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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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15,658,467 views 8,423 replies +31 Loading…
Reply #951 Top

Quoting EternalDragon, reply 950
heh they aren't invincible anymore... but added with a fleet of other combat and support ships you have a invincible fleet then with all that shield mitigation
End of EternalDragon's quote

the same can be said about the TEC with thier fleet of support ships. Go Hoshis!

Reply #952 Top

Quoting Ryat,
who knows, while you were enjoying the view, the enemy may have been next door and jumped you, with that few of planets it could have happened.
End of Ryat's quote

Uuh, my fleet was stationed at my home planet, how could I've ost it after 2 minutes if there was no enemy in that system?

Reply #953 Top

Quoting Bram_Turismo, reply 952



Ryat

who knows, while you were enjoying the view, the enemy may have been next door and jumped you, with that few of planets it could have happened.


Uuh, my fleet was stationed at my home planet, how could I've ost it after 2 minutes if there was no enemy in that system?
End of Bram_Turismo's quote

I am just trying to get to the issue, sorry for sounding crass.

Does it still happen? Have you attempted to recreate, or watch the replay? This might help us lock down what happened and solve the issue. I have attempted to recreate but I get nothing.

Reply #954 Top

Ok, so Ive dropped the ball on the AI Horde map. Sorry yall. I didnt know it be that popular anyhow.

Anyone who says Caps are beast, need to get a lvl10 Battleship with max ugrades and let it tank. Epic.

I will post a vid soon showing you what a lvl10 Kol can take. If you add a Dunvo or 2. You truely have a awesome fleet in just 3 ships. If you add the almighty Hoki's in force that can defend against almost anything. Add a healthy ammount of Flak and LRF for some firepower and there ya go.

Or you can go 1 Kol, and 35 Dunvos. Muhahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaaaaa....*cough**cough*

anyhow,

Bram, as Ryat was saying can you give us more info so we can see if its a bug or something on your end.

+1 Loading…
Reply #955 Top

@ Rez

Yeah, you have to put them in the GalaxyForge folder. Why? I dont know. SINS is just being a brat. I may have to put it in time out.

Then again no one puts SINS in the corner.
End of quote

Wouldn't they show up if you added them to a 'galaxy.manifest' file?

Reply #956 Top

Yeah, your 100% correct. I totaly forgot about that. Its will be fix anyhow in this patch coming up.

Reply #957 Top

I threw it up on the bugs page, but I'm not sure if it's a mod issue or just too many things going on in my game. I have a group of 65 cruisers in a fleet. The fleet tree shows the group icon, but did not have the correct number of dots. On a later load, the dots were gone for this one group. Other groups were not affected. It corrects after I regroup the fleet, but the error returns upon reload. Does not harm function, just confused me.

Reply #958 Top

I noticed something also, the pirates are somewhat intelligent, believe it or not they actually used a two prong attack on one of my worlds. They actually avoided the planet that had my fleet stationed on and went to a less defended planet, when I saw that I rushed to get my fleet there to kick the pants out of them, but I also learned something else when they got out of scan range for the advent's special ability to see enemy fleets coming towards your planets, when they were out of the range of that they split the attack fleet in half and attacked from two sides. This surpised the hell out of me, I was like WTF!? hehe... I love these smart pirates and the challenge they provide, the more I progress with this game the more dangerous they become and I like that. It's the one thing I really like about this mod is that not only to CPU players provide a challenge but now also pirates provide a bigger challenge.

Reply #959 Top

A couple of things. I would like to amend my bug report. Now two of my cap fleets have wrong counters next to the fleet icon.

And a thought, what if you add the flak turrets to pirate hangars and make Pirate Akkans capable of colonization? Just a thought that colonizing a planet would make it more trouble to get a planet back from pirates. At least think about the first one.

Reply #960 Top

Quoting Draakjacht, reply 959
A couple of things. I would like to amend my bug report. Now two of my cap fleets have wrong counters next to the fleet icon.

