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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15,657,949 views 8,423 replies +31 Loading…
Reply #1476 Top

Huzzah!!!!!

Reply #1477 Top

I notice that now starbases have 20 upgrade slots so they can get every upgrade available.

Is this intentional? It seems a tad overpowered, especially with an Advent starbase with all hull/weapon upgrades, disorientation, all 4 hangar upgrades and meteor strike along with it's allegiance and culture boosters.

Reply #1478 Top

Quoting rayadrel, reply 1477
I notice that now starbases have 20 upgrade slots so they can get every upgrade available.

Is this intentional? It seems a tad overpowered, especially with an Advent starbase with all hull/weapon upgrades, disorientation, all 4 hangar upgrades and meteor strike along with it's allegiance and culture boosters.
End of rayadrel's quote

That's definetely not something we did. I just tested it on the exact same full download that is published and I could reach a maximum of 8 upgrades sounds like your copy is corrupted somewhat.

Reply #1479 Top

herm.... i take the basic files... overwrite them with the pirate files... and... i get a minidump.

wait... i got it... the pirate mods have to be on the bottom...

so...

BAsic files

pirate files

hit apply.

not sure about dynamic yet... but right now its time to KEEL SOME PIRATES!!!11

Reply #1480 Top

lol do I smell the first victim? xD

Reply #1481 Top

Hello everybody, it's kinda late (at least for me) so I will be brief. I am planning on improving the pirates so as to contnue giving a challlenge. Have discovered some more mean tricks and will implement them possibly with the next patch. Feel free to give me any comments, improvements, suggestion, complaints you want on the Powerful Pirates and I will see if I can get it implemented. Happy Pirate Hunting!

Oh a recommend map for the Powerful Pirates is Black-5 by -Ue_Carbon. 

@ Pbhead- actually I found that I have to place them at the top to get them to work

 

Reply #1482 Top

Quoting rayadrel, reply 1477
I notice that now starbases have 20 upgrade slots so they can get every upgrade available.

Is this intentional? It seems a tad overpowered, especially with an Advent starbase with all hull/weapon upgrades, disorientation, all 4 hangar upgrades and meteor strike along with it's allegiance and culture boosters.
End of rayadrel's quote

Are you using the Dynamic mod? cause I modified it so that it allows all of the upgrades

Reply #1483 Top

Quoting DanzaDragon, reply 1467
Quick question:

 

How do you create DS galaxy/maps to play on, I assumed the normal map editor wouldn't have the DS stuff and I was right lol... Just wanted to make a few teamwork styled maps with a large terran planet or desert as the choke x3

 

Thanks n..n
End of DanzaDragon's quote

I believe the 0.85 download contains the information/modifications you need. Just go the the Distant Stars website and then the downloads section, select the full download of 085. It is still in place at the moment.

edit: just checked out the mod, it has the stuff to use to make Galaxy Forge compatible with DS, it is under the Extras file

Reply #1484 Top

Quoting ice27828, reply 1482

Quoting rayadrel, reply 1477I notice that now starbases have 20 upgrade slots so they can get every upgrade available.

Is this intentional? It seems a tad overpowered, especially with an Advent starbase with all hull/weapon upgrades, disorientation, all 4 hangar upgrades and meteor strike along with it's allegiance and culture boosters.
Are you using the Dynamic mod? cause I modified it so that it allows all of the upgrades
End of ice27828's quote

 

Now i know why the TEC starbase has 17 slots. I like it better this way!

Reply #1485 Top

Quoting Articuno12, reply 1470
I have  many mods for many games, but the dedication and speed of your new patches is Terriffic! I havent seen a mod patch realeased so fast after a beta state.....  for a couple of years!

 

Question......

Any word about Planets Attacking Back that was mentioned in the blog haha?

http://www.youtube.com/watch?v=3DOKnD0TtNc
End of Articuno12's quote

Sadly that had to be set aside for a later time. But dont worry, Carbon is working hard on it Im sure.

