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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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15,667,588 views 8,423 replies +31 Loading…
Reply #7651 Top

Not all disappointment.

Reply #7652 Top

Quoting Cheezzy, reply 7651

Quoting Baleurion, reply 7650Amazing to see it updated, i'm so happy after the disappointment that was Legends of Pegasus. that game looked nice but it is, well i dont even know how too describe how bad it really is....

Thank you that Sins is still the best way too cure disapointment
End of Cheezzy's quote

 

tell me about it... game is riddled with bugs upon bugs. It could potentially be a good game still but first they really, really need to iron out the overly rocky issues killing it.

Reply #7653 Top

A good game hidden behind a thick muddy veil of bugs and 1991 style control conventions.

Reply #7655 Top

Posting in both threads.

If all it is, is a new mesh, all that has to be done is create a folder called Battle Damage or whatever the mini would be called, create a mesh folder in that, put the mesh in, and that's it.  Mod wise, just make sure it's above DS in the list, and above any other mini that includes a mesh for it.  Safest bet is put it at the top of the list and don't worry about it.

 

However, after looking at his mesh, if you want it to work with DS:

1. The name of the file needs to be changed to CapitalShip_DeadBattleship to make integration much easier

2. If it's to be used in Rebellion as opposed to earlier versions, a line under "mesh data" needs to be added and the info maxDiffuseMipLevel 0 put in to it...  I assume that was the intent since Rebellion particle effects were used...  I don't even have rebellion and I know that...

3. If used in Diplomacy/Trinity or earlier, the first 6 points need to be removed.

4. Just a general problem I see: The 7th point needs to have a tab deleted so that it lines up properly.  Most likely will cause an error upon loading. (The game is expecting 34 and is probably only going to see 33 because of the alignment issue.

5. It's missing a weapon point:
    Point
        DataString "Weapon-1"
        Position [ 41.514137 56.767746 192.605179 ]
        Orientation
             [ 0.965926 0.000000 0.258819 ]
             [ 0.000000 1.000000 0.000000 ]
             [ -0.258819 0.000000 0.965926 ]

        That should take the Rebellion point count to 35, earlier versions back to the 29 it originally had.

6. The diffuse and SelfIllumination texture references should be changed to say CapitalDeadBattleship instead of CapitalTechBattleship to use the dirtier textures.

 

 

So yeah, that's all.  ;P  It's actually not very much at all, it just looks like it.  I can't test it either, but I don't think there will be any other problems if the mesh is fixed up.

Reply #7656 Top

Much thanks stant!

Reply #7657 Top

FYI--back on the other thread I explained the bizarre behavior this has--with Distant Stars only apparently.

Reply #7658 Top

I posted a new mesh for you.

Reply #7659 Top

Thanks--produces the same issue so I reiterated on the other thread.  It works fine if you physically replace the DS dead battleship file and run only DS.  If you run it stacked over DS with my file (or yours), it minidumps.

Reply #7660 Top

is this mod compatible with rebellion?

 

Reply #7661 Top

I hate it when people miss the obvious, such as the fact that the title of this thread clearly states there's a Rebellion alpha released.

Reply #7662 Top

sorry to make you angry.

 

i saw it, but meant other than the alpha as didn't understand how stable alpha is.

Reply #7663 Top

Well, there is no other version but the alpha.  Honestly at this point I'd suggest to not play the alpha since it is after all a very early version.  The release of Rebellion and all the changes it has are basically forcing modders to completely re-do all their code and features, so a beta version of Distant Stars for Rebellion is probably a few patches from Stardock away since those often break existing mods.

Reply #7664 Top

Its still worth playing. Its fairly stable. Just needs a lot of tweaking.

Reply #7665 Top

Quoting Sinperium, reply 7631
FYI--I love the ship graveyards so much that I am making "wrecked ship" models for you.  I have a prototype Kol already done that can use the normal Kol texture or your graveyard ones.  Looks good either way--I've already tried it in game.  You won't have to add textures to the mod--just the meshes.
End of Sinperium's quote

Speaking of the ship graveyard, one big gripe I have with it is that the derelict carrier capitol ships can't deploy strike craft. Since derelict ships don't have special abilities, and carriers don't really have much in the way of weapons, this makes them quite worthless. It's even more baffling when you consider that the derelict light carriers can build strike craft.

Reply #7666 Top

Hey guys,

 

Is this mod really buggy as you all say as there is mixed views on this, also how does it compare with Maelstrom?

Reply #7667 Top

Quoting chilly06, reply 7667
Is this mod really buggy as you all say as there is mixed views on this, also how does it compare with Maelstrom?
End of chilly06's quote

Maelstrom adds races to the game whereas we do not. As for buggyness, its fairly stable but it has some quirks that need to be fixed (like the pirates).

Reply #7668 Top

I am getting frequent crashes trying to load it up.  Half the time it works, half the time it doesn't.  I'll try a new DL tonight.

Reply #7669 Top

Quoting Ryat, reply 7668

Quoting chilly06, reply 7667Is this mod really buggy as you all say as there is mixed views on this, also how does it compare with Maelstrom?

Maelstrom adds races to the game whereas we do not. As for buggyness, its fairly stable but it has some quirks that need to be fixed (like the pirates).
End of Ryat's quote

 

Ta for that I will give it a try tonight, wish me luck :)

Reply #7671 Top

Who would I need to ask for permission to use the TEC styled pirate capital ships?

Reply #7672 Top

Quoting ZombiesRus5, reply 7672
Who would I need to ask for permission to use the TEC styled pirate capital ships?
End of ZombiesRus5's quote

SZ0

Quoting SquallxLeonhart1, reply 7671
every time i try to enable the mod my Soase Rebillion crashes could you help me ?
End of SquallxLeonhart1's quote

If it is doing constantly then its a bad download and you need to redownload the mod (please make sure you are downloading the right one as well). There is a small bug that will crash the game from time to time but it doesn't happen all the time like you are talking about.

+1 Loading…
Reply #7673 Top

Quoting Ryat, reply 7673
Quoting ZombiesRus5, reply 7672
Who would I need to ask for permission to use the TEC styled pirate capital ships?
SZ0
End of Ryat's quote

Thank you.

Reply #7674 Top

Ok everthing is working fine now. It seems as it really was just a bad download.
Its great so far but does a mod exist in which the dmg output is increased ? I am asking this because it seems so unrealistic when your capital ship needs 1 minute to destroy 1 fregatte.

 

Reply #7675 Top

Quoting SquallxLeonhart1, reply 7675
Its great so far but does a mod exist in which the dmg output is increased ? I am asking this because it seems so unrealistic when your capital ship needs 1 minute to destroy 1 fregatte.
End of SquallxLeonhart1's quote

We currently shutdown that part of our mod for rebalancing. There are files that come with the mod that you can put into the GameInfo folder that will give the capital ships more firepower but they are a bit unbalanced.