And a thought, what if you add the flak turrets to pirate hangars and make Pirate Akkans capable of colonization? Just a thought that colonizing a planet would make it more trouble to get a planet back from pirates. At least think about the first one.
End of Draakjacht's quote

Your wish is my command :P Consider the pirate hangars buffed! So if you guys thought the pirates were tough before, now they repair and have flak on their hangar defenses. I'll take a look in to that counter issue Draak but honestly I dont think the mod could be causing that issue but it's worth investigating just incase something is.

Testing is going well atm although Ryat is having a bug that Carbon isnt atm, so more work for me *mumbles* :P

Reply #961 Top

EDIT: Boss man beat me too it!!!!! Yeah its me causing the problems.

 

And thank to everyone who has played one of my maps and given me feedback. Just so you know I am reworking AI Horde based on the mass of feedback Ive gotten. It will fix spawning the wrong area and i will be changing phaselanes around to help promote the AI to actually attack instead of camping all in 1 Grav Well this will help with the massive lag that happend when you reach critical mass of ships ingame. It should provide a better challange also by creating more than 1 way to attack.

Also if yall will give me your comments on my other maps. I dont know what to update if I dont know what yall like!

Reply #962 Top

Quoting -Ue_Carbon, reply 961
Noted there Draakjacht. I for sure will push for the AA guns for Pirates. But Im not convinced about colonization. Let me ponder on that. Im worried that it may increase CPU power if you do. Lets us ponder it.
End of -Ue_Carbon's quote

 

I'm not 100% sold on it, but think it could be good.


Basically, early game, pirates are really powerful and deadly. By late game, you can easily take out pirate bases (while this would be suicide earlier on). But there's little incentive to do so. The amount of income you can make from a pirate base, especially compared to a planet with some trade ports, is totally negligible. And since pirates aren't a huge threat anymore, you wouldn't do so as a pre-emptive measure.

If pirates colonised, it would make them more of a force to be reckoned with. There's a mod called "Epic Mod" that was supposed to make all the independant countries try to colonize. Never tried it (it hasn't been updated). But it sounds like it would add a new dynamic to the game. A kind of small-scale chaos.

Another pirate-related suggestion: how about (in addition to making pirate bases stronger) making it so that if we colonise the pirate base, we get a small squadron of pirate ships flown in every time the pirates would have sent out a strike force? Sort of like becoming the new Pirate Leader.

Think about it.

For human players, at least, there's suddenly huge incentive to colonise the pirates, where there was very little before. In fact, humans would be likely to fight over the pirate bases!

The only issue I can see with that is that if it gave you fully upgraded ships, then it could easily be overpowered if nobody attacked you. If it's possible to limit it until the ships have been all destroyed before more come, that could work. Or it could just give them at upgrade level 0, i.e. whatever the pirates would have had.

Reply #963 Top

Can you make the custom maps part of the mod, so that they don't clutter up the Galaxy Forge screen when we aren't playing DS (i.e. they disappear when the mod isn't enabled)?

Reply #964 Top

Quoting Quirken, reply 962

Quoting -Ue_Carbon, reply 961Noted there Draakjacht. I for sure will push for the AA guns for Pirates. But Im not convinced about colonization. Let me ponder on that. Im worried that it may increase CPU power if you do. Lets us ponder it.
 

I'm not 100% sold on it, but think it could be good.


Basically, early game, pirates are really powerful and deadly. By late game, you can easily take out pirate bases (while this would be suicide earlier on). But there's little incentive to do so. The amount of income you can make from a pirate base, especially compared to a planet with some trade ports, is totally negligible. And since pirates aren't a huge threat anymore, you wouldn't do so as a pre-emptive measure.

If pirates colonised, it would make them more of a force to be reckoned with. There's a mod called "Epic Mod" that was supposed to make all the independant countries try to colonize. Never tried it (it hasn't been updated). But it sounds like it would add a new dynamic to the game. A kind of small-scale chaos.

