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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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15,657,470 views 8,423 replies +31 Loading…
Reply #4677 Top

@Sivcorp- We are talking about the flagship mod and its need for a better Vasari model. I am considering using yours.

Reply #4678 Top

Quoting Ryat, reply 4677
@Sivcorp- We are talking about the flagship mod and its need for a better Vasari model. I am considering using yours.
End of Ryat's quote

More pics of the flagships please :)

Reply #4679 Top

I believe SivCorps flagship was the kitbash that was posted a few pages back. It looked pretty good, actually, and works a hell of a lot batter as a flagship than the current Vasari model.

Reply #4681 Top

Ah, I see.

 

Well here are the 3 mashups I did a while back.  They are not necessarialy game worthy yet, but I could work on them if you want them

 

 

Reply #4682 Top

Well, the Vasairi one is tolerable, but the other two are ... how to put this kindly... slapped together.  Hm... If I knew how to get the models into blender or sketchup I could take a crack at it... cant texture though.

Reply #4683 Top

I don't even think the TEC flagship is that bad. But I very much agree on the Advent

Reply #4684 Top

yeah, I know.... :annoyed:

 

I didn't spend much time on the other two.... the Vasairi one was for the lore I was writing, so i spent more time on it.  I think I'll remake the other two.

Reply #4685 Top

Do you mind a couple suggestions?  Make the TEC ship bulkier, it looks like it could snap in half.  Advent... I dunno, but If you completely remake it find somewhere else to put the fin.  (yeah I know, real helpful that is.)

Reply #4686 Top

Ha, :grin:

I'll put the fin somewhere.....

 

And yeah, the Tech is not very bulky is it?  Maybe I'll draw on some inspiration from the leaked Tec Titan

 

 

 

 

Edit:  And I'll take suggestions on the others too.....

Reply #4687 Top

I just found that softimage or whatever it's called for sins models.  So if I figure out how to use it I may PM you some concepts.

Reply #4688 Top

Yeah the Vasari one is the one I want. I go back and forth with the TEC. As for the Advent?...well.. I like the one SuperZero0 did for me.

Reply #4689 Top

The Advent are troublesome cause it's suppose to flow and every cap is very distinct, so they don't all mesh together well. For the TEC, I could picture you taking a Kol with a Marza component extending the bulkier side. Then take two side-by-side Dunov components and use them to extend the rear, possibly cutting the engines free from the rear of the Kol and still using them on the Dunov's tail, kinda like what you got going now. I think the Akkan, looking very civilian, should be left out altogether.

Reply #4690 Top

Anyone thought of using some of the pre-beta / beta ship components for the TEC or other races?

Reply #4691 Top

Of the three, the Redemption is the only one not sitting well with me.  It looks like a kid's toy ray gun.  ;P  I do like the other two a lot though.

Reply #4692 Top

Here's a ship from some of my collections, passable for TEC flagship....

Reply #4693 Top

Reminds me of a Homeworld vessel. :-P

Reply #4694 Top

Nice ship Bison. 

 

It seems a bit too simple for a flagship though....

Reply #4695 Top

It could pass for an upgraded Dunov.

Reply #4696 Top

Quoting Stant123, reply 4695
It could pass for an upgraded Dunov.
End of Stant123's quote

Nah, this one....

Reply #4697 Top

The one lit up blue looks like a dark Vagyr ship.

The one just above me is sweet. But then I've been looking at the TEC flagship we have now and don't feel at all bad about. Hell, I was looking at the abilities and thought, "Ryat, you did a sweet job making this beast quite unique." Now I got to play with the other races.

Reply #4698 Top

Those ships are awesome, but I agree with Draakjacht. The TEC and Vasari flagships currently in the mod look great and play great, and they make sense as far designs go for their respective empires. The only problem I see for the Vasari one is that its just too damn difficult to pick out in a fight. (That protuberance is also kinda ugly, but for me that takes a backseat to most other complaints.)

 

If you guys do end up using the Hellion model, the only criticism I would offer is that the various ships that make it up are far too easy to pick out. Maybe blend the various parts of the model together a little better to make the hull look more uniform. I would also get rid of the Egg entirely, and put something else there, simply because I feel the wings should be taller than the hull but thats just me. Other than those minor things I like the model a lot. It's a pretty good kitbash.

Reply #4699 Top

Quoting Draakjacht, reply 4697
The one lit up blue looks like a dark Vagyr ship.
End of Draakjacht's quote

I see the resemblance....

Quoting Draakjacht, reply 4697
But then I've been looking at the TEC flagship we have now and don't feel at all bad about. Hell, I was looking at the abilities and thought, "Ryat, you did a sweet job making this beast quite unique."
End of Draakjacht's quote
 

Got some pics of DS new toys.....

Reply #4700 Top

                                                              k1
Tomorrow if no one beats me to it... my child.