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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15,657,835 views 8,423 replies +31 Loading…
Reply #526 Top

you have alot of downloads on the op, so which one is 1.16 compatable?

Reply #527 Top

soasertus the ones you want are the 1.01 & 1.01 patch

harpo

 

Reply #528 Top

The option to change the income rate is already a standard feature.

You can find them before you start a game.

 

The real thing is the balance between money and resources. In mid-game theres a whole lot of money alright,

but you have a very small income in metal and crystal.

So you end up spending minutes hitting these buttons to convert your cash into metal and crystal.

Reply #529 Top

Very true. I tried to change it myself (as well as many other tweaks including the pirate starbase i am currently nerfing) but i didn't find the file where you can change the income rate without modifying the metal and crystal income. Even in slow mode, i end with way too more cash.

Moreover, they are some files in the gameinfo folder i can't change to txt from binary using the .bash trick : some kind of issue where the convertdata_entrenchment encountered an error and have to close... If you have infos about the way to fix that, i am interested !

BTW, i still have some criticism about the whole balance of the mod but the content is still amazing.

Reply #530 Top

well you could change the planet files so you can edit the amount of metal or crystal per rock, but of course, you would be also affecting your enemies as well.

I was wondering if there are any plans to mod each ships to use the capital ship animation when they are dead cause even in all major scifi serise that feature space battles, ships just don't explode into piece, most when they are totally disabled, have like a few minutes before they explode, so I was wondering, will each of the ships including the capital ships will use the capital ship explode animation?

edit: I have acutally tried using the capital ship animation my self on the ships in the Star trek mod of vinalla sins, and I must admit they look more realistic than just exploding when they die, but of couse with the graphic mod, and the volumetric explosions, it kinda slow down my comp processing, but then again, I had several hundered ships exploding in just one planet with thousands of ships for each player.

PS. How come there was no mention of a new backdrop? the golden rod yellow backdrop?

Reply #531 Top

Opps, wrong thread...lol.

Reply #532 Top

I get the following errors when clicking a Swamp Planet that I colonized:

1.- Slot ACTION_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0 can't be setup over ACTION_CAPITALSHIP_ABILITY_1.

2.- Slot ActionPlanetOpenUpgradeManagement can't be setup over ACTION_CAPITALSHIP_ABILITY_0.

I can't do any upgrade to the planet itself. Anyway, after some "skip" clicks, the game continues.

Any idea?

 

Reply #533 Top

An excellent mod that greatly enhances the original game, I tip my hat to you chaps!

I do however have some thoughts on a few things:

- TEC High Density Zoning research has no effect on Military planets (version 0.81 latest as of this date)

- TEC Shield research is incredibly lackluster compared to Hull research (1% per research point vs an average 5% per point in Hull) Players should be able to 'shield tank' to coin an EVE phrase if they so choose in my opinion. While TEC Shields will never really be strong it should at least be an option, this is far from the case currently.

- Often I get a CTD (no minidump) during a medium-to-large fleet battle, the result is the same regardless of Windows version (tested on vista and w7). I'm using highest settings on everything with 4x AA. This doesn't occur on vanilla.

To give you a decent idea of my system im using a quad core, 4gb ram and a GTX260 with latest drivers.

The above may seem like alot of moaning but I really am impressed with the mod in general, apart from that damned CTD.

Reply #534 Top

Quoting Smeghead2k6, reply 8
An excellent mod that greatly enhances the original game, I tip my hat to you chaps!

I do however have some thoughts on a few things:

- TEC High Density Zoning research has no effect on Military planets (version 0.81 latest as of this date)

- TEC Shield research is incredibly lackluster compared to Hull research (1% per research point vs an average 5% per point in Hull) Players should be able to 'shield tank' to coin an EVE phrase if they so choose in my opinion. While TEC Shields will never really be strong it should at least be an option, this is far from the case currently.

- Often I get a CTD (no minidump) during a medium-to-large fleet battle, the result is the same regardless of Windows version (tested on vista and w7). I'm using highest settings on everything with 4x AA. This doesn't occur on vanilla.

To give you a decent idea of my system im using a quad core, 4gb ram and a GTX260 with latest drivers.

The above may seem like alot of moaning but I really am impressed with the mod in general, apart from that damned CTD.
End of Smeghead2k6's quote

TEC sheilds even in the orginal game were not their strong point. The increased tech tree only furthers the race differences between each race. For example, TEC have higher armor and Hp than other races so their tech in the mod furthers increased that difference. If you want high shield use the Advent since that is one of their strong points.

