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[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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15,660,898 views 8,423 replies +31 Loading…
Reply #2051 Top

It was my failure of a map to begin with.

Reply #2052 Top

hey, is there a map with the capturable trade neutral in there a default? ive found most of the standard Sins maps dont use too many of the new DS grav well types... which is annoying...

two other things, one: is it possible to completely randomise starting position? on many maps i find im starting in the same place every time, which is really annoying...

two, im playing a game on a large map with 9 players, but i only want 7 players to play and i want a bit of space to start out (not have a hostile Hard AI sitting next door with a flaming pitchfork saying bend over). yet, when i lock the positions of players 2 and 3, (trying to kick the closest AI out of my star system) i still have 3 other AI in my system, 2 hostile and allied and one allied to me? do they shuffle down towards player 1 when some players are locked out? is this changeable? cause its really kinda annoying...

Reply #2053 Top

Quoting TheRezonator, reply 2052
hey, is there a map with the capturable trade neutral in there a default? ive found most of the standard Sins maps dont use too many of the new DS grav well types... which is annoying...

two other things, one: is it possible to completely randomise starting position? on many maps i find im starting in the same place every time, which is really annoying...

two, im playing a game on a large map with 9 players, but i only want 7 players to play and i want a bit of space to start out (not have a hostile Hard AI sitting next door with a flaming pitchfork saying bend over). yet, when i lock the positions of players 2 and 3, (trying to kick the closest AI out of my star system) i still have 3 other AI in my system, 2 hostile and allied and one allied to me? do they shuffle down towards player 1 when some players are locked out? is this changeable? cause its really kinda annoying...
End of TheRezonator's quote

 

Deep space have the capturable trade, though its a bit randonm on if it shows up.

 

As most of those other questions its out of our hands...most of it is due to SINS and/or Galaxy Forge. Most of the time it will stich the human player in player 0.

Reply #2054 Top

Quoting -Ue_Carbon, reply 2048
Ive been thinking...what if we changed the pirate theme to this??

 

Arrr...I be a professional pirate!!
End of -Ue_Carbon's quote

arr, i agreee! =P

Reply #2055 Top

As most of those other questions its out of our hands...most of it is due to SINS and/or Galaxy Forge. Most of the time it will stich the human player in player 0.
End of quote

yeah, i realise that, im just asking if its set to default to squash the player in with as many AI as possible... or if its possible to change this event occuring?

Reply #2056 Top

To be honest Im not sure. Let me experment and see what I can come up with.

Reply #2057 Top

Quoting TheRezonator, reply 2052
two, im playing a game on a large map with 9 players, but i only want 7 players to play and i want a bit of space to start out (not have a hostile Hard AI sitting next door with a flaming pitchfork saying bend over). yet, when i lock the positions of players 2 and 3, (trying to kick the closest AI out of my star system) i still have 3 other AI in my system, 2 hostile and allied and one allied to me? do they shuffle down towards player 1 when some players are locked out? is this changeable? cause its really kinda annoying...
End of TheRezonator's quote
Player 2 is quite often not the closest to you.  However, the closest to you is generally consistent between maps. eg - if you start up a map and notice that 3, 5, and 10 are closest to you, I would try quitting and reopening the same map with 3, 5, and 10 disabled.  Doesn't work infallibly iirc, but I've had some luck with it.

Reply #2058 Top

nice, thanks for the advice...

i guess, though, the best way to get what i want is to finally unzip that galaxy forge folder i downloaded and start making me some maps...

Reply #2059 Top

Yeah then posting them to the DS map topic!!!!!

Reply #2060 Top

oh, yeah..... definitly... that was totally my plan... =P

Reply #2061 Top

Thats what I though! :P

Reply #2062 Top

I have one question. Why do I need to "Delete everything but the Sound & Textures folders"? Wouldn't the mod work since every modded data are gone? Furthermore,  there are some texture files need to be deleted and I wanted to know reason why. Are they corrupted or cause a bug in the game?

Reply #2063 Top

yeah, i mean, wouldnt merging the folders overwrite the old files?

