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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15,667,949 views 8,423 replies +31 Loading…
Reply #1051 Top

Quoting Dathian, reply 1039
So any news on Windows 7 issues?

Just a note mine isn't a cracked version, it's legit just from a corporation instead.

Problem I'm running into is that about 45 minutes into the game with DS .86 running the game just stops.  Unfortunately windows 7 doesn't show me the minidump error, it does its own search for a solution then closes the program so aside from that I can't give you much detail.

When I run entrenchment un-modded and .85 it runs fine so something changed
End of Dathian's quote

 

I'm running the 90-day Enterprise trial of Windows 7 RTM x64. Before that, I was running the RC x64.

I've had no Windows 7 related problems, just minidumps which appear to be normal for this mod.

I'd check to make sure all your drivers are up-to-date... might be a problem with your video driver or something?

Reply #1052 Top

Hmmm it would be sorta funny to have a hair ball like fight going on... of course the way to add this is to add manshooters free movement fighting mod to the mix. Some of the battles can get so crazy that it's insane 8O

Reply #1053 Top

Quoting -Ue_Carbon, reply 1006


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

 

this map looks awsome... started it up, set all the ai to unfair, and ended up in the wrong position... i... lost...

 

i saw the jerry rig a few pages back... but it still needs fixoring.

Reply #1054 Top

Okay, just looked at the blog. Interesting cideo. I assume you guys are working on the impact effects and all. So are those distant objects low-orbit defense guns or is it more of a planet upgrade that gets knocked out along with the planet (think about it, this would really increase the importance of the marza)?

Reply #1055 Top

would make it easier to protect any recently contested planets from those annoying 5 siege frigate attacks that the AI likes to send

Reply #1056 Top

Very interesting... I like finally you don't  have to fully rely on the defense turrets around your planet's gravity well to shoot stuff down. The ground based planetary defense starts kicking the crap out of any ship that comes within range *_*

 

People on the planet: "Oh sh*t it's a fleet! FIRE FIRE FIRE, FIRE UNTIL THERE IS NOTHING LEFT! DO IT NOW!"

Fleet in space - KABLAM! XD

Reply #1057 Top

i do hope that you'll make different graphics for each race though... i can see Vasari planets using a reverse engineered version of their planet bombardment laser...

Reply #1058 Top

That or the Phase missile or Wave weapon pulses

Reply #1059 Top

knowing the TEC they'd probably either use lasers, missiles or even a large railgun on the surface like a gauss cannon, Advent would be, beams, plasma or like the TEC cept with different color laser

Reply #1060 Top

Yay for planetary defense guns!  Anyone here ever play Imperium Galactica II?  When the upper level planetary guns fired it was most satisfying.  My fortress worlds were a riot.  }:)  

Whats the range/power of those things?

Reply #1061 Top

Quoting Dathian, reply 1039
So any news on Windows 7 issues?

Just a note mine isn't a cracked version, it's legit just from a corporation instead.

Problem I'm running into is that about 45 minutes into the game with DS .86 running the game just stops.  Unfortunately windows 7 doesn't show me the minidump error, it does its own search for a solution then closes the program so aside from that I can't give you much detail.

When I run entrenchment un-modded and .85 it runs fine so something changed
End of Dathian's quote


Sadly while 0.86 had alot of fixes in it one of the pirate related issues still remained from 0.85 (however not experiencing this myself after a good 2-3hr game on 0.86 last night) I can say however that we have hopefully fixed all of the pirate related crashes for 0.90. I wont go out and say we have 100% cured them because at the end of the day this game has a mind of its own about some of these things lol but we're on the case!

Quoting EternalDragon, reply 1052
Hmmm it would be sorta funny to have a hair ball like fight going on... of course the way to add this is to add manshooters free movement fighting mod to the mix. Some of the battles can get so crazy that it's insane
End of EternalDragon's quote

Mooster is currently working on Adding the free movement mod as an optional extra for Distant Stars and should be released with the next version of distant stars.

Quoting TheRezonator, reply 1057
i do hope that you'll make different graphics for each race though... i can see Vasari planets using a reverse engineered version of their planet bombardment laser...
End of TheRezonator's quote

The planetary defenses are still currently very under development and require quite some work before they are final who knows what they will do in the long-term for now it's Carbons baby, many of the new features we're adding in 0.90 also require a fair amount of work before they are final but expect good working versions for the next patch ;)

There have been rumours on the wind of an entrenchment 1.04 patch being released soon also and we will be getting a compatiblity patch released the same day its released for that (as we always do) however it may not contain anything other than compatibility fixes, it depends on when its released and how far along the 0.90 development is by the time of release.

Reply #1062 Top

Quoting Nacey, reply 1061

Mooster is currently working on Adding the free movement mod as an optional extra for Distant Stars and should be released with the next version of distant stars.
End of Nacey's quote

Yes! Will defininetly be looking forward to this. Currently, when 2000 point fleets engage, it still seems too... orderly :P

Reply #1063 Top

A couple of things. First, I think the TEC would use missiles. Lasers have atmospheric distortion issues and railguns might have exit velocity issues.