Another pirate-related suggestion: how about (in addition to making pirate bases stronger) making it so that if we colonise the pirate base, we get a small squadron of pirate ships flown in every time the pirates would have sent out a strike force? Sort of like becoming the new Pirate Leader.

Think about it.

For human players, at least, there's suddenly huge incentive to colonise the pirates, where there was very little before. In fact, humans would be likely to fight over the pirate bases!

The only issue I can see with that is that if it gave you fully upgraded ships, then it could easily be overpowered if nobody attacked you. If it's possible to limit it until the ships have been all destroyed before more come, that could work. Or it could just give them at upgrade level 0, i.e. whatever the pirates would have had.
End of Quirken's quote

 

I've tried that mod... it's in the process of being updated... but after a last update I played the game was near impossible because some much was going on in the game, with fleets fighting one another and such it RAAAAN VERY FREAKING SLOW!!!!!!!!!!!!!!!!!!!!!

notice the empathese on the slow part... if that mod didn't make the game run so slow I'd still be playing it

Reply #965 Top

Quoting Beric01, reply 963
Can you make the custom maps part of the mod, so that they don't clutter up the Galaxy Forge screen when we aren't playing DS (i.e. they disappear when the mod isn't enabled)?
End of Beric01's quote

This is already setup for the next patch

jsut be sure  to delete those maps out of the galaxy forge file when you update or the problem will continue

Reply #966 Top

Quoting Ryat,

I am just trying to get to the issue, sorry for sounding crass.

Does it still happen? Have you attempted to recreate, or watch the replay? This might help us lock down what happened and solve the issue. I have attempted to recreate but I get nothing.
End of Ryat's quote

Sorry, it wasn't my intention to sound rude :)

I tried it out again yesterday after I noticed I forgot to put the Galaxy Forge map in its place. The menus still haven't changed a bit, but I do notice that ships now make different sounds, weapon effects are new, there are added levels of research in the trees. Pirates are also new, and planets have also changed. So I guess there must be a map I misplaced or am missing. I placed everything that came with the 0.85 download in the correct location and I placed the Galaxy Forge map.

I do think what is woring right now is very fun. The effects are beautiful, and with a fully upgraded military tech tree, any fleet is pretty much unbeatable. I went through a whole map, against 3 AIs with a KOL, Marza and a Dunov together with 10 Ogrovs, 20 Kodiaks and 30 LRMs. My fleet never had to be so big, the Ogrovs took only a few moments to completely blow up a Starbase, and the pirates were a joke to fight with this fleet. My lvl 9 Kol kicked so much butt together with my Ogrovs and LRMs, that I only lost 1 LRM against the pirates.

Awesome!

Reply #967 Top

yeah the AI can barely keep up now, I find the best challenge to be either Research AI or Aggressive AI both at Unfair. The Economic one is not to bad either. The defensive sucks and can slow down the game with all the Mines it builds.

Reply #968 Top

I withdraw the idea for pirates colonizing. I can understand the CPU issues it would cause. Still like the idea of the pirates being buffed against fighters. Meanwhile, I still find incentive to take out the pirate base. Even though I can bottle them up with surrounding planets, it's cheaper to wipe the base and get a little cash out of it than to rebuild mines when they attack. Heck, if you want to really add incentive, I've seen a bonus on another mod called 'Black Market' where the trade bonus is 200%. Use Building Mandate and get 2 or 3 trade ports going. That's a lot of cash.

Dunno if I would make pirate bases add ships. Even with Dark Armada (or whatever it's called), I prefer to have control of where my fleet points go and what type of units are made.

And funny story: I made allies with a vasari AI and went about my normal business. What I didn't see is that they put mines all over my homeworld. Guess I can't afford to break that treaty now.