Some of the graphic mods that are included into this mod increase the requirements to play the game. Might wanna turn down your graphics. That should help with your minidumps. If it continues, redownload the entire mod and that also seems to help people with minidump issues.

Reply #535 Top

Which version of this mod includes the celestial bodies planets? I just downloaded v1.01 but they're not there. And theres about 25 download links.

And i have a galaxy forge you might find usefull.

http://files.filefront.com/Ultimate+Forgerar/;13658912;/fileinfo.html 

It's a galaxy forge for a CB and SS mod i was going to make but you beat me to it. The extra stars will be in a mod i'm working on.

Reply #536 Top

I'm getting frustrated, still getting a lot of Mini-dumps on startup, maybe 50% of the time with 0.81.

Reply #537 Top

Quoting just_jim, reply 11
I'm getting frustrated, still getting a lot of Mini-dumps on startup, maybe 50% of the time with 0.81.
End of just_jim's quote

Sounds like you have not downloaded and patch correctly.

Quoting doberman211, reply 10
Which version of this mod includes the celestial bodies planets? I just downloaded v1.01 but they're not there. And theres about 25 download links.

And i have a galaxy forge you might find usefull.

http://files.filefront.com/Ultimate+Forgerar/;13658912;/fileinfo.html 

It's a galaxy forge for a CB and SS mod i was going to make but you beat me to it. The extra stars will be in a mod i'm working on.
End of doberman211's quote

The most current Entrechement version .8 and .81 have most of the CB planets, not all of them made the transfer over. AkA No atmosphere ones. As far as I know the full download for the most recent patch has all the galaxy forge icons and such needed.

Reply #538 Top

The most current Entrechement version .8 and .81 have most of the CB planets, not all of them made the transfer over. AkA No atmosphere ones. As far as I know the full download for the most recent patch has all the galaxy forge icons and such needed.
End of quote

I'm looking for a non entrenchment version.

Reply #539 Top

UE Carbon

No, I did it right. Something is still crashing. I'm making up a bunch of Galaxy maps with different planets, and only a few so far have crashed. I'm gonna see if I can pin down exactly what's causing it.

Reply #540 Top

Quoting doberman211, reply 13

The most current Entrechement version .8 and .81 have most of the CB planets, not all of them made the transfer over. AkA No atmosphere ones. As far as I know the full download for the most recent patch has all the galaxy forge icons and such needed.
I'm looking for a non entrenchment version.
End of doberman211's quote

there isn't one yet, though I don't see a reason why create a non entrenchment version, there is a lot more in entrenchment which can't be one in vinalla

Reply #541 Top

Hey, I just wanted to thank you for this fantastic mod.  You guys have made some great improvements to the game and I'm having a blast playing it. 

Jake

Reply #542 Top

I dont know what im doing wrong with the install of the mod, im still getting minidumps while loading maps and CTD's. Ive tried reloading the mod 3-4 times and the issues are still reacurring. Im using the .81 .... v2.7c full download file. Anyone know a possible solution to the matter?

Reply #543 Top

Yeah, the modification package (DS_Entrenchment_Beta_0.81_[33515597]_v2.7z) is very prone to minidumps (frequent), runtime errors (rare), and a complete system crashs (very rare).  I do not have these issues with the normal game, checked all the files, redownloaded them, and even extracted them with different archivers to make sure it wasn't an oddball archiving issue. 

So, instead started pulling parts from the mod to isolate the problem a bit, and observed a drastic reduction in error frequency.  For instance, removing the extras by itself finally let me play through a small, seven planet game, and only errored shortly into continous play when attacking a pirate base.  Still would give me minidumps, but the frequency was not as common.

Considering the game is barely using my system resources, it's not a performance limitation, and have been using some of these mods seperately with no issue as well.

Maybe the prior versions where more stable or installing and patching up from an older version would reduce the errors.  It could just be the uploaded full package download is somehow corrupted.

Anyway, what little was seen of the mod, it looked good.

Reply #544 Top

Awesome mod.. Really awesome. A complete functional mod that works with Entrenchment and the latest patches.
Basically every single mod i loved is packed in here, even something as small as the new player pictures! Great job :D

Reply #545 Top

I am having trouble getting the Galaxy Forge Senerio to work. The files are in the folder but it is not showing up in game cue. Any ideas?

Reply #546 Top

Okay, as usual, the mod is great. I like the new planet varieties, had fun with the Sol system, and I love the Kingdom of Heaven map by Ue Carbon (kudos).

