two that didn't download or unzip properly.  Delete the contents of the mod folder and unzip the contents of the mod archive to your desktop and then move them over...  You know the same old standard drill...  If you still crash when colonizing those planets, try downloading a new copy of the mod and try it again.  Further crashing will need more detailed explanations of everything that's happening when you try.

As for the forge, you can use the old one, it just doesn't have as many options as the newer version.  How do you get those options?  Either download the forge updates I posted a page or two ago which includes a full set of icons, or just copy the galaxyscenariodef file from the mod over to the forge and go with that.

Reply #4131 Top

This Issue is new to me too (okay - only for Military).

I used the Vasari and his Capital Ship.

Reply #4133 Top

Mkay! Was just hoping it wasn't me. I can deal with the weird looking planets for now, i'll just wait for another patch.

Reply #4134 Top

Quoting IHaTeD2, reply 4131
This Issue is new to me too (okay - only for Military).

I used the Vasari and his Capital Ship.
End of IHaTeD2's quote

I just ran a couple tries with the Jarrasul and every single time I tried to colonize with it, the game crashed.  I'll look into this more and try to find a fix by this weekend hopefully.

I mean...  Mod Team Assemble!

 

Quoting IvenUA, reply 4132
how about version 0.99 b1 for diplo 1.011 ?
End of IvenUA's quote

I assume you could since you can use Diplo 0.7 with the beta patch.  Give it a try.  Though if you have no intention of upgrading to the Beta, you probably shouldn't use the 0.99b1...  It's got some issues.

Reply #4135 Top

Will look into that issue with the Vasari. I believe there was some issue with this in beta itself and ZombieRus5 solved it.

Reply #4136 Top

I just ran a couple tries with the Jarrasul and every single time I tried to colonize with it, the game crashed. I'll look into this more and try to find a fix by this weekend hopefully.
End of quote

I posted a work around until the devs fix the issue. It appears to be timing based for some people. I crash every time too. Basically I changed the delay time to 3 seconds and added a finished condition to wait for the delayed action to complete. Hope this helps.

http://dl.dropbox.com/u/5790092/Temp/beta.7z

Edit - I must have been playing when I zipped this because the delay time is 0.00000. Sorry about that, just change the delay time to 3.0000 and it works fine.

Edit 2 - I fixed the download link above so if anyone downloads it from this point it is good.

+1 Loading…
Reply #4137 Top



I mean... Mod Team Assemble!

End of quote

 

Ok, no joke i just watched that 2 days ago...I finally got it for V-day. Love that movie! Now the question is who is who...

 

At any rate Carbon will on TS Friday night some time.*

 

 

*Some Assembly required. Ask your parents for help.

 

 

 

 

 

 

 

 

 

On more serious notes,  The planet textures where from the TSOP, and they have issues with the mesh we use. Hence the crappy look. We did this to help reduce Memory usage, which this new beta might have fixed. If thats the case then 1.0 will have the crap textures removed. We have to wait to see what else IC might change with this patch, I have a feeling we just got a small taste this week.

Reply #4138 Top

Thanks. :)

 

And another testing is hard - the Enemy has already the Planets and a huge Fleet (and the other Factions can punish my bigger Fleets without a Problem -_-).

 

Vasari Life is hard.

 

Edit@ZombiesRus5: Are you sure?

Original Mod File is 295 Bytes and yours is 822 Bytes. o_O

Reply #4139 Top

295 bytes in in BIN form

822 bytes in in TXT form

You can't read BIN but you can read TXT but BIN makes for faster reading for the computer (on initial upload)

Reply #4140 Top

vasari life is HARD??

whaaaaaa?

are you kidding? in distant stars?

 

duuuuude...

ok.

 

um...

have you researched phase missles?

 

Reply #4141 Top

I played alot of Games and the other Factions are everytime much easier.

 

And yes - i do. =/

Reply #4142 Top

Edit@ZombiesRus5: Are you sure?
End of quote

Am I sure?... Yes. I've tested and re-tested this change and it works perfectly. Ryat and company here trust my modding skills so by proxy you should too ;)

By the way the *cough* fix they put out today for the Vasari Colonize is ooodddd! You'll still want to use my fix. I've emailed it to them for what it's worth.

I'm not sure what they were thinking when they wrote this

periodicAction
 actionCountType "Finite"
 actionCount
  Level:0 1.000000
  Level:1 2.000000
  Level:2 3.000000
 actionIntervalTime
  Level:0 1.000000
  Level:1 1.000000
  Level:2 1.000000
 buffInstantActionType "CreateFrigate"
 instantActionTriggerType "AlwaysPerform"
 frigateType "FrigatePhaseModuleConstructor"
 numFrigates
  Level:0 1.000000
  Level:1 1.000000
  Level:2 1.000000
 matchOwnerDamageState FALSE
 impulse 1000000.000000
 expiryTime
  Level:0 360.000000
  Level:1 480.000000
  Level:2 600.000000
 spawnFrigateSoundID ""
 postSpawnBuff ""

End of quote

Reply #4143 Top

This Mod does will work with the latest update of Diplomacy 1.19a

Reply #4144 Top

oopsies. shoouda seen that comin.

Quoting IHaTeD2, reply 4141
I played alot of Games and the other Factions are everytime much easier.

 

And yes - i do. =/
End of IHaTeD2's quote
 

 

As soon as the mod is fixed again... lets find a time and do some fighting.  it'll be fun!

Reply #4145 Top

Oooooooooooo.........MORTAL KOMBAT!!!! LOL, the mod is fine =P its the beta part of the beta thats making it mess up. Play non beta version instant fun.

Reply #4146 Top

Yes we should definately get together and duke it out. I'm not that great of a player BUT I do enjoy this game and if losing is in the cards for me, well ... I don't complain much as its still fun (most of the time). :-D

Reply #4147 Top

I might be up for another game time permitting!

Reply #4148 Top

I was doing my usual changes for my LAN group, and I noticed that the gunships had no description entry.  Your string file is off by 5 strings.  It should read 7110, not 7105.  That fixed the problem.

Reply #4149 Top

Can one of you fancy mod creators show us how to fix the planet wrap problem? :S Or should I just suck it up until your guys next update?

Reply #4150 Top

Quoting chanter45, reply 4149
Can one of you fancy mod creators show us how to fix the planet wrap problem? Or should I just suck it up until your guys next update?
End of chanter45's quote

I found out what the problem was when I started doing my binary planets. You need to import the planet mesh to XSI and realign the texture. The original UVs were not quite aligned to the texture but for the size it was not noticable. Once the sheet was cut in size this doubled the problem areas. I might get on doing it soon but SOA2 Dip build is priority now.

If the textures are from the original TSOP before we removed them and the smaller skybox textures, then all you should have to do is delete the planet textures from the mod and let the game use the stock ones. Be sure not to delete the planet textures from Sins Plus or Celestial bodies though. I will let one of the DS team list the ones you can safely delete as I dont have this mod installed. You can look in sins root directory to see the planets textures that are there to start.

EDIT: To be safe, do not delete them, just move them out of the mod and test. If you move the wrong ones thay can easily be put back.