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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15,661,918 views 8,423 replies +31 Loading…
Reply #1551 Top

Quoting Ryat, reply 1549
hehe, and I am field testing some new weapons as well

be afraid, be very afraid

muhahahahahahahahahahaha
End of Ryat's quote

 

No you are here by server this work stop order.:typo:

Reply #1552 Top

ARRRRRRRRR!

A pirate fears no work order

arrrr

Reply #1553 Top

Hi guys,

got a little problem with the Mod.

I have a lot of "String not Found" faults. In Teching Tree, Map Builder and on Ships. I am got the German Version.

Somebody can tell me how to fix this ?

If i playing without the mod i got no "SNF" faults.

 

Another question is: Can get back the normal "Ship limits" ? When i play with my Brother in LAN after 2 Hours he can“t play anymore. Because his PC ist not that "powerfull" to handle an 2v2v2v2...

 

Thx for help

Greetz keawin

Reply #1554 Top

Quoting keawin, reply 1553
Hi guys,

got a little problem with the Mod.

I have a lot of "String not Found" faults. In Teching Tree, Map Builder and on Ships. I am got the German Version.

Somebody can tell me how to fix this ?

If i playing without the mod i got no "SNF" faults.

 

Another question is: Can get back the normal "Ship limits" ? When i play with my Brother in LAN after 2 Hours he can“t play anymore. Because his PC ist not that "powerfull" to handle an 2v2v2v2...

 

Thx for help

Greetz keawin
End of keawin's quote


In the String folder rename English.str to German.str that should cure your issue ;) It iwll all be in english sorry we dont have a translated version available.

To return the ship limits to default you would need to change the research settings which I wouldnt reccomend, however if you wish to revert them back to their defaults you would need to take ALL of the files:

Starting at:
RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity
and ending at:
RESEARCHSUBJECT_MAXSHIPSLOTSTECH7.entity

48 files in total that would need to be copied in to the GameInfo directory for Distant Stars, you can find the files in the Official SoaSE directory (Entrenchment never modified these files).

Also note if you do this anyone you want to play with in multiplayer has to make the exact same changes you do.

Reply #1555 Top

OK, the mods is still good, but I wanted to let the pirate guy know, that when battling pirates I get a significant frame rate hit. Everything else is fine, and I don't get the hit when fighting the other races, just the pirates. Sometimes weapons fire will actually dissapear sompletely too (presumably because the engine can't handle it).

You might want to take a look at optimising the code or something, dunno what the problem is exactly.

Reply #1556 Top

I apologize. It's thrust to weight ratio which does affect top speed. As an object moves forward, it creates G force and the relative weight created during motion increases at greater speeds, creating a ceiling beyond which a given object can accelerate past. No vessel thus far has had an efficient enough engine to make it anywhere close to the speed of light.

 

Back to the game... Has anyone noticed the description of Improved Arid Colonies is messed up? "Adapting construction best practices to the dry and sandy climate..." Tis odd. And I haven't played with pirates in the recent mod, but I noticed before that, for example, Pirate Kodiaks (whatever their name) fire misses in a cruise missile fashion, yet I didn't see the missile damage mentioned in the info card. Was wondering if that was taken care of.

Reply #1557 Top

The missile firing is an ability not standard firing

and a lot of the research descriptions have been changed to better fit the bigger selection of planets

Reply #1558 Top

i just thought of something, i remember Mooster talking about how missiles generally get outrun by ships when the Dynamic Movement mod is switched on... is it possible to increase the speed of the missiles?

also, how does it affect gameplay? as in, is DPS still applied if the graphic is messed up? if so, it should just be a simple matter of fiddling with the graphic right?

