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!

dyMRNwSFh9gw
15,657,603 views 8,423 replies +31 Loading…
Reply #2401 Top

oh ok i cant wait i guess ill just have to lower it all by one notch :) thanks for the reply and thanks for the great mod,

Reply #2402 Top

I tried the mod for the the first time and I would like to tell you about my most memorable memory of it:

 

After making it round my Flagship, a prouded Halcyon was at level 7. I received that a pirate party is about to raid one of my frontier colony. This colony is an asteroid belt guarding by a Starbase with tier 2 weapon upgrade and surrounded by 5 Laser platforms and one hangar. So I thought I would park my Helcyon "behind" the starbase for some quick EXP. The pirates was butchered fast enough by my defense ... and then come "BIG DADDY". It sets a square sight on my Halcyon and make a suicide run for it. So BIG DADDY had a starbase, 5 laser platforms, 1 level 7 Helcyon and its complement of bombers hammer on it. The result, BIG DADDY was blown up .... 12 seconds after he blows up my Helcyon 8|

 

Not to mention the next time when BIG DADDY deicded to pay a visit with a full entourage of 5 Dunov Battlecruisers he was warmly welcome with my entire fleet. Forget Tech, Advance of Vasari, BIG DADDY is THE MAN :rofl:

 

Reply #2403 Top

Ok I've found one issue I have with this mod and I don't know exactly where the problem lies and since I can't get the files converted from bini to text I won't be able to find it either.. but anyway the issue I'm having is that one of the advent ships (has to either be a cap ship or disciple vessel) is triggering the 'Effect_PlanetMania_Activated.ogg' with some normal attack or ability and it's amazingly annoying.  I know it's not the level 6 ability that's actually supposed to trigger it, I also know that it's not only the pirate siege vessels that do it because I've had it trigger when an enemy advent fleet was there and they only had a battleship and colony cap ship there, plus a lot of frigates of course.

 

So whatever is making that sound trigger off please get rid of it because wow that's annoying as heck.  It's bad enough when the pirates do it but I simply can't play advent with this mod because every 2 seconds I hear that stupid sound. :p

Reply #2404 Top

I'd just like to add that i solved my minidumps by editing the games exe to enable the /3GB extension for it. Probably stops it from working in MP but it did the trick for me.

I used http://msdn.microsoft.com/en-us/library/xd3shwhf(VS.80).aspx to do this from a package intended for editing supreme commander to do the same thing. Not for the freshbloods tho ;) Its only good under a 64bit os as well!

Reply #2405 Top

As nice as it maybe, it just aint gonna happen. I can not speak of the horrors riping the mod apart into mini mod would create. If you want a taste of it go back some pages ago and look at the nightmare just having Powerful Pirates and Dynamic Movement had/have created. We had some ideas for more mini mods but all that/this confusion on how to work the current mini mods have left a rather nasty taste in out mouth.
End of quote

Understood!

Reply #2406 Top

I am so happy that you have realsed this for Entrenchement 1.041 and the latest version of Sins as well as a diplomacy version.Awesome work.I really missed playing this awesome mod.Now If I can just learn to mod and add a few things of my own  would be even more perfect.

 

Like

 

Races

Atlantiens from 7 deadly sins

The UFO Race from 7 deadly sins

Tthe TCA from 7 deadly sins

The Dominion

The Empire from Starwars 7 deadly sins

The Maqui

The Federation of Planets

Klingons

The Borg

The Romulan Empire

The Rebel Alliance from Star Wars

Upgraded Pirates Playable

 

The Goauld

The Asgard

The Wraith

The Voorlon

The Shadow

The Alliance Consisting of earth Membari and others Including the Technomages

Whitestar heavy attack cruisers

 

Along with the normal races This would make me pass out with excitement

 

Has anyone ever given any thought to trying the Protoss from Starcraft and The Zerg Maybe a combines force or Protoss and Human I dont know still would be interesting to say the least.

Reply #2407 Top

Starcraft would be easily adapted for this game, or vice versa, but in order to pull that off, modelers would be needed and they just aren't available within this mod group. Sorry. As for all of those races, I think it would chew memory up to a point of unplayability, and add a whole slew of balancing problems, but if you find anyone willing to tackle the task, more power to you.

Reply #2408 Top

Hi everyone.

First of all I would like to thank you for this very nice mod, it's hard to play without it once you try it!

I'm posting due to an issue I'm experiencing with the diplomacy version of DS. I have the opposite problem of most users... Pirates are too weak... a lot weaker than what they used to be in the Entrenchment version of the mod. They don't seem to use Caps and their attacking fleet doesn't get noticiably larger later in the game as it used to do.

I have played mainly on huge random maps, slow speed. This is the only mod I use, the checksum is 36816020.

Any clue?

Reply #2409 Top

I'm posting due to an issue I'm experiencing with the diplomacy version of DS. I have the opposite problem of most users... Pirates are too weak... a lot weaker than what they used to be in the Entrenchment version of the mod. They don't seem to use Caps and their attacking fleet doesn't get noticiably larger later in the game as it used to do.
End of quote


The current Diplomacy version has things that are not working like the Entrenchment version. Pirates are one of them. Its been fixed in our internal versions. The Caps are back and meaner than ever. This next patch will bring the Diplomacy version up to speed with the Entrechment version.

