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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15,668,199 views 8,423 replies +31 Loading…
Reply #1076 Top

Ahhh finally rid my solar system of pirates... lol just whipped their butts taking out that base, took me fifteen minutes to take the base down completely. Star base alone took half the time.

Capitals -

3 Radiance battleships

2 Halcyon carriers

1 Progenitor mothership

2 Rapture battlecruisers

2 Revelation battlecruisers

All of them were at lvl 8 or 9 each

Frigates/Cruisers

40 Disciple

30 Illuminators

30 Defense

9 Purge

10 Aeria

10 Domina Subjugators

12 Iconian Guardians

30 Destra Crusaders

and lastly 10 Solanus Adujicators

lets not forget the 80 or so fighters/bombers/EWS

lol the fleet basically kept the pirate defenders busy while I focused the sols on the starbase right away...

also helps to have FULL upgrades still it was tough. It would be nice to see more varity in the pirate cap ships instead of the Kortul, Halcyon, Dunov, and lastly the Vulkoras in each pirate raid. MOAR varity I say with each pirate raid attack. Yeah sure they send some of these puppy's in groups of 6 to 12 or 14 capitals along with 40 or so cruisers and frigates.

Overall though I love this... btw... the Starbase made one hell of a light show when it went critical and exploded :drool: so far I've gotten about 8 and a half hours into this one game alone. I also gotta deal with the other 3 guys, two TEC, and 1 Vasari. The Tec guys are large... lol I'm gonna have fun mopping those guys up  XD

Reply #1077 Top

as far as models, no of us currently working on the mod are modelers so we do what we can as far as ships

flip side we are working on some new toys that will make the pirates a bit more piratey and dangerous

Reply #1078 Top

yet another sneak peek

*Ice planet Hota, Sector 54-c.*

"Command to Ion Defence, Ion Defence come in..."

"This is Ion Control."

"Ion Control be advised you have 4, I repeat 4 incoming Purge Vessles. Fleet is locked up, Advent are pushing hard."

"Roger, we need a quardarant Command..."

"4d, Ion Control. ETA 3 mins."

"Aye, targets have been confirmed. Clear sky, I repeat clear the sky."

 

"Sir, targets are within range..."

"Have all placements fire on targets!!!"

 

Meanwhile up above

"ARRRRGH, sir the landlubbers are preparing to fire their Ion Cannons"

"Are they aimed at us?"

"No sir but at the witches vessels"

"Excellent, they will never see this coming"

"No sir they think we are nothing to be bothered with"

"Time to show them the error of their ways. Arrrgh"

"Prepare the Fear Bombardment Weapons"

"Aye, Aye Capt'n, with pleasure"

"We will be FEARED!"

 

Reply #1079 Top

Ryat, have you confirmed the graveyard bug yet?

Reply #1080 Top

graveyard bug?

I do know that the AI acts loopy around it.

and there was one other issue, but I cant remember

I do know that nothing has been posted so

Reply #1081 Top

Not a bug Mooser, thats the way they are as of now. It was either have a buggy AI who doesnt like the ships or have them destructable, so the AI can blow them and move on. Nacey is trying to new fix but it wont be ready anytime soon.

Reply #1082 Top

Black-5... *cough*... half way through fight... *cough* *cough*... there were so many of them...

Reply #1083 Top

You can make Draakjacht, you have to be ready for the second wave

Reply #1084 Top

Quoting -Ue_Carbon, reply 1081
Not a bug Mooser, thats the way they are as of now. It was either have a buggy AI who doesnt like the ships or have them destructable, so the AI can blow them and move on. Nacey is trying to new fix but it wont be ready anytime soon.
End of -Ue_Carbon's quote

 

Would it be possible to make them destructable, and then respawn if nobody has colonised?

(I haven't tried the graveyards yet)

Alternatively, what about having the ships spawn after you colonise the graveyard?

 

The first might "break" it conceptually, but at least the AI wouldn't freak out.

The second could mean they're "in orbit" or something.

Also, I don't know how the graveyards work in terms of the game engine, but perhaps you could force them to be "alliied" with everyone?

Reply #1085 Top

How the graveyards work is basically just your standard militia spawn (well, with "dead" ships specified for the spawn instead), and then all the ships in the system have their weapons and engines disabled.  That should work fine as is, but for some reason the AI seems to be affected by the weapon disabling as well, which is where their acting loopy comes from.  They try to fire on the 'hostile militia' ships, and are constantly stopped, and because there's still hostiles in the system, they just don't leave.  Or at least, that's how the older versions of it worked.  I haven't really played with it much myself yet (just too lazy presently), but I did notice a crippler ship that looked like it may be part it, so I think they've altered the basic setup some.  And if they're playing with it, hopefully they'll figure something out.

Respawning the graveyards would probably not be the best of ideas though.  Mostly because they'd end up just being really easy, respawning xp, just for shooting at practice targets (more or less).

Reply #1086 Top

Hmmm interest... heh... I haven't had time to play over the weekend so far... I've been a tad busy doing something else... I finally picked up a modeling program and I'm working on a ship model. Once I get it done a little more I'll take a break and kill some more pirates :grin:

Reply #1087 Top

Graveyards are not colonizable. They have dead ships like Orciencor said. Its always been a first come first serve deal. Also like he said the AI thought these dead ships were bad ships. But, since you couldnt target them. The AI would leave a massive fleet in the graveyard and it would just sit there. Not fun. So till we find some work around. We made the dead ships attackable. Still works on the first come first serve, but lets the AI move on after they blow them up.