Just a thought though, the AI doesn't have the hard-coding to use higher level researches (somewhere above level 3 or 4?), but if you added a reasearch such as Gas Giant Colonization, the AI will use it. It would take a lot of work, but does it seem feasible that spreading the 10 levels of a given research out over 3 different buttons in the tree would allow the AI to take advantage of the extended tech? It's nothing I'm pushing too hard for, but I do more single player and it suddenly hit me that the AI might work under that logic.

Reply #547 Top

The Ai does use the higher levels of research it just takes a while. I play a 4v1 and had one AI come within 20 research tech levels of me (I had all of them researched). Adimitiedly it took almost 5 hours to do, but they are capable of using the higher levels of tech

Reply #548 Top

Quoting Baleur, reply 19
Awesome mod.. Really awesome. A complete functional mod that works with Entrenchment and the latest patches.
Basically every single mod i loved is packed in here, even something as small as the new player pictures! Great job
End of Baleur's quote

Personally, I don't like the pics, they seem out of character with the rest of the game, interms of the styling of the pictures

Reply #549 Top

Quoting Heinekus, reply 17
I dont know what im doing wrong with the install of the mod, im still getting minidumps while loading maps and CTD's. Ive tried reloading the mod 3-4 times and the issues are still reacurring. Im using the .81 .... v2.7c full download file. Anyone know a possible solution to the matter?
End of Heinekus's quote
Quoting Falknir, reply 18
Yeah, the modification package (DS_Entrenchment_Beta_0.81_[33515597]_v2.7z) is very prone to minidumps (frequent), runtime errors (rare), and a complete system crashs (very rare).  I do not have these issues with the normal game, checked all the files, redownloaded them, and even extracted them with different archivers to make sure it wasn't an oddball archiving issue. 

So, instead started pulling parts from the mod to isolate the problem a bit, and observed a drastic reduction in error frequency.  For instance, removing the extras by itself finally let me play through a small, seven planet game, and only errored shortly into continous play when attacking a pirate base.  Still would give me minidumps, but the frequency was not as common.

Considering the game is barely using my system resources, it's not a performance limitation, and have been using some of these mods seperately with no issue as well.

Maybe the prior versions where more stable or installing and patching up from an older version would reduce the errors.  It could just be the uploaded full package download is somehow corrupted.

Anyway, what little was seen of the mod, it looked good.
End of Falknir's quote

Its being looked into on if the binary conversion might of corrupted anything. Im not sure what to tell you if you cant play the game due to any minidumps or anything. It seems to affect random peoples computer differently. Some it runs great other not so much. Im thinking it could be something with the randomness created by so many addtional planets, sizes, bonuses, buffs, etc etc. But Im just guessing here. We are still working hard on to make DS minidump free, but its gonna take time and lots of rum and whiskey. Ask Nacey how much trouble SINS can be at times LOL:-"

Quoting Draakjacht, reply 21
Okay, as usual, the mod is great. I like the new planet varieties, had fun with the Sol system, and I love the Kingdom of Heaven map by Ue Carbon (kudos).

Just a thought though, the AI doesn't have the hard-coding to use higher level researches (somewhere above level 3 or 4?), but if you added a reasearch such as Gas Giant Colonization, the AI will use it. It would take a lot of work, but does it seem feasible that spreading the 10 levels of a given research out over 3 different buttons in the tree would allow the AI to take advantage of the extended tech? It's nothing I'm pushing too hard for, but I do more single player and it suddenly hit me that the AI might work under that logic.
End of Draakjacht's quote

Glad to hear you like my map!!!!! I was so afraid they be total failures. I personaly like them but that didnt mean anyone else would. Have you tried any of the others?

And the we are currently thinking on ways to make the AI harder and able to reserach faster and quicker. To give them advantage since they are the smarttest kids on the block. But dont look forward to this feature for a bit. Its on the list but we got other things we want to do first.

Reply #550 Top

Quoting ergie272, reply 7
I get the following errors when clicking a Swamp Planet that I colonized:

1.- Slot ACTION_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0 can't be setup over ACTION_CAPITALSHIP_ABILITY_1.

2.- Slot ActionPlanetOpenUpgradeManagement can't be setup over ACTION_CAPITALSHIP_ABILITY_0.

I can't do any upgrade to the planet itself. Anyway, after some "skip" clicks, the game continues.

Any idea?

 
End of ergie272's quote

Any help? I'm playing the entrechment version (1.02)

And btw great mod. All what I desired in this game. thanks a lot.