Second, I had a dream about the planetary guns. Scary, right? I dreamt that I zoomed in so close to a Terran planet that I could see a city and it had four round, concrete bases which I clicked to add 1 of 3 components for the guns. I could add to upgrade them up to lvl 3. They looked like the Ion Cannon from Starcraft, but a more professional outer appearance. Then I got to see them rattle off fully automatic up through the atmosphere where the ammo faded off into the blue sky.

"Distant Stars: The Stuff Dreams Are Made Of!"

Reply #1064 Top

definitely agree with the different weapon points for the planetary guns

TEC- Missiles

Advent- Plasma (be nice to them Carbon)

Vasari- Phase missiles or Pulse Beams (they have better laser tech)

Reply #1065 Top

Quoting CurseUppl, reply 1062

Quoting Nacey, reply 1061
Mooster is currently working on Adding the free movement mod as an optional extra for Distant Stars and should be released with the next version of distant stars.

Yes! Will defininetly be looking forward to this. Currently, when 2000 point fleets engage, it still seems too... orderly
End of CurseUppl's quote

No only will there be dynamic mod movement there a number of small (well could be huge) changes to the some of the source code.

Reply #1066 Top

Quoting Pbhead, reply 1053


 

this map looks awsome... started it up, set all the ai to unfair, and ended up in the wrong position... i... lost...

 

i saw the jerry rig a few pages back... but it still needs fixoring.
End of Pbhead's quote

It will be fix by next patch. Easy way to fix it Ive found is to not set anyone on teams. So when you start the map make sure you set all AI on 1 team and yourself on another. Im working hard to test this over and over and over before sending another buged map out.

HEHEHEHEhehe, I see yall finally saw the video! Thanks for the feedback. What ya saw was me just getting the damn planet to shoot. Took me forever, with a bit of help from Nacey. As for the different weapon fire for each race. IDK yet if I can do that. Im limited on what I can make the planet shoot. Right now its Ion Cannons, for all races. The current stats of the Planet Defense are these:

Range: 8500
MaxTargets: Anyship with in range. (Though this will change if I get it work like I want)
Damage: 0 (Disables weapons currently)
Also its an end game tech currently you need 8 reserach labs.

Im still playing with the idea for another upgrade to add a damaging effect (missles, big gun, laser whatever it maybe) just dont know if it will be overpowered and make planet bombardment take forever. So who knows, its a slow process hopefully I can have it ready by 0.90. As always with anything Im working on, feedback and suggestions are always welcome!!!!

Reply #1067 Top

Quoting Ryat, reply 1064
definitely agree with the different weapon points for the planetary guns


Advent- Plasma (be nice to them Carbon)

End of Ryat's quote

You know me too well.

Reply #1068 Top

Suggestion: Don't make planet bombardment too impossible. If vessels with longer range bombardments (such as the Marza) were just ouside of the planet's range, it would probably make those vessels more appealing to the player.

Reply #1069 Top

Is anyone else having problems downloading the main file? I can't seem to get the download to initiate

The patch downloaded ok, but the main file just seems to hang on "Website found, waiting for reply"

Reply #1070 Top

Quoting Quirken, reply 1051

 
I'm running the 90-day Enterprise trial of Windows 7 RTM x64. Before that, I was running the RC x64.

I've had no Windows 7 related problems, just minidumps which appear to be normal for this mod.

I'd check to make sure all your drivers are up-to-date... might be a problem with your video driver or something?
End of Quirken's quote

 

All my drivers are up to date.  I even rolled back my video card drivers and tested and getting the same error.

So my conclusion is that something in .86 isn't jiving with windows 7 or its not jiving with the game itself.

Previous versions on the mod run perfect though.  So that is the catch.

Reply #1071 Top

i just downloaded this mod and installed it. It shows up in the available mods section and i applied the changes, but it sems the same. Do i have to have Galaxy Forge installed. Will it show up on random single player, how do you access the new maps. It seems like i've missed something simple.

Reply #1072 Top

Quoting valt, reply 1071
i just downloaded this mod and installed it. It shows up in the available mods section and i applied the changes, but it sems the same. Do i have to have Galaxy Forge installed. Will it show up on random single player, how do you access the new maps. It seems like i've missed something simple.
End of valt's quote

What is your "Enabled Mod Checksum"? It should tell you under the "mods" pane in the options menu. If your checksum is 0 then theres a problem with the install, more than likely it being inside another folder if its inside another folder take the files out and put them in to the Mods directory and try again. It should be something like this:

Mods-Entrenchment v1.03\DS Entrenchment Beta 0.86\*all the other folders should be here Galaxy, GameInfo, Mesh, Particle etc)

Reply #1073 Top

My checksum is 0. Thankyou for the info, it gives a direction to go.

Reply #1074 Top

Nacey, who has let you out of you coding cave?!?! LOL! Its nice to see you on here more often. Between you and Ryat Ive got the easy job of teasing ppl.:P   BTW, I feel a thank you is in order for both of you. Soooo.....

 

THANK YOU FOR YOUR BUG SMASHING, CODE TAMING, HARD WORK ON THE MOD!!!!!!!

Reply #1075 Top

valt, make sure you enable the mod... just placing it in the right file doesnt quite do it. the enable mod bit is on the same panel as where you saw your checksum... so select it, hit enable mod, and hit apply.

 

you know you have the mod on when you hear the awsome musics.