Besides these dead ships are weaker versions of the normal versions good for 2 things. Meat Sheild/Suicidal Mine Clearer. Or free xp for you caps! Personaly I like the current set up.

Reply #1088 Top

I think as a lv 8 tec tech, the tec talk to the pirates and are like "you all are freaking idiots!!! dont you understand that your human too, and if they get done with us your next?!?" and the pirates will be like... fine... we will only attack non-hummies... for a while...

Reply #1089 Top

and the pirates will be like... fine... we will only attack non-hummies... for a while...
End of quote

 

dont tempt me.

Reply #1090 Top

Quoting -Ue_Carbon, reply 1089

and the pirates will be like... fine... we will only attack non-hummies... for a while...
 

dont tempt me.
End of -Ue_Carbon's quote

 

Yeah, hummus is delicious! I like to spread it across crackers. You know, for that "crunch."

... Wait, we're not talking about soilent green now, are we?

 

Quoting -Ue_Carbon, reply 1087
Graveyards are not colonizable. They have dead ships like Orciencor said. Its always been a first come first serve deal. Also like he said the AI thought these dead ships were bad ships. But, since you couldnt target them. The AI would leave a massive fleet in the graveyard and it would just sit there. Not fun. So till we find some work around. We made the dead ships attackable. Still works on the first come first serve, but lets the AI move on after they blow them up.

Besides these dead ships are weaker versions of the normal versions good for 2 things. Meat Sheild/Suicidal Mine Clearer. Or free xp for you caps! Personaly I like the current set up.
End of -Ue_Carbon's quote

 

Sounds like a good fix.

Reply #1091 Top

Meanwhile up above

"ARRRRGH, sir the landlubbers are preparing to fire their Ion Cannons"

"Are they aimed at us?"

"No sir but at the witches vessels"

"Excellent, they will never see this coming"

"No sir they think we are nothing to be bothered with"

"Time to show them the error of their ways. Arrrgh"

"Prepare the Fear Bombardment Weapons"

"Aye, Aye Capt'n, with pleasure"

"We will be FEARED!"
End of quote

 All Hail Lord Ryat,Master Bug Hunter, Mastermind of the DS Pirates!

Reply #1092 Top

WE WILL BE FEARED!

who is laughing now

muhahahahahahahahahahahaha:rofl:

+1 Loading…
Reply #1093 Top

You are. I will have my time here soon when you jump into my grav wells.

Reply #1094 Top

more updates

"My lord, the imperialist are coing about, shall we retreat?"

"No, is the OIC ready?"

"Yes my lord the Overcharged Ion Cannon is ready"

"Good, lock on to that Kol there and fire when ready"

 "Let them fear us when we bring down their mighty Kol"

Reply #1095 Top

meanwhile on the otherside of the system

"Cap'n, we are nearing the planet"

"Is that snitch right, is the planet defenses like we are told?"

"Aye Cap'n, One starbase with a flock of frigates none of them accursed caps"

"Well, well, well, looks like we will be able to test our new toys, and those bitch witches wont know what hit them."

"ARRRGH!"

Reply #1096 Top

When you release your new pirates... I will play games with me and myself and play till i can take on their pirate base, and then I am going to destroy their pirate base, and I am going to do it all without losing a single cobalt.

My ships will fear NOTHING.

 

I will then start a new game, on a custom map, with many, many pirate bases, save the map, start a mouse recorder, and do the exact same thing... and then every night before I go to bed, I can hit the play button on the mouse recorder, and clear a dosen or so pirate bases IN MY SLEEP, EVERY NIGHT, untill ryat weeps.

 

Be afraid, pirates.... be very afraid...

 

 

(I just hope the new mod wont take 22.5 hours to unzip like .85 and .86 did... either zipeg just sucks, my computer sucks, or you all need to find something better than 7zip to compress... just select the file and hit "send to-> compressed(zipped) folder" plz... :-)  this way I wont have to wait a day to start... )

 

Reply #1097 Top

22.5 hours to unzip?!

seriously!?

mine does it in under 3 minutes

Sleep well Pbhead,

just make sure that one eye is open

ARRRRRGH!

Reply #1098 Top

I'm never quite sure if you guys are trying to be pirates or if Charlie Brown just missed the ball.

Reply #1099 Top

Quoting Draakjacht, reply 1098
I'm never quite sure if you guys are trying to be pirates or if Charlie Brown just missed the ball.
End of Draakjacht's quote

We got'r selves a planetshagger 'ere, maties!  Off to the plank, er, airlock with ye!  Less a'course, ye be hav'n beer!   :beer:

/the 19th was talk like a pirate day and I completely forgot about it.  Time to make up for it!

//Ahem, in all seriousness, I believe it has something to do with upcoming pirate additions/changes, or some such.

 

Reply #1100 Top

Arrrrr

me umbrella holden matey be right

the pirates are coming

be ready for'em

muhahahahahahahaha

*sigh need to find a pirate emoticon*