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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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15,657,596 views 8,423 replies +31 Loading…
Reply #1001 Top

POST 1001!!!!!!!

Reply #1002 Top

Quoting TheDal, reply 1000
Alright. In my understanding there isn't a way to unconvert from binary to plaintext using the ForgeTools. So again a reference data set would be extremely helpful.
End of TheDal's quote

thedal you could use my txtbin gui to convert the working files to TEXT, just one warning the txtbin gui WILL NEVER convert files in the program files path so if you want to make a copy of the sins/entrenchment files into text COPY the files/folders to another path with the version and expansion in the last folder name and the gui will convert the files properly

harpo

 

Reply #1003 Top

Harpo saves the day again!!!!! Yay!!!!!:thumbsup: \o/

Reply #1004 Top

Quoting -Ue_Carbon, reply 1003
Harpo saves the day again!!!!! Yay!!!!!
End of -Ue_Carbon's quote

carbon, it sound like you have been exposed to a town called gunpowder, and need to recover from it

harpo

Reply #1005 Top

forgive my ignorance... but how exactly do the downloads work?

i assume the patch is simply a smaller, faster upgrade for those who already have DiSt, while the full version is obviously for those who dont.

but then im confused, why does the patch cause a mini-dump when patched to the 0.85 version (minidumps even before the ironclad logo comes up).

and why is the full 0.86 version zip file called 0.85?

do you have to download both?

i know it sounds silly, but i cant understand it.

AND! i know something must be wrong because, while the new included DS maps come up fine, the AI horde map still puts the player in position 2, not one...

any ideas? sorry if i sound upset but ive been putting off playing until this patch and until this map is ready, and its not and im spinning out man...

Reply #1006 Top

Ok whats going on Rez? did you download the patch, then copy the files from the download to your DS mod folder and overwrite the old files?

Are you for really, that the new AI horde map is broken too!!!!!!!!!!!x_x

Reply #1008 Top

Nice putting back in the grave yard planet, I was about to try to do that but hey, I guess I got to think of another thing to pull...

Reply #1009 Top

Rez is making me anxious now. The only map I've played with this patch is one of Carbon's. Tomorrow I might tinker with another just to see if it's him alone. Make sure to post how it goes, Rez. Btw, it's a great map, Carbon. I'll clarify which later when I'm done playing it.

Reply #1010 Top
BTW, the mod is much more stable with the latest release. Good work!
Reply #1011 Top

Quoting Beric01, reply 1010
BTW, the mod is much more stable with the latest release. Good work!
End of Beric01's quote

We aim to please, though most of the big bugs are just about gone now we are down to misspellings and misapplied research

+1 Loading…
Reply #1012 Top

Hey so long as there is progress and the mod is moving forward then all things are good for the team :thumbsup:

Reply #1013 Top

Quoting -Ue_Carbon, reply 1006
Ok whats going on Rez? did you download the patch, then copy the files from the download to your DS mod folder and overwrite the old files?

Are you for really, that the new AI horde map is broken too!!!!!!!!!!!
End of -Ue_Carbon's quote

yep, AI Horde is still borken...

i DL'd Galaxy Forge, but havent gotten around to installing it yet...

so i taught myself a bit of galaxy building via text files, changed all the player teamIndex numbers to 0, except for NewPlayer1 who was left at -1. It puts the player in position 1, but makes all the other AI players part of Team 1 by default, along with the human player. Sure, its a few extra clicks, but it works. im about half-way through the game on that map now (and btw, it looks HOT!!! maybe a V2.0 would be to have the player start in the middle of a map, expanding outwards, with the AI expanding inwards, making massive long frontlines and really forcing the player to use the new 3000 fleet supply points?)

in my experimentation, ive found that the player tends to group itself with the largest team by default. For instance, i set NewPlayer1 at 0, then NewPlayer1,2 and 3 to 0 as well, and the rest at 1, and i found that the human player position is in slot 3, above 3 other AI, being the first palyer of Team 2... hope that makes sense...

anyway... if worse comes to worse, i suppose you can jerry-rig it so all AI are set to default Team 1, just to get the map to work (as intended) at all

as for the patch. the last 2 mod updates, ive downloaded and installed the patch (DL, copy paste over old files, disable/re-enable the mod etc), only to have issues (mini-dumps, incorrect version loading, mod not even activating etc) and its only when i DL and install the full version that i get it to work...

is there a step im missing somewhere? i mean, its no big deal, but id rather DL the 30 patch than the 15 minute full version...

