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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15,667,750 views 8,423 replies +31 Loading…
Reply #1801 Top

Nace,
About incorporating the more up-to-date Bailknight's Graphic Mod, all I can say for now is you can definitely replace these files:

Explosion_PhaseMine.particle
Explosion_PsiSpaceMine.particle
Explosion_TechSpaceMine.particle

For the rest of the particles (and I'm not sure there's many more that're much different), just wait until I release BKGM integrated with the latest Volumetric Explosions mod.

(see edit below)

Also, if Distant Stars has yet to incorporate BKGM's firing patterns -- defined in ships' entity files -- you can use a file difference comparator like WinMerge to port over only the changes to those attributes while keeping DS' stat modifications intact.

EDIT:
Actually, hold on.  This is much more useful information than the first part above. The only particle files in Volumetric Explosions that should NOT be overwritten by my latest BKGM release are:

DamageEffect_Fire1.particle
DamageEffect_Fire2.particle
DamageEffect_Steam1.particle
Explosion_Flotsam_Big.particle

Every other particle file in Volumetric Explosions is either identical, marked with an older date, or not common to BKGM.  Also, keep in mind this is only concerning particle files... obviously, you don't want to overwrite entities or the .explosiondata file.

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Reply #1802 Top

Idea for a new planet type:

In the opening cinematic it showed the Vasari world Kron being destroyed by a huge electrical burst.

 

So my idea is something like the plasma storm, just with Huge chunks of planet floating around inside.

 

It would look cool, and be lore-friendly.

Reply #1803 Top

Quoting renegade2525, reply 1802
Idea for a new planet type:

In the opening cinematic it showed the Vasari world Kron being destroyed by a huge electrical burst.

 

So my idea is something like the plasma storm, just with Huge chunks of planet floating around inside.

 

It would look cool, and be lore-friendly.
End of renegade2525's quote

The problem isn't creating the abilities (which I don't know if it could be done) but it is the problem of creating the mesh and the textures for the planet itself...unless you got a model editing program you really don't do it.

 

Reply #1804 Top

Quoting ice27828, reply 1803

Quoting renegade2525, reply 1802Idea for a new planet type:

In the opening cinematic it showed the Vasari world Kron being destroyed by a huge electrical burst.

 

So my idea is something like the plasma storm, just with Huge chunks of planet floating around inside.

 

It would look cool, and be lore-friendly.
The problem isn't creating the abilities (which I don't know if it could be done) but it is the problem of creating the mesh and the textures for the planet itself...unless you got a model editing program you really don't do it.

 
End of ice27828's quote

 

So let's say I was able to make the model and the texture... What type of file would I need to export it to?

Reply #1805 Top

Quoting adecoy95, reply 1800


EDIT: shortest game ever, told yall i sucked in versus, perhaps next week if there is a comp stomp
End of adecoy95's quote

 

Thats b/c you quit on me :( The game when alot longer. I died hardcore but had fun. You should of stayed. At least kept Pbhead busy with his fleets of Caps :P

Reply #1806 Top

So let's say I was able to make the model and the texture... What type of file would I need to export it to?
End of quote

 

XSI. Then you have to use the converter to convert it into .mesh. The converter comes with ForgeTools I think.

Not to be picky and such, but the planet wasnt destroyed, the lab was.

Anyhow...what would the grav well be called? What buff/debuffs would it have? More details please.

Reply #1807 Top

Quoting Nacey, reply 1760

It should be in the Civilian tree under the engineering block, 5 slots in
End of Nacey's quote

TEC has it, but Advent / Vasari do not. Is this really just me?

Reply #1808 Top

I didn't even think the lab was destroyed, but that it was showing that they either created or were the first to unlock the secrets of phase space. Doesn't really matter. A destroyed planet would be kinda cool. I think it would be unihabitable, but have extractors. It would definitely have the floating debris debuff you get in the asteroid field, but a plasma storm (or some other effect) that could tear up a planet would probably have a degenerative effect similar to the pulsar. All in all, when I think of it, I imagine the Nexus from Star Trek: Generations, violent as all get out to vessels and no place you can maintain a tactical advantage. Even harmful enough to nearly eliminate the advantage of a starbase on the edge of the grav well sending fighters. But, that's if you do it. I have Truespace and Blender, but am not the modeler in my company, so I can't help much. Good programs though.

Reply #1809 Top

Quoting -Ue_Carbon, reply 1806


Anyhow...what would the grav well be called? What buff/debuffs would it have? More details please.
End of -Ue_Carbon's quote

I would call it something like 'Shattered World'.

 

Cannot be colonized but has a good amount of resources (Precious metals and crystals that were buried under the planet's crust now float around in space) So fast extraction rates.

Reply #1810 Top

Quoting Draakjacht, reply 1808
I have Truespace and Blender, but am not the modeler in my company, so I can't help much. Good programs though.
End of Draakjacht's quote

I have Rhino, 3DS Max, and Blender... But I'm only good at modelling with Rhino. XD

I like 3DS Max, but I never finished the tutorials, so I never got anywhere.

Reply #1811 Top

Well you can make it in whatever you want...but you need to as far as I know convert it over to XSI to then convert it into a .mesh so the game can use it.

 

The 'Shattered World' would be an uncolonizable grav well with lots of asteroids to capture? Am I understand it correctly?

I am curious to see what you create :)

Reply #1812 Top

I'll try to post a render first. I'll probably be finished in about 4 or 5 hours.

