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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15,658,482 views 8,423 replies +31 Loading…
Reply #1451 Top

Oops, I thought there were two versions.  One for Entrenchment and the other for the regular game.  Are there any mods out there for regular SoaSE?

Reply #1452 Top

Many mods have had to push aside the regular SoaSE for Entrenchment because not only is it double work, but also Entrenchment brings may modding abilities that Regular SoaSE does not have. We will be trying to update it soon, but right now we are firmly focused on bringing the Entrenchment to 1.0 before the Diplomacy comes and mess things up again.

Reply #1453 Top

not really anymore.

Reply #1454 Top

Quoting Whiskey144, reply 1453
not really anymore.
End of Whiskey144's quote

yeah sadly true

Entrenchment brings so much to the table that it is hard to play regular anymore

@irjebiv- I highly recommend getting Entrenchment. It is very much worth extra $10 to get.

Reply #1455 Top

The blog has been updated with a more descriptive post of 0.90 and what it brings to the table the full post can be found here: http://distantstars.mmobase.com/blog/

The actual patch release will be tomorrow (Wednesday 04th) once the final changes go through testing.

Reply #1457 Top

hehehe

them powerful pirates will be getting more powerful soon as well, until I here screams of fear.

Muhahahahahahahahahahahahahaha:rofl:

The Lord Ryat of the DS Pirates has spoken

Reply #1458 Top

Weren't powerful enough in the testing?  Or just having fun making them all the more evil, until we must deploy ninja ais to neutralize them?  (Since it's not like either group can actually beat each other.)

Reply #1459 Top

I don't know the pirates already have the AI (on hard) pinned down on a few maps to the point where I don't fight the AI factions at all, only pirates. Not sure they *need* more power.

Reply #1460 Top

When does this patch come out? Website says day after the 3rd.

 

Also, what does "dynamic movement" mean?

Reply #1461 Top

Quoting rayadrel, reply 1459
I don't know the pirates already have the AI (on hard) pinned down on a few maps to the point where I don't fight the AI factions at all, only pirates. Not sure they *need* more power.
End of rayadrel's quote

We have reworked the AI as best we can to compensate for the increased capabilities of the pirates, they now do a decent job. As for the more powerful pirates, it is more of an addon for those who want bit more of a challenge from the pirates and not in the main core of the mod, though yeah the AI cannot handle the more powerful pirates so I recommend playing the map Black-5 by -Ue_Carbon that has a ton of pirate bases, so that you are doing nothing but handling pirates.

Reply #1463 Top

Nacey said sometime today (11/04/09) so hopefully soon, not sure as to exact time, but Im sure he is uploading it all now.

Reply #1466 Top

And the moment you're all waiting for is here, 0.90 is finally released the patch can be downloaded here:

http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.90_Patch_[34826167].7z

PLEASE NOTE ONE MAJOR THING:
The file chaosbolt.texanim has been removed from the TextureAnimations folder. If you use the patch this file will not be removed by patching you will have to go in to this folder and remove this file yourself. It wont make any difference when playing on your own but multiplayer over LAN or Online may recieve checksum issues unless this file is removed.

Distant Stars 0.90 Change Log:
- Numerous Erroneous string errors have been corrected
- Many bugs have been fixed and corrected
- Strikecraft should no longer spawn on Graveyard planets whilst the ships are disabled
- All Pirate ships have undergone balance changes and ehancements
- Pirates now have new graphics and effects
- Research has been completely re-balanced to help online play and remove useless research
- TEC Research labs now use 4 Logistic slots rather than 6
- Numerous Mesh, Particle, Texture, and Pipeline Effect corrections
- The latest version of the Volumetric Graphics mod is now incorporated

Optional Extras (These can be found in the Extras folder):
- Mooster's Dyanmic Movement for Distant Stars
- Ryats Powerful Pirates for Distant Stars

The full download is currently being uploaded, please be aware the research changes aren't final and are more than likely going to change between now and the final release of the mod. The first step in the re-balancing of the research was to remove all useless research and re-balance ALL of the costs across the board. This means some research now costs alot less than previously (especially Advent research as that was majorly inbalanced), some research has less levels with more of an effect (due to useless research being removed), some have the same amount of levels and less of an effect.

Each races uniqueness will still be there or even more apparent than previously. For example Advent now have far more shield research than the other races, where the TEC have more Hull research than the other two races, Vasari have a combination of Hull & Shield research but don't specialize in either.
TEC have +100% Metal research as with before and +60% Crystal (Totalling +160%), Advent have +100% Crystal Research as with before with +60% Metal Research (Totalling +160%) and Vasari now have +80% of Metal & Crystal (Totalling +160%).

We hope you enjoy the patch, as ever feedback is welcome and bug reports are always helpful!

Reply #1467 Top

Quick question:

 

How do you create DS galaxy/maps to play on, I assumed the normal map editor wouldn't have the DS stuff and I was right lol... Just wanted to make a few teamwork styled maps with a large terran planet or desert as the choke x3

 

Thanks n..n

Reply #1468 Top

Yay I can play sins for another month again, thank you!

(yeah, dynamic movement!)

Reply #1469 Top

Ya, dynamic movement will be updated again... I am personally not even sure if I included all of the change I wanted to make so ya, expect a new patch to the dynamic movement added to the pirate mini-mod also

Reply #1470 Top

I have  many mods for many games, but the dedication and speed of your new patches is Terriffic! I havent seen a mod patch realeased so fast after a beta state.....  for a couple of years!

 

Question......

Any word about Planets Attacking Back that was mentioned in the blog haha?

http://www.youtube.com/watch?v=3DOKnD0TtNc

Reply #1471 Top

dododo... the pirate mod... and the dynamic movement... is there a way to have them both on at the same time? I notice that they overwrite alot of the same files...

mmm... think i figured it out... but i dont think my pirates will have the dynamic movement... although... after looking more closely... it seems they didnt have it anyway?

 

Edit: mmmk... that got me a minidump... herm...

Reply #1472 Top

Pbhead, I am currently upload a new version of the Dynamic mod, it will include my mini and Ryat's pirate (both as dynamic)

Peace out.

Reply #1473 Top

awsome.

Reply #1474 Top

sorry if i missed it, but what does Ryats Powerful Pirates mod do exactly?

i mean, i can guess, but from what i heard, pirates in the normal mod were pretty powerful, so, have standard mod pirates gone back to normal and if you want more powerful ones, add the extra mod or?

Reply #1475 Top

Ryats Powerful Pirates mod takes our already strong (ish) pirates to a whole new level. The pirates within DS are as ever powerful, however it makes them even more powerful and due to the already difficult level of pirates we have left these rather enahanced pirates out of the standard mod.

The full download is now readily available for you all and it can be found here:

http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.90_[34826167].7z