Reply #2410 Top

I just dumped out of the game... Was having a big fight with 20 vs 20 frigates at one of heavily defended planets.

There were several Beam Defense Platforms, 3 Hangars and one Transcencia Starbase.

Reply #2411 Top

I need to redownload this mod but I cannot find the mod folder. It says that modpath is C:\Users\(username)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchmentv1.05 but the app data folder doesnt exist in my username's folder.

Reply #2412 Top

try pushing the Show Mod Path, I noticed I needed to do that to get the file in place

Reply #2413 Top

I got it. It was a hidden folder.

Reply #2414 Top

Are gunships just better versions of fighters? I was looking at them and they had x4 autocannon damage AND an ability AND 70 more HP. Also, the derelict ships from graveyards look butt-ugly when captured, that black-grey color that looks good on them when they are owned by nobody turns red/blue/etc and makes them look bad. Another quirk is that my ships seem to think that derelict ships are enemies and try to kill them, it makes it especially tiresome to capture derelict ships and make them jump out before they kill any other ships in the graveyard.

Overall, i like the updated mod. I played an archaic version of DS a long time ago, and this seems like a big improvement.

Reply #2415 Top

Ok I think the issue I'm having with the 'Effect_PlanetMania_Activated.ogg' triggering every 2 seconds is an ability on the advent gunship or starbase.   Please get rid of that annoying sound!

I know it's not the mass disorientation ability on the starbase unless you guys changed it and I can't get your files converted to text to find out.

Reply #2416 Top

I am using the Diplomacy v1.00 and the pirates are really hard for me. Is there a way so that the pirate difficulty level remains the same as the default(difficulty level made by Stardock)? Replacing what files in the mod with the files from the program files sins of a solar empire diplomacy gameinfo folder.

Also, what are dead structures and units? and what things/units are capturable?

Reply #2417 Top

@kKhezef - the gunships are essential anti-fighter fighters, though they can do well against bombers. As for the shipyards that was intentional that they are thought of as enemies. Otherwise the AI would get caught in them and never leave.

@Dashotosho - will look into that, I've noticed it myself but have never been able to pinpoint it

@brightGALAXY - the pirates are curently at standard level except at their base, if you try to fix that you will lose out on a lot of the DS planets and may cause issues, for now just shut them off and when the devs fix them and we do our own mods then feel free to turn them back on.

as for the dead things, we have a ships graveyard where you can use your colonizer frigate (or if vasari, scout) to capture them, right now its mostly old TEC ships that give you a little extra umph for free and they die, though we also include a trade port at certain gravwells that allow for trading at

Reply #2418 Top

I'm having a bit of an odd issue with the mod, everytime I try to form a pact I minidump.   Anyone ran into this yet? 

Reply #2419 Top

Silly question, but was the "extras" folder removed from the Diplomacy version? 

 

Moosters dynamic movement does not appear to be active in the Diplomacy version; I'm surmising this is due to transferring it from Ent --> Diplo...but figured it wouldn't hurt to as.

Great mod, and continue the fantastic work!

Reply #2420 Top

i know im probably the only one who cares, but, v1.01 doesn't work with vanilla sins v 1.90.

Reply #2421 Top

Ok, before Im distracted by V-day, and my wonderful girlfriend...

 

I'm having a bit of an odd issue with the mod, everytime I try to form a pact I minidump. Anyone ran into this yet?
End of quote

 

There is a bug know in Diplo about one of the pacts. Honestly Diplomacy version of DS isnt gonna be a stable as Entrechment untill the Devs release a patch for Diplo fixing some stuff. So if you having problems with it, it might be best to hold off play Diplo with DS. I know, easier said that done.

 

Silly question, but was the "extras" folder removed from the Diplomacy version?
End of quote

 

We have not ported them over yet, b/c of reasons above and we needed to get the Core DS (the mod without mini-mods) patched and such. Honestly the current version of DS Diplo is half assed. We ported it ASAP so everyone could get their DS fix with Diplo. Its not out best work. :(

 

i know im probably the only one who cares, but, v1.01 doesn't work with vanilla sins v 1.90.
End of quote


Your not the only one. We had several people ask about it. But we wont be updating the vanilla sins version till after we have 1.0 released for both Entrechment and Diplomacy.

Reply #2422 Top

We have not ported them over yet, b/c of reasons above and we needed to get the Core DS (the mod without mini-mods) patched and such. Honestly the current version of DS Diplo is half assed. We ported it ASAP so everyone could get their DS fix with Diplo. Its not out best work. :(

 

 

Your work is fantastic, even if you think its "half-assed".  

Thanks for the response!  I wanted to make sure I didn't break anything...

Reply #2423 Top

Hey DS guys, as soon as I enable the mood, game crashes, what I need to know is that the the full download to entrenchment 1.05 does or does not have the patch, if it does not do you treat each one as a seperate mod to enable or do you combine the two and then enable. Right now in process of purging Sins and doing a fresh intall of both V Sins and Entrench....Thanks for answers in advance....Bison...

Reply #2424 Top

the full download is still 1.041 so yes you need to patch up to make compatible to 1.05

as for how it is treated you can do either/or they both work

When I do the testing I sometimes will just put the internal patch above and play away

Reply #2425 Top

Still not working, check mod sums are correct but as soon as I enable, mini dump and game closes...

 

Is it posible a web browesr interfers with a download...