Reply #1559 Top

Quoting TheRezonator, reply 1558
i just thought of something, i remember Mooster talking about how missiles generally get outrun by ships when the Dynamic Movement mod is switched on... is it possible to increase the speed of the missiles?

also, how does it affect gameplay? as in, is DPS still applied if the graphic is messed up? if so, it should just be a simple matter of fiddling with the graphic right?
End of TheRezonator's quote

Well sure if missle go faster they hit the ships faster, but since, there isn't a dodging system in Sins, I doubt increasing missle speeds would change the game much

btw, does anyone know of a good file hosting service, I am looking at either filefont, or mediafire, any suggestions

Reply #1560 Top

ice mediafire has a 100mb file limit, filefront for me has trouble uploading files over about 10mb and can take 10 or more attempts to successfully upload a file

harpo

 

Reply #1561 Top

Yeah, was playing with Ogrovs and noticed that I killed them before an animated shot, but the HP was taken off of a starbame all the same. Much like the ship construction, I assume all the impact decisions are made immediately when a weapon is fired. Not preferable imo, but whatcha gonna do.

Question: Anyone know if there is an AI that will use the Advent's kick ass starbase abilities, such as teh AoE disabiling one? I imagine unfair might, but I'm not big on giving my enemy resource injections. I imagine they disabled the AIs use of it to keep from making it too hard.

thanks Ryat

Reply #1562 Top

I think you have to set the abilities to automatically be set to autocast, I know that is how we got them to use the lvl 6 abilities

Reply #1563 Top

Okay, I know I can set my guys to autocast, but how do you set that for an AI?

not harpo

Reply #1564 Top

It'd be in the ability entity files.  Look for the following lines:

isAutoCastAvailable
isAutoCastOnByDefault

And just follow them up with TRUE or FALSE as desired.

As for making the starbases use their abilities.. as far as I've ever noticed, those abilities are auto cast by default, but I dont' think the AIs are set up to research (and/or choose as an upgrade) them in the first place.  So that particular case may fall into the same limitations that keep the AIs from building super weapons.  Which I believe is sadly hardcoded, and not something that can currently be tweaked.  (But let's hope the AI is tweakable in the future.)

Reply #1565 Top

I see them upgrade weapons and armor. It could be a research issue, but I'm more inclined to think it's a purposeful block, like what you mentioned with the super weapons. Sad cause although I feel the Advent ability is a bit overpowered, it would make scouting take on new significance.

btw, what's the means to disable fleet auto-join? I hate auto-join.

Reply #1566 Top

just set everything to

autoJoinFleetDefault FALSE

Reply #1567 Top

Please make Bailknights graphical changes an option or tone them down a lot.

They are just to much right now. Impossible to get good screenshots of battles as most ships are engulfed in a big glow from weapons fire.

Reply #1568 Top

Quoting jtillung, reply 1567
Please make Bailknights graphical changes an option or tone them down a lot.

They are just to much right now. Impossible to get good screenshots of battles as most ships are engulfed in a big glow from weapons fire.
End of jtillung's quote

Lol that would require a near total overhaul of all of the particles

My suggestion is to compare all of the particles file in the particles folder of the main install to the mod particle file, whenever you have the same file, delete that one in the mod folder

The graphical mod has always been an integral part of the distant star mod.

Reply #1569 Top

Hey, all I get every time I download is a corrupted file...

Could you repost a better link or redo it please thank you...

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

 

Reply #1570 Top

I will let Nacey know (he is the one in charge of that system) and see if we cant send it another way (or maybe someone else can send him a copy?)

Reply #1571 Top

Tyring this mod out. So far I must say, very good job. Feels like a mini expansion pack.

 

Is there any arranged online play time? If not is anyone interested to play online?

Reply #1572 Top

we had once arranged something, and there are some who are interested but it has got a little sidetracked :(

Reply #1573 Top

I'm interested in playing online.  The weekend is usually the best time.

Reply #1574 Top

hey, did you guys boost the difficulty of the AI? i havent played in a while, came back and got hammered by a couple of hard AI... which is unusual... so either i got crappier than i thought, or you guys snuck on in on me =P

Reply #1575 Top

yes we did play around with the settings for the AI that we could effect