Reply #1486 Top

hmmmmmmmmm.............#:(

experiencing technical difficulties with the powerful pirates, please hold

Reply #1487 Top

Yeah I am using Dynamic, that must be it.

Speaking of that, with Dynamic capital ships have an annoying tendency to fly right through starbases. Not a major problem but visually a bit jarring. Can anything be done about that?

Reply #1488 Top

Oh cool... I've been kinda busyy, I didn't know 9.0 was out.  I can't wait to fire it up later...

Reply #1489 Top

Here are some screen shots of the pirates with their new pretty colors

Reply #1491 Top

grrr Ryat now I got to change your files and upload them to Nacey again...or should I email it to you?

Reply #1492 Top

Email it any of us, we will get it in the right hands. Sorry you had to redo it again Mooster.

Reply #1493 Top

Sorry, noob question here, from a new player who hasn't intalled mods yet.

 

What is the "dynamic movement" that this new version of the mod adds?

 

Also,  have you found this mod to pretty stable for multiplayer? I've spent the past few weekends LANing this game with a couple friends, and this looks like a nice way to add some different flavor. : )

 

Thanks!

Reply #1494 Top

The Dynamic movement addon which is optional allows your ships to fight like fighters. So you ships flying around in the grav well shooting while moving. Its cool visual IMHO, but thats cuz Im not a fan. Though others swear by it. Try it out to see if its your cup of tea!!! Thank Mooster for his hard work for that addon.

And for MP its as stable as any SINS can be. Just make sure yall have the same checksum. Otherwise wont work.

Reply #1495 Top

Quoting -Ue_Carbon, reply 1494


And for MP its as stable as any SINS can be. Just make sure yall have the same checksum. Otherwise wont work.
End of -Ue_Carbon's quote

 

By Checksum do you mean game version, or something else?

Reply #1496 Top

Quoting Ryat, reply 1490
http://www.mediafire.com/file/jjnmyjjfmgy/PowerfulPiratesHotfix.rar

hotfix for pirates, just download, unzip, and put in Gameinfo, select yes to continue

then place powerful pirates mod at the top of the list the DS

enjoy
End of Ryat's quote

What is this hotfix for? Is it necessary to download?

Reply #1497 Top

By checksum I mean the checksum number that is given when you enable mods.

And the hotfix is for the powerful pirates addon. If you dont plan to use it dont need to hotfix it.

Reply #1498 Top

Great mod, thoguh one or two possible balance issues, mainly that tec seem a bit...handycapped earlyer game due to the 6 logistics slots for labs, i understand thats to balance the fact they now get +10 logistics total, but its a bit steep since it takes 6 civic labs to get that tech.

But then maybe thats the intention?

 

Anyway, just wanted to say that im glad the dynamic movement is going to be OPTIONAL, as I personly really don't like the sound of it, sounds like its going to be a right pita due to the various pbaoe capital ship buffs not hitting all your ships cos eveythings moving around too much!

 

[EDIT]: oh, is tehre an easy way i can 'remove' one of the new planet types? Personly i find urban planets to be a bit too OP and wouldnt mind being able to scrub them, at least from the 'random-colonizable' and 'random-mix' tables so they dont show up in my random maps.

Reply #1499 Top

Actually with Dynamic, fleets tend to stick together and fight cohesively, more so I dare say than vanilla where they park themselves in odd locations.

The only real problems I notice are the afiremention flying through starbases (mostly a cosmetic issue) and when fighting one-on-one capships tend to behave stupidly (flying off in wide arcs out of weapons range for no reason(.

 

You should at least try it, it makes fleet battles hella fun, it's also possible to do flyby raids with, say, a few capships vs. a much bigger fleet and have them survive. I had a great time harassing a fleet that was coming for my planet for example.

Reply #1500 Top
Hey, guys. Just checking in to let you know I'm not dead yet. I haven't been able to play any games in a while because of a lot of work. Between being busy and being more interested in seeing a more finalized version, I think I'll wait till at least the next patch before I try to make time for it all. Glad to see you guys are getting a lot of work done on the mod. Hope to play it again soon.