Reply #2064 Top

Quoting BrightGALAXY, reply 2062
I have one question. Why do I need to "Delete everything but the Sound & Textures folders"? Wouldn't the mod work since every modded data are gone? Furthermore,  there are some texture files need to be deleted and I wanted to know reason why. Are they corrupted or cause a bug in the game?
End of BrightGALAXY's quote

 

If your patching. There are files that are no longer used. If you leave them in the folder you get a different checksum and could cause problems. Instead of giving rather large list of files to delete each new patch its easier if you just delete the entire folder and use the one that patch supplies. As for the Texture file, we didnt do the whole delete and replace thing with this file b/c it would make the patch download double at least. Its easier to delete just those few files.

 

The sound and textures take up 80% of the download size. For those who wanted that fun fact.

Reply #2065 Top

Quoting TheRezonator, reply 2063
yeah, i mean, wouldnt merging the folders overwrite the old files?
End of TheRezonator's quote

Yea they do but there are files that are not needed anymore. Either b/c they are bugged or just outdated. Those dont get deleted since we dont replace them. They cause checksum issues if you dont get rid of them also.

Reply #2066 Top

I am installing the Distance Stars for the first time. I am not patching anything from previous versions. So, do I put everything in the mod folder?

Reply #2067 Top

Quoting BrightGALAXY, reply 2066
I am installing the Distance Stars for the first time. I am not patching anything from previous versions. So, do I put everything in the mod folder?
End of BrightGALAXY's quote

yes, the Readme was a bit of a mistake, If you are downloading the full everything is fully optimized

Reply #2068 Top

Quoting Ryat, reply 2067

yes, the Readme was a bit of a mistake, If you are downloading the full everything is fully optimized
End of Ryat's quote

Glad to have you back buddy! :D

Reply #2069 Top

Diplomacy mod just crashed on me--where do I find the crash dump?

Reply #2070 Top

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.

Reply #2071 Top

Cool. Enabled logging. I'll let you know next time it crashes. I need an email address to send the files to.

Reply #2072 Top

Problem signature:
  Problem Event Name:    APPCRASH
  Application Name:    Sins of a Solar Empire Diplomacy.exe
  Application Version:    1.0.3.0
  Application Timestamp:    4b476e68
  Fault Module Name:    KERNELBASE.dll
  Fault Module Version:    6.1.7600.16385
  Fault Module Timestamp:    4a5bdbdf
  Exception Code:    e06d7363
  Exception Offset:    0000b727
  OS Version:    6.1.7600.2.0.0.256.1
  Locale ID:    1033
  Additional Information 1:    4f2f
  Additional Information 2:    4f2fb01e8e2e0d864ff4c01434807517
  Additional Information 3:    a51e
  Additional Information 4:    a51ef954900ebe94811d50a162319336

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
  C:\Windows\system32\en-US\erofflps.txt

 

I assume this is the log you spoke of.

 

Also, I noticed what appears to be "gunships" showing as "String Not Found"

Reply #2073 Top

Im not sure is DS related or not. Since Diplo is in beta still we can support the mod for it. So its a use at your own risk kinda thing. Im not using it personaly yet, but b/c I have a feeling it be buggy and I wanted to get a feel for Diplo before we DS'ify it. Muhahahaha...

 

 

Now...for those who care. In Our Lore topic Im currently working on a Final map for our lore. Showing everyone what the Distant Stars are currently. If you want to make your mark on our Lore NOW is the time to act. I have a HUGE ammount of planets/stars/ and other grav wells to name and IM TAKING YOUR SUGGESTION!!!!! PM or MSN me your list of name or ideas for the map and I'll use what I can!!!!!! ALSO, if you not been reading it shame on you! We have some awesome players working together to create a unique story full of turns and twist! Its not to late to join them either!!!! We need all kinds of players ....Advent ...Vasari ...TEC...THE MORE THE MERRIER!!!!!! Its another AWESOME way to make your mark on DS! Not sure on how to join in the chaos? Let one of us know!!! We be glad to catch you up on some of the current set in stone things!!! I know there is more than just a handful of us who play DS and are writing up stories!!! I remember the download stats....

Reply #2074 Top

Carbon has a point Leuthesius, the Diplo mod is more of a way for us to keep up with all the changes so when Diplo is offically released we are ready at the go so its still a little quirck. Try going for the Entrenchment version it is much more stable and more enjoyable (plus I have not be able to get to the Pirates on Diplo yet, though I will soon, muhahahahahahahaha }:) )

Reply #2075 Top

Carbon... link to this place of naming?

Love you guys' mod by the way. It's gorgeous.