Reply #1014 Top

Carbon, remember what you were saying about the jump charge rate being backwards with regards to teh positive and negative? Okay, so I was in orbit of a barren world, which gives -8% and says that your guys wanna leave quick. But there was a jump inhibitor in orbit and that gives -700% to your charge up. Two odd things. One is that I had a total of -707%, but that might just be the hardcoding sucking at what it does. The other is that they are both negative. If your guys want to leave quick, shouldn't that make it -692%?

Tell me if I'm missing something here.

Btw, any restrictions regarding pirates in the map contributions?

Reply #1015 Top

So getting more minidumps this patch than last.

 

I'm running windows 7, runs fine without the mod.  With the mod on it tends to minidump just as an enemy fleet warps in.

Any ideas?

Reply #1016 Top

Well so far I haven't gotten any minidumps yet... cept for one time on the prevouis version... of course that only happened cause my pc memory limit kicked in and minidumped the game on me cause to many things were happening all at once

Reply #1017 Top

Quoting EternalDragon, reply 1016
Well so far I haven't gotten any minidumps yet... cept for one time on the prevouis version... of course that only happened cause my pc memory limit kicked in and minidumped the game on me cause to many things were happening all at once
End of EternalDragon's quote

yeah can get that, often caused when the pirates attack

Reply #1018 Top

Mine dumps when I try loading a map too big. Other than that, it's actually working out smoother than before. Had a map full of high rollers tossing casualties with highest-high settings. Minimal framerate lag.

Edit: I finally got a minidump when pirates launched, but I restarted the game and they launched just fine. Pretty sure with all the ships on the map, it was a fluke. In any case, Black-5 is an evil map, Carbon. When I finally won control over the other player in my system (which he defended the bottleneck like a demon) I found that getting past all the pirates takes pretty much every gun I can muster. Fun map.

Reply #1020 Top

Quoting Friendly_hazard, reply 1019
when we try to install custom maps, do we put it in the galaxy folder in the mod directory or what?
End of Friendly_hazard's quote

no you put them in the galaxy forge file where you find the mod file

Reply #1021 Top

had some issues with minidumps also... the game would dump before the IC logo came up, so i deleted all the files in the mod folder, and unzipped the full mod version files back into the mod folder, still minidumped, but only when trying to load a map or start a new game, so then, for the heck of it, i unzipped the 0.86 patch and overwrote the files in the mod folder and it all worked.

although, i had serious performance issues with the AI Horde map with pirates on and 9 AI... and im not running a weak computer...

note for Ue_Carbon, you need to have a look at the AI Horde map, the 2 suns located above the chokepoint between the player and the AI are placed in such a way that the ships get confused, both AI and player owned. I reckon just get rid of them or move them to the same horizontal plane and just move them left and right respectively. as it is, you cant access the left hand (when player owned planets at towards the bottom of the screen) Deep Space Sector located under the left hand star unless you use the wormhole.

also, the deep space sectors and wormholes behind the AI planets are screwy somehow... ship models are invisible half of the time, it takes longer to zoom in on the GW, as though it is further away or the zoom slows down, and effects within the GW (such as the wormhole effect) is invisible or does not render well.

im not sure if the above is a mod issue or just a map issue, but nonetheless, hope it helps.

ive also found a number of funny... i dont know what to call them... for instance, Resource Asteroids have a negative 10% Phase Jump charge up rate... as i find more ill post.

nonetheless, excellent work so far guys, keep it up

Reply #1022 Top

as far as the map is concerned it is a map issue. I ran into it creating Ashes of the TEC (give that one a try, hehe) I wanted some of the systems to stack but the stars gravwells get in the way (I am guessing the skybox effect) something causes the games graphix engine to do funny things with the planets and such (like looking at the planet gravwells through several planes of glass set at slightly different angels).

Ue_Carbon is just going to have to find a different solution. Like I did v_v . Sorry Carbon

Reply #1023 Top

how can i make it work for 1.15

Reply #1024 Top

Quoting Neruthea, reply 1023
how can i make it work for 1.15
End of Neruthea's quote

Theren't a new version for 1.15 since irconlad's launching of entrenchment

use the 1.14 to 1.16 versions

Reply #1025 Top

give that one a try, hehe
End of quote

already am, it looks good so far, well done!