Reply #969 Top

And funny story: I made allies with a vasari AI and went about my normal business. What I didn't see is that they put mines all over my homeworld. Guess I can't afford to break that treaty now.
End of quote

That is funny!!!! ROFL!!! Just get a few scouts around your HW then break the treaty, your static defenses should help clear them out quick

 

Reply #970 Top

Quoting Draakjacht, reply 968
I withdraw the idea for pirates colonizing. I can understand the CPU issues it would cause. Still like the idea of the pirates being buffed against fighters. Meanwhile, I still find incentive to take out the pirate base. Even though I can bottle them up with surrounding planets, it's cheaper to wipe the base and get a little cash out of it than to rebuild mines when they attack. Heck, if you want to really add incentive, I've seen a bonus on another mod called 'Black Market' where the trade bonus is 200%. Use Building Mandate and get 2 or 3 trade ports going. That's a lot of cash.

Dunno if I would make pirate bases add ships. Even with Dark Armada (or whatever it's called), I prefer to have control of where my fleet points go and what type of units are made.

And funny story: I made allies with a vasari AI and went about my normal business. What I didn't see is that they put mines all over my homeworld. Guess I can't afford to break that treaty now.
End of Draakjacht's quote

 

Having pirates colonise wouldn't be any worse than 1 extra CPU player, I'd imagine. Having ALL the independants, yeah, that could be slow. I dunno though, I have a fast computer.

 

There's really little incentive to me to take out the 'rates, because I can drop off a starbase at the planets the Pirates tend to attack, and then just ignore the pirates if they attack me.

 

When I do take them out, it's kind of a revenge attack...

Reply #971 Top

I prefer to have one less front where something can go wrong, no matter how unlikely. Once in a blue moon, it happens that in games an amazing thing happens. Not likely given the stiff rules, but once in a while.

And yes, I can see what you mean about the pirates being one extra CPU. In fact, I wasn't thinking that they would even go out and grow like an AI, rather that they would take a planet, leave their forces in orbit and maybe/maybe not develop defenses around the planet. It is more difficult when a planet has to be bombarded and enemies have the chance to come in and surprise you.

As far as further incentive goes, I guess that kinda depends on the individual. I've had enemies garner one or two planets in another system before I finish wiping out their home. Even though they can grow, if I have other AIs around, allies or not, I might not find the incentive to wipe them out immediately because I don't want to manage distant empires.

So not sure if the pirates will ever offer much for you.

Reply #972 Top

Well, if pirates would just take one planet and not expand, I think that'd be good.

 

Well, what I meant is that taking over a regular planet, even a well defended one, is easier than taking out the pirates, up until you have a crapload of upgrades. And a regular planet gives you resources and more cash than the pirates do.

 

If taking over a pirate base meant you got some decent income, it would be worth it. Free ships? Sure. Bounty gets paid to you somehow? Sure.

 

But right now, it's nearly like colonising one of the dead asteroids, except WAY more effort.

Reply #973 Top

Okay, I can see your point. But the only way I can really see it being worth it is through things like a 200% bonus to trade income, which would still require Development Mandate and making trade ports. Only other idea I have off the top of my head is to make the pirates much worse so that you have to eliminate them to survive. Of course, that can be a slippery slope, rationally and empirically.

Reply #974 Top

Another key incentive is that pirates cant jump from star to star and through wormholes. So clearing your pirate base in your system can eleminate the need to spend bounty. While your enemies waste theirs. Very helpfull with those Unfair AI's.

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Reply #975 Top

True!

Btw, anyone note that improved tunneling for the Vasari is a tier 5 tech but is shown on tier 6? I assume it's for lack of space, but just noticed.

I also noticed that Huge Asteroids typically have more resource asteroids, but normal and dwarf asteroids have the same resources, pop cap, hp and all. Just wondering if that is intentional.

Haven't been watching out for planet abilities making sense, but I think I might sweep that next time I play. Noticed Ryat saw a good one about the Ice.