 

EDIT: creating a texture is probably the hardest part.

Reply #1813 Top

If you not checked out our newest community topics then your falling behind!!!!!

 

Got a custom map you been perfecting? Or have you found a new system in the Distant Stars? Share what new found maps you made here ---->>  https://forums.sinsofasolarempire.com/372059

 

Been showing off your fleets epic power? Crushing enemies? Flaunting your ships to the local popluation?! Post up your pics here ---->> https://forums.sinsofasolarempire.com/372057

 

Guilty of talking to yourself while playing DS, hoping your ship captains talk back? Got a story of Distant Stars status? Want to join the lore and story unfolding right now in the Distant Stars? Head here and join in our story or post something all your own ---->> https://forums.sinsofasolarempire.com/372058

 

GO NOW! CHECK THEM OUT OR RYAT WILL SEND HIS PIRATES AFTER YE!!!!!

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Reply #1814 Top

Well, I've got the model and the texture made.

Unfortunately, all of these modding tools seem confusing and I'm not sure I want to use them because it seems to use one thing then I'm required to download another thing and another...

I'm not really able to get it ingame....

 

Here's the untextured model:

Reply #1815 Top

How about a carbon planet? http://en.wikipedia.org/wiki/Carbon_planet , there are some legit theories backing this idea, it would be the size of a terran planet, but would have carbon compounds rather than silicon compounds making up the rock. it would also have seas of tar, hydrocarbon deposits, and possibly a mantle layer of diamond underneath the surface (trade boost?), might be able to harbor some really exotic form of exterrestial life, just look it up on google images if you need to see what it looks like

btw, that shattered world looks epic!

Reply #1816 Top

That model looks pretty great Renegade but as you mentioned SoaSE is a pain in the backside to get meshes exported in to. Texturing is another pain in the backside also >.< looks really good though dude.

The Carbon planet would certainely be interesting to see tbf will take a look in to it and see what we can come up with :)

Reply #1817 Top

are you guys still under the texture and mesh limit with all the new stuff (pirate capital ship, planets ...)?

Reply #1818 Top

Quoting tesb, reply 1817
are you guys still under the texture and mesh limit with all the new stuff (pirate capital ship, planets ...)?
End of tesb's quote

EDIT:
Just reading the dev blog other people have questioned about the textures and it would seem that 1000 is the theoretical max so yes if all of the textures loaded at once (which doesnt happen) we would exceed the limit however we did make cut backs on purpose to stop this from happening. We do however come pretty close to exceeding the limit.

Another Edit:
You peaked my curiosity to check just how many textures we are using current total (with all planet types in one map): Is 670 Textures, actually less than what Blair Fraiser mentioned the default client uses. Once Diplomacy is released and we have a count of all the textures that're available to use we'll think about adding the old planetary variations in. However we need to balance this with memory usage as obviously this game is only 32bit it can only use up to 2GB of memory Distant Stars can already hit 1.8GB memory usage without any real issue.

Reply #1819 Top

Finally got my copy of Sins working again and just got this Mod installed again, can hardly wait to continue playing. Thank you for the help Carbon.

Reply #1820 Top

Np man, enjoy!

Reply #1822 Top

And the moment you've all been waiting for, Patch 0.99 is finally here after a few weeks of development we're glad to release it before christmas and from myself and all of the team:

Happy Holidays!

(Thought i'd be policitcally correct and says "holidays" rather than christmas :P)

DS Entrenchment v0.99 Patch:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.99_Patch_[36363026].7z

Full download is currently uploading and will be available within an hour or two all going well.

If you're using the patch make sure to DELETE all the folders & files except Sound & Textures, to make sure you will get the correct Checksum for playing multiplayer.

- Tachyon research has been enhanced by empire scientists
- Planetary defenses have had an overhaul
- Planetary defenses now have improvement research
- Industrial planet buffs have been lowered slightly to help maintain balance across the races
- Maximum mines per planet is now 50, each mine set now spawns in a group of 3 and has triple the range and damage
- Advent minidump is now fixed and included with the download
- Planetary Defense structure has been increased to 10 tactical slot usage and moved to the end of the tactical tree
- Capital Ship slot access costs have been doubled to scale with the double capacity they allow
- Fleet research now scales with Capital Ship slot access cost hasnt been doubled
- Player Research trees have been revamped and the new technologies re-positioned
- Pirate Battleship shield is now the correct size
- The latest Bailknights Graphics Mod has been incorporated
- The latest Volumetric Explosion Mod has been incorporated
- New Loading screens have been added
- Many other minor changes across the entire mod

This is the biggest patch we've released to date change wise, which is why we ask you to remove all the directories except Sound & Textures many useless files have either been removed or made use of in some form. We hope you all really enjoy this patch, we're coming up to the big v1.0 finally after just under a year of development.
Thanks for all your support throughout the year guys 'n' gals :)

Reply #1823 Top

Happy Holidays!

(Thought i'd be policitcally correct and says "holidays" rather than christmas )
End of quote

 

PC!?!?! Blarh...... MERRY CHRISTMAS!!!!

 

Oh Huzzah for the patch!!!

Reply #1824 Top

Awesomeness!  I'll have one more thing to distract me from wrapping gifts, tonight ;)

Reply #1825 Top

Hi,

I'm atm. making some maps. How do I include DS planets etc. for it? Is there a modified Galaxy Forge of DS? Or which files do I copy to Galaxy Forge